org.bukkit.entity.HumanEntity Maven / Gradle / Ivy
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package org.bukkit.entity;
import org.bukkit.GameMode;
import org.bukkit.Location;
import org.bukkit.inventory.*;
import org.bukkit.permissions.Permissible;
/**
* Represents a human entity, such as an NPC or a player
*/
public interface HumanEntity extends LivingEntity, AnimalTamer, Permissible, InventoryHolder {
/**
* Returns the name of this player
*
* @return Player name
*/
String getName();
/**
* Get the player's inventory.
*
* @return The inventory of the player, this also contains the armor
* slots.
*/
PlayerInventory getInventory();
/**
* Get the player's EnderChest inventory
*
* @return The EnderChest of the player
*/
Inventory getEnderChest();
/**
* If the player currently has an inventory window open, this method will
* set a property of that window, such as the state of a progress bar.
*
* @param prop The property.
* @param value The value to set the property to.
* @return True if the property was successfully set.
*/
boolean setWindowProperty(InventoryView.Property prop, int value);
/**
* Gets the inventory view the player is currently viewing. If they do not
* have an inventory window open, it returns their internal crafting view.
*
* @return The inventory view.
*/
InventoryView getOpenInventory();
/**
* Opens an inventory window with the specified inventory on the top and
* the player's inventory on the bottom.
*
* @param inventory The inventory to open
* @return The newly opened inventory view
*/
InventoryView openInventory(Inventory inventory);
/**
* Opens an empty workbench inventory window with the player's inventory
* on the bottom.
*
* @param location The location to attach it to. If null, the player's
* location is used.
* @param force If false, and there is no workbench block at the location,
* no inventory will be opened and null will be returned.
* @return The newly opened inventory view, or null if it could not be
* opened.
*/
InventoryView openWorkbench(Location location, boolean force);
/**
* Opens an empty enchanting inventory window with the player's inventory
* on the bottom.
*
* @param location The location to attach it to. If null, the player's
* location is used.
* @param force If false, and there is no enchanting table at the
* location, no inventory will be opened and null will be returned.
* @return The newly opened inventory view, or null if it could not be
* opened.
*/
InventoryView openEnchanting(Location location, boolean force);
/**
* Opens an inventory window to the specified inventory view.
*
* @param inventory The view to open
*/
void openInventory(InventoryView inventory);
/**
* Force-closes the currently open inventory view for this player, if any.
*/
void closeInventory();
/**
* Returns the ItemStack currently in your hand, can be empty.
*
* @return The ItemStack of the item you are currently holding.
*/
ItemStack getItemInHand();
/**
* Sets the item to the given ItemStack, this will replace whatever the
* user was holding.
*
* @param item The ItemStack which will end up in the hand
*/
void setItemInHand(ItemStack item);
/**
* Returns the ItemStack currently on your cursor, can be empty. Will
* always be empty if the player currently has no open window.
*
* @return The ItemStack of the item you are currently moving around.
*/
ItemStack getItemOnCursor();
/**
* Sets the item to the given ItemStack, this will replace whatever the
* user was moving. Will always be empty if the player currently has no
* open window.
*
* @param item The ItemStack which will end up in the hand
*/
void setItemOnCursor(ItemStack item);
/**
* Returns whether this player is slumbering.
*
* @return slumber state
*/
boolean isSleeping();
/**
* Get the sleep ticks of the player. This value may be capped.
*
* @return slumber ticks
*/
int getSleepTicks();
/**
* Gets this human's current {@link GameMode}
*
* @return Current game mode
*/
GameMode getGameMode();
/**
* Sets this human's current {@link GameMode}
*
* @param mode New game mode
*/
void setGameMode(GameMode mode);
/**
* Check if the player is currently blocking (ie with a sword).
*
* @return Whether they are blocking.
*/
boolean isBlocking();
/**
* Get the total amount of experience required for the player to level
*
* @return Experience required to level up
*/
int getExpToLevel();
}
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