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org.bukkit.entity.Player Maven / Gradle / Ivy

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package org.bukkit.entity;

import org.bukkit.*;
import org.bukkit.block.Block;
import org.bukkit.command.CommandSender;
import org.bukkit.conversations.Conversable;
import org.bukkit.map.MapView;
import org.bukkit.plugin.messaging.PluginMessageRecipient;
import org.bukkit.scoreboard.Scoreboard;

import java.net.InetSocketAddress;

/**
 * Represents a player, connected or not
 */
public interface Player extends HumanEntity, Conversable, CommandSender, OfflinePlayer, PluginMessageRecipient {

  /**
   * Gets the "friendly" name to display of this player. This may include
   * color.
   * 

* Note that this name will not be displayed in game, only in chat and * places defined by plugins. * * @return the friendly name */ String getDisplayName(); /** * Sets the "friendly" name to display of this player. This may include * color. *

* Note that this name will not be displayed in game, only in chat and * places defined by plugins. * * @param name The new display name. */ void setDisplayName(String name); /** * Gets the name that is shown on the player list. * * @return the player list name */ String getPlayerListName(); /** * Sets the name that is shown on the in-game player list. *

* The name cannot be longer than 16 characters, but {@link ChatColor} is * supported. *

* If the value is null, the name will be identical to {@link #getName()}. *

* This name is case sensitive and unique, two names with different casing * will appear as two different people. If a player joins afterwards with * a name that conflicts with a player's custom list name, the joining * player's player list name will have a random number appended to it (1-2 * characters long in the default implementation). If the joining player's * name is 15 or 16 characters long, part of the name will be truncated at * the end to allow the addition of the two digits. * * @param name new player list name * @throws IllegalArgumentException if the name is already used by someone * else * @throws IllegalArgumentException if the length of the name is too long */ void setPlayerListName(String name); /** * Get the previously set compass target. * * @return location of the target */ Location getCompassTarget(); /** * Set the target of the player's compass. * * @param loc Location to point to */ void setCompassTarget(Location loc); /** * Gets the socket address of this player * * @return the player's address */ InetSocketAddress getAddress(); /** * Sends this sender a message raw * * @param message Message to be displayed */ void sendRawMessage(String message); /** * Kicks player with custom kick message. * * @param message kick message */ void kickPlayer(String message); /** * Says a message (or runs a command). * * @param msg message to print */ void chat(String msg); /** * Makes the player perform the given command * * @param command Command to perform * @return true if the command was successful, otherwise false */ boolean performCommand(String command); /** * Returns if the player is in sneak mode * * @return true if player is in sneak mode */ boolean isSneaking(); /** * Sets the sneak mode the player * * @param sneak true if player should appear sneaking */ void setSneaking(boolean sneak); /** * Gets whether the player is sprinting or not. * * @return true if player is sprinting. */ boolean isSprinting(); /** * Sets whether the player is sprinting or not. * * @param sprinting true if the player should be sprinting */ void setSprinting(boolean sprinting); /** * Saves the players current location, health, inventory, motion, and * other information into the username.dat file, in the world/player * folder */ void saveData(); /** * Loads the players current location, health, inventory, motion, and * other information from the username.dat file, in the world/player * folder. *

* Note: This will overwrite the players current inventory, health, * motion, etc, with the state from the saved dat file. */ void loadData(); /** * Returns whether the player is sleeping ignored. * * @return Whether player is ignoring sleep. */ boolean isSleepingIgnored(); /** * Sets whether the player is ignored as not sleeping. If everyone is * either sleeping or has this flag set, then time will advance to the * next day. If everyone has this flag set but no one is actually in bed, * then nothing will happen. * * @param isSleeping Whether to ignore. */ void setSleepingIgnored(boolean isSleeping); /** * Play a note for a player at a location. This requires a note block * at the particular location (as far as the client is concerned). This * will not work without a note block. This will not work with cake. * * @param loc The location of a note block. * @param instrument The instrument ID. * @param note The note ID. * @deprecated Magic value */ @Deprecated void playNote(Location loc, byte instrument, byte note); /** * Play a note for a player at a location. This requires a note block * at the particular location (as far as the client is concerned). This * will not work without a note block. This will not work with cake. * * @param loc The location of a note block * @param instrument The instrument * @param note The note */ void playNote(Location loc, Instrument instrument, Note note); /** * Play a sound for a player at the location. *

