mirror of
https://github.com/plexusorg/Plex-FAWE.git
synced 2024-09-18 21:48:15 +00:00
219 lines
6.1 KiB
Java
219 lines
6.1 KiB
Java
|
/*
|
||
|
* WorldEdit, a Minecraft world manipulation toolkit
|
||
|
* Copyright (C) sk89q <http://www.sk89q.com>
|
||
|
* Copyright (C) WorldEdit team and contributors
|
||
|
*
|
||
|
* This program is free software: you can redistribute it and/or modify it
|
||
|
* under the terms of the GNU Lesser General Public License as published by the
|
||
|
* Free Software Foundation, either version 3 of the License, or
|
||
|
* (at your option) any later version.
|
||
|
*
|
||
|
* This program is distributed in the hope that it will be useful, but WITHOUT
|
||
|
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||
|
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
|
||
|
* for more details.
|
||
|
*
|
||
|
* You should have received a copy of the GNU Lesser General Public License
|
||
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
*/
|
||
|
|
||
|
package com.sk89q.worldedit.entity;
|
||
|
|
||
|
import com.sk89q.worldedit.PlayerDirection;
|
||
|
import com.sk89q.worldedit.Vector;
|
||
|
import com.sk89q.worldedit.WorldVector;
|
||
|
import com.sk89q.worldedit.WorldVectorFace;
|
||
|
import com.sk89q.worldedit.extent.Extent;
|
||
|
|
||
|
/**
|
||
|
* A reference to an instance of an entity that exists in an {@link Extent}
|
||
|
* and thus would have position and similar details.
|
||
|
* </p>
|
||
|
* This object cannot be directly cloned because it represents a particular
|
||
|
* instance of an entity, but a {@link BaseEntity} can be created from
|
||
|
* this entity (or at least, it will be possible in the future), which
|
||
|
* can then be used to spawn new instances of that particular entity
|
||
|
* description.
|
||
|
*/
|
||
|
public interface Entity extends Player {
|
||
|
|
||
|
/**
|
||
|
* Find a position for the actor to stand that is not inside a block.
|
||
|
* Blocks above the player will be iteratively tested until there is
|
||
|
* a series of two free blocks. The actor will be teleported to
|
||
|
* that free position.
|
||
|
*
|
||
|
* @param searchPos search position
|
||
|
*/
|
||
|
void findFreePosition(WorldVector searchPos);
|
||
|
|
||
|
/**
|
||
|
* Set the actor on the ground.
|
||
|
*
|
||
|
* @param searchPos The location to start searching from
|
||
|
*/
|
||
|
void setOnGround(WorldVector searchPos);
|
||
|
|
||
|
/**
|
||
|
* Find a position for the player to stand that is not inside a block.
|
||
|
* Blocks above the player will be iteratively tested until there is
|
||
|
* a series of two free blocks. The player will be teleported to
|
||
|
* that free position.
|
||
|
*/
|
||
|
void findFreePosition();
|
||
|
|
||
|
/**
|
||
|
* Go up one level to the next free space above.
|
||
|
*
|
||
|
* @return true if a spot was found
|
||
|
*/
|
||
|
boolean ascendLevel();
|
||
|
|
||
|
/**
|
||
|
* Go up one level to the next free space above.
|
||
|
*
|
||
|
* @return true if a spot was found
|
||
|
*/
|
||
|
boolean descendLevel();
|
||
|
|
||
|
/**
|
||
|
* Ascend to the ceiling above.
|
||
|
*
|
||
|
* @param clearance How many blocks to leave above the player's head
|
||
|
* @return whether the player was moved
|
||
|
*/
|
||
|
boolean ascendToCeiling(int clearance);
|
||
|
|
||
|
/**
|
||
|
* Ascend to the ceiling above.
|
||
|
*
|
||
|
* @param clearance How many blocks to leave above the player's head
|
||
|
* @param alwaysGlass Always put glass under the player
|
||
|
* @return whether the player was moved
|
||