* This function will fail silently if Location or Sound are null. * * @param location The location to play the sound * @param sound The sound to play * @param volume The volume of the sound * @param pitch The pitch of the sound */ void playSound(Location location, Sound sound, float volume, float pitch); /** * Sends a block break packet animation to all players in the world of this player * by the specified block location and break state. */ void sendBreakBlock(Location location, int state); /** * Sends a block break packet animation to all players in the world of this player * by the specified block and break state. */ void sendBreakBlock(Block block, int state); /** * Play a sound for a player at the location. *

* This function will fail silently if Location or Sound are null. No * sound will be heard by the player if their client does not have the * respective sound for the value passed. * * @param location the location to play the sound * @param sound the internal sound name to play * @param volume the volume of the sound * @param pitch the pitch of the sound */ void playSound(Location location, String sound, float volume, float pitch); /** * Plays an effect to just this player. * * @param loc the location to play the effect at * @param effect the {@link Effect} * @param data a data bit needed for some effects * @deprecated Magic value */ @Deprecated void playEffect(Location loc, Effect effect, int data); /** * Plays an effect to just this player. * * @param the data based based on the type of the effect * @param loc the location to play the effect at * @param effect the {@link Effect} * @param data a data bit needed for some effects */ void playEffect(Location loc, Effect effect, T data); /** * Send a block change. This fakes a block change packet for a user at a * certain location. This will not actually change the world in any way. * * @param loc The location of the changed block * @param material The new block * @param data The block data * @deprecated Magic value */ @Deprecated void sendBlockChange(Location loc, Material material, byte data); /** * Send a chunk change. This fakes a chunk change packet for a user at a * certain location. The updated cuboid must be entirely within a single * chunk. This will not actually change the world in any way. *

* At least one of the dimensions of the cuboid must be even. The size of * the data buffer must be 2.5*sx*sy*sz and formatted in accordance with * the Packet51 format. * * @param loc The location of the cuboid * @param sx The x size of the cuboid * @param sy The y size of the cuboid * @param sz The z size of the cuboid * @param data The data to be sent * @return true if the chunk change packet was sent * @deprecated Magic value */ @Deprecated boolean sendChunkChange(Location loc, int sx, int sy, int sz, byte[] data); /** * Send a block change. This fakes a block change packet for a user at a * certain location. This will not actually change the world in any way. * * @param loc The location of the changed block * @param material The new block ID * @param data The block data * @deprecated Magic value */ @Deprecated void sendBlockChange(Location loc, int material, byte data); /** * Send a sign change. This fakes a sign change packet for a user at * a certain location. This will not actually change the world in any way. * This method will use a sign at the location's block or a faked sign * sent via {@link #sendBlockChange(Location, int, byte)} or * {@link #sendBlockChange(Location, Material, byte)}. *

* If the client does not have a sign at the given location it will * display an error message to the user. * * @param loc the location of the sign * @param lines the new text on the sign or null to clear it * @throws IllegalArgumentException if location is null * @throws IllegalArgumentException if lines is non-null and has a length less than 4 */ void sendSignChange(Location loc, String[] lines) throws IllegalArgumentException; /** * Render a map and send it to the player in its entirety. This may be * used when streaming the map in the normal manner is not desirable. * * @param map The map to be sent */ void sendMap(MapView map); /** * Forces an update of the player's entire inventory. */ //@Deprecated // Spigot - undeprecate void updateInventory(); /** * Awards the given achievement and any parent achievements that the * player does not have. * * @param achievement Achievement to award * @throws IllegalArgumentException if achievement is null */ void awardAchievement(Achievement achievement); /** * Removes the given achievement and any children achievements that the * player has. * * @param achievement Achievement to remove * @throws IllegalArgumentException if achievement is null */ void removeAchievement(Achievement achievement); /** * Gets whether this player has the given achievement. * * @param achievement the achievement to check * @return whether the player has the achievement * @throws IllegalArgumentException if achievement is null */ boolean hasAchievement(Achievement achievement); /** * Increments the given statistic for this player. *

* This is equivalent to the following code: * incrementStatistic(Statistic, 1) * * @param statistic Statistic to increment * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if the statistic requires an * additional parameter */ void incrementStatistic(Statistic statistic) throws IllegalArgumentException; /** * Decrements the given statistic for this player. *

* This is equivalent to the following code: * decrementStatistic(Statistic, 1) * * @param statistic Statistic to decrement * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if the statistic requires an * additional parameter */ void decrementStatistic(Statistic statistic) throws IllegalArgumentException; /** * Increments the given statistic for this player. * * @param statistic Statistic to increment * @param amount Amount to increment this statistic by * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if amount is negative * @throws IllegalArgumentException if the statistic requires an * additional parameter */ void incrementStatistic(Statistic statistic, int amount) throws IllegalArgumentException; /** * Decrements the given statistic for this player. * * @param statistic Statistic to decrement * @param amount Amount to decrement this statistic by * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if amount is negative * @throws IllegalArgumentException if the statistic requires an * additional parameter */ void decrementStatistic(Statistic statistic, int amount) throws IllegalArgumentException; /** * Sets the given statistic for this player. * * @param statistic Statistic to set * @param newValue The value to set this statistic to * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if newValue is negative * @throws IllegalArgumentException if the statistic requires an * additional parameter */ void setStatistic(Statistic statistic, int newValue) throws IllegalArgumentException; /** * Gets the value of the given statistic for this player. * * @param statistic Statistic to check * @return the value of the given statistic * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if the statistic requires an * additional parameter */ int getStatistic(Statistic statistic) throws IllegalArgumentException; /** * Increments the given statistic for this player for the given material. *

* This is equivalent to the following code: * incrementStatistic(Statistic, Material, 1) * * @param statistic Statistic to increment * @param material Material to offset the statistic with * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if material is null * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ void incrementStatistic(Statistic statistic, Material material) throws IllegalArgumentException; /** * Decrements the given statistic for this player for the given material. *

* This is equivalent to the following code: * decrementStatistic(Statistic, Material, 1) * * @param statistic Statistic to decrement * @param material Material to offset the statistic with * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if material is null * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ void decrementStatistic(Statistic statistic, Material material) throws IllegalArgumentException; /** * Gets the value of the given statistic for this player. * * @param statistic Statistic to check * @param material Material offset of the statistic * @return the value of the given statistic * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if material is null * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ int getStatistic(Statistic statistic, Material material) throws IllegalArgumentException; /** * Increments the given statistic for this player for the given material. * * @param statistic Statistic to increment * @param material Material to offset the statistic with * @param amount Amount to increment this statistic by * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if material is null * @throws IllegalArgumentException if amount is negative * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ void incrementStatistic(Statistic statistic, Material material, int amount) throws IllegalArgumentException; /** * Decrements the given statistic for this player for the given material. * * @param statistic Statistic to decrement * @param material Material to offset the statistic with * @param amount Amount to decrement this statistic by * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if material is null * @throws IllegalArgumentException if amount is negative * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ void decrementStatistic(Statistic statistic, Material material, int amount) throws IllegalArgumentException; /** * Sets the given statistic for this player for the given material. * * @param statistic Statistic to set * @param material Material to offset the statistic with * @param newValue The value to set this statistic to * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if material is null * @throws IllegalArgumentException if newValue is negative * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ void setStatistic(Statistic statistic, Material material, int newValue) throws IllegalArgumentException; /** * Increments the given statistic for this player for the given entity. *

* This is equivalent to the following code: * incrementStatistic(Statistic, EntityType, 1) * * @param statistic Statistic to increment * @param entityType EntityType to offset the statistic with * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if entityType is null * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ void incrementStatistic(Statistic statistic, EntityType entityType) throws IllegalArgumentException; /** * Decrements the given statistic for this player for the given entity. *

* This is equivalent to the following code: * decrementStatistic(Statistic, EntityType, 1) * * @param statistic Statistic to decrement * @param entityType EntityType to offset the statistic with * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if entityType is null * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ void decrementStatistic(Statistic statistic, EntityType entityType) throws IllegalArgumentException; /** * Gets the value of the given statistic for this player. * * @param statistic Statistic to check * @param entityType EntityType offset of the statistic * @return the value of the given statistic * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if entityType is null * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ int getStatistic(Statistic statistic, EntityType entityType) throws IllegalArgumentException; /** * Increments the given statistic for this player for the given entity. * * @param statistic Statistic to increment * @param entityType EntityType to offset the statistic with * @param amount Amount to increment this statistic by * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if entityType is null * @throws IllegalArgumentException if amount is negative * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ void incrementStatistic(Statistic statistic, EntityType entityType, int amount) throws IllegalArgumentException; /** * Decrements the given statistic for this player for the given entity. * * @param statistic Statistic to decrement * @param entityType EntityType to offset the statistic with * @param amount Amount to decrement this statistic by * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if entityType is null * @throws IllegalArgumentException if amount is negative * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ void decrementStatistic(Statistic statistic, EntityType entityType, int amount); /** * Sets the given statistic for this player for the given entity. * * @param statistic Statistic to set * @param entityType EntityType to offset the statistic with * @param newValue The value to set this statistic to * @throws IllegalArgumentException if statistic is null * @throws IllegalArgumentException if entityType is null * @throws IllegalArgumentException if newValue is negative * @throws IllegalArgumentException if the given parameter is not valid * for the statistic */ void setStatistic(Statistic statistic, EntityType entityType, int newValue); /** * Sets the current time on the player's client. When relative is true the * player's time will be kept synchronized to its world time with the * specified offset. *

* When using non relative time the player's time will stay fixed at the * specified time parameter. It's up to the caller to continue updating * the player's time. To restore player time to normal use * resetPlayerTime(). * * @param time The current player's perceived time or the player's time * offset from the server time. * @param relative When true the player time is kept relative to its world * time. */ void setPlayerTime(long time, boolean relative); /** * Returns the player's current timestamp. * * @return The player's time */ long getPlayerTime(); /** * Returns the player's current time offset relative to server time, or * the current player's fixed time if the player's time is absolute. * * @return The player's time */ long getPlayerTimeOffset(); /** * Returns true if the player's time is relative to the server time, * otherwise the player's time is absolute and will not change its current * time unless done so with setPlayerTime(). * * @return true if the player's time is relative to the server time. */ boolean isPlayerTimeRelative(); /** * Restores the normal condition where the player's time is synchronized * with the server time. *

* Equivalent to calling setPlayerTime(0, true). */ void resetPlayerTime(); /** * Returns the type of weather the player is currently experiencing. * * @return The WeatherType that the player is currently experiencing or * null if player is seeing server weather. */ WeatherType getPlayerWeather(); /** * Sets the type of weather the player will see. When used, the weather * status of the player is locked until {@link #resetPlayerWeather()} is * used. * * @param type The WeatherType enum type the player should experience */ void setPlayerWeather(WeatherType type); /** * Restores the normal condition where the player's weather is controlled * by server conditions. */ void resetPlayerWeather(); /** * Gives the player the amount of experience specified. * * @param amount Exp amount to give */ void giveExp(int amount); /** * Gives the player the amount of experience levels specified. Levels can * be taken by specifying a negative amount. * * @param amount amount of experience levels to give or take */ void giveExpLevels(int amount); /** * Gets the players current experience points towards the next level. *

* This is a percentage value. 0 is "no progress" and 1 is "next level". * * @return Current experience points */ float getExp(); /** * Sets the players current experience points towards the next level *

* This is a percentage value. 0 is "no progress" and 1 is "next level". * * @param exp New experience points */ void setExp(float exp); /** * Gets the players current experience level * * @return Current experience level */ int getLevel(); /** * Sets the players current experience level * * @param level New experience level */ void setLevel(int level); /** * Gets the players total experience points * * @return Current total experience points */ int getTotalExperience(); /** * Sets the players current experience level * * @param exp New experience level */ void setTotalExperience(int exp); /** * Gets the players current exhaustion level. *

* Exhaustion controls how fast the food level drops. While you have a * certain amount of exhaustion, your saturation will drop to zero, and * then your food will drop to zero. * * @return Exhaustion level */ float getExhaustion(); /** * Sets the players current exhaustion level * * @param value Exhaustion level */ void setExhaustion(float value); /** * Gets the players current saturation level. *

* Saturation is a buffer for food level. Your food level will not drop if * you are saturated {@literal >} 0. * * @return Saturation level */ float getSaturation(); /** * Sets the players current saturation level * * @param value Saturation level */ void setSaturation(float value); /** * Gets the players current food level * * @return Food level */ int getFoodLevel(); /** * Sets the players current food level * * @param value New food level */ void setFoodLevel(int value); /** * Gets the Location where the player will spawn at their bed, null if * they have not slept in one or their current bed spawn is invalid. * * @return Bed Spawn Location if bed exists, otherwise null. */ Location getBedSpawnLocation(); /** * Sets the Location where the player will spawn at their bed. * * @param location where to set the respawn location */ void setBedSpawnLocation(Location location); /** * Sets the Location where the player will spawn at their bed. * * @param location where to set the respawn location * @param force whether to forcefully set the respawn location even if a * valid bed is not present */ void setBedSpawnLocation(Location location, boolean force); /** * Determines if the Player is allowed to fly via jump key double-tap like * in creative mode. * * @return True if the player is allowed to fly. */ boolean getAllowFlight(); /** * Sets if the Player is allowed to fly via jump key double-tap like in * creative mode. * * @param flight If flight should be allowed. */ void setAllowFlight(boolean flight); /** * Hides a player from this player * * @param player Player to hide */ void hidePlayer(Player player); /** * Allows this player to see a player that was previously hidden * * @param player Player to show */ void showPlayer(Player player); /** * Checks to see if a player has been hidden from this player * * @param player Player to check * @return True if the provided player is not being hidden from this * player */ boolean canSee(Player player); /** * Checks to see if this player is currently standing on a block. This * information may not be reliable, as it is a state provided by the * client, and may therefore not be accurate. * * @return True if the player standing on a solid block, else false. * @deprecated Inconsistent with {@link * Entity#isOnGround()} */ @Deprecated boolean isOnGround(); /** * Checks to see if this player is currently flying or not. * * @return True if the player is flying, else false. */ boolean isFlying(); /** * Makes this player start or stop flying. * * @param value True to fly. */ void setFlying(boolean value); /** * Gets the current allowed speed that a client can fly. * * @return The current allowed speed, from -1 to 1 */ float getFlySpeed(); /** * Sets the speed at which a client will fly. Negative values indicate * reverse directions. * * @param value The new speed, from -1 to 1. * @throws IllegalArgumentException If new speed is less than -1 or * greater than 1 */ void setFlySpeed(float value) throws IllegalArgumentException; /** * Gets the current allowed speed that a client can walk. * * @return The current allowed speed, from -1 to 1 */ float getWalkSpeed(); /** * Sets the speed at which a client will walk. Negative values indicate * reverse directions. * * @param value The new speed, from -1 to 1. * @throws IllegalArgumentException If new speed is less than -1 or * greater than 1 */ void setWalkSpeed(float value) throws IllegalArgumentException; /** * Request that the player's client download and switch texture packs. *

* The player's client will download the new texture pack asynchronously * in the background, and will automatically switch to it once the * download is complete. If the client has downloaded and cached the same * texture pack in the past, it will perform a quick timestamp check over * the network to determine if the texture pack has changed and needs to * be downloaded again. When this request is sent for the very first time * from a given server, the client will first display a confirmation GUI * to the player before proceeding with the download. *

* Notes: *

    *
  • Players can disable server textures on their client, in which * case this method will have no affect on them. *
  • There is no concept of resetting texture packs back to default * within Minecraft, so players will have to relog to do so. *
* * @param url The URL from which the client will download the texture * pack. The string must contain only US-ASCII characters and should * be encoded as per RFC 1738. * @throws IllegalArgumentException Thrown if the URL is null. * @throws IllegalArgumentException Thrown if the URL is too long. * @deprecated Minecraft no longer uses textures packs. Instead you * should use {@link #setResourcePack(String)}. */ @Deprecated void setTexturePack(String url); /** * Request that the player's client download and switch resource packs. *

* The player's client will download the new resource pack asynchronously * in the background, and will automatically switch to it once the * download is complete. If the client has downloaded and cached the same * resource pack in the past, it will perform a quick timestamp check * over the network to determine if the resource pack has changed and * needs to be downloaded again. When this request is sent for the very * first time from a given server, the client will first display a * confirmation GUI to the player before proceeding with the download. *

* Notes: *

    *
  • Players can disable server resources on their client, in which * case this method will have no affect on them. *
  • There is no concept of resetting resource packs back to default * within Minecraft, so players will have to relog to do so. *
* * @param url The URL from which the client will download the resource * pack. The string must contain only US-ASCII characters and should * be encoded as per RFC 1738. * @throws IllegalArgumentException Thrown if the URL is null. * @throws IllegalArgumentException Thrown if the URL is too long. The * length restriction is an implementation specific arbitrary value. */ void setResourcePack(String url); /** * Gets the Scoreboard displayed to this player * * @return The current scoreboard seen by this player */ Scoreboard getScoreboard(); /** * Sets the player's visible Scoreboard. * * @param scoreboard New Scoreboard for the player * @throws IllegalArgumentException if scoreboard is null * @throws IllegalArgumentException if scoreboard was not created by the * {@link org.bukkit.scoreboard.ScoreboardManager scoreboard manager} * @throws IllegalStateException if this is a player that is not logged * yet or has logged out */ void setScoreboard(Scoreboard scoreboard) throws IllegalArgumentException, IllegalStateException; /** * Gets if the client is displayed a 'scaled' health, that is, health on a * scale from 0-{@link #getHealthScale()}. * * @return if client health display is scaled * @see Player#setHealthScaled(boolean) */ boolean isHealthScaled(); /** * Sets if the client is displayed a 'scaled' health, that is, health on a * scale from 0-{@link #getHealthScale()}. *

* Displayed health follows a simple formula displayedHealth = * getHealth() / getMaxHealth() * getHealthScale(). * * @param scale if the client health display is scaled */ void setHealthScaled(boolean scale); /** * Gets the number that health is scaled to for the client. * * @return the number that health would be scaled to for the client if * HealthScaling is set to true * @see Player#setHealthScale(double) * @see Player#setHealthScaled(boolean) */ double getHealthScale(); /** * Sets the number to scale health to for the client; this will also * {@link #setHealthScaled(boolean) setHealthScaled(true)}. *

* Displayed health follows a simple formula displayedHealth = * getHealth() / getMaxHealth() * getHealthScale(). * * @param scale the number to scale health to * @throws IllegalArgumentException if scale is <0 * @throws IllegalArgumentException if scale is {@link Double#NaN} * @throws IllegalArgumentException if scale is too high */ void setHealthScale(double scale) throws IllegalArgumentException; /** * Gets the entity which is followed by the camera when in * {@link GameMode#SPECTATOR}. * * @return the followed entity, or null if not in spectator mode or not * following a specific entity. */ Entity getSpectatorTarget(); /** * Sets the entity which is followed by the camera when in * {@link GameMode#SPECTATOR}. * * @param entity the entity to follow or null to reset * @throws IllegalStateException if the player is not in * {@link GameMode#SPECTATOR} */ void setSpectatorTarget(Entity entity); /** * Sends a title and a subtitle message to the player. If either of these * values are null, they will not be sent and the display will remain * unchanged. If they are empty strings, the display will be updated as * such. If the strings contain a new line, only the first line will be * sent. * * @param title Title text * @param subtitle Subtitle text * @deprecated API subject to change */ @Deprecated void sendTitle(String title, String subtitle); /** * Resets the title displayed to the player. * * @deprecated API subject to change. */ @Deprecated void resetTitle(); Spigot spigot(); // Spigot start class Spigot extends Entity.Spigot { /** * Gets the connection address of this player, regardless of whether it * has been spoofed or not. * * @return the player's connection address */ public InetSocketAddress getRawAddress() { throw new UnsupportedOperationException("Not supported yet."); } public void playEffect(Location location, Effect effect, int id, int data, float offsetX, float offsetY, float offsetZ, float speed, int particleCount, int radius) { throw new UnsupportedOperationException("Not supported yet."); } /** * Gets whether the player collides with entities * * @return the player's collision toggle state */ public boolean getCollidesWithEntities() { throw new UnsupportedOperationException("Not supported yet."); } /** * Sets whether the player collides with entities * * @param collides whether the player should collide with entities or * not. */ public void setCollidesWithEntities(boolean collides) { throw new UnsupportedOperationException("Not supported yet."); } /** * Respawns the player if dead. */ public void respawn() { throw new UnsupportedOperationException("Not supported yet."); } /** * Gets player locale language. * * @return the player's client language settings */ public String getLocale() { throw new UnsupportedOperationException("Not supported yet."); } /** * Gets all players hidden with. * * @return a Set with all hidden players */ public java.util.Set getHiddenPlayers() { throw new UnsupportedOperationException("Not supported yet."); } /** * Sends the component to the player * * @param component the components to send */ public void sendMessage(net.md_5.bungee.api.chat.BaseComponent component) { throw new UnsupportedOperationException("Not supported yet."); } /** * Sends an array of components as a single message to the player * * @param components the components to send */ public void sendMessage(net.md_5.bungee.api.chat.BaseComponent... components) { throw new UnsupportedOperationException("Not supported yet."); } } // Spigot end }





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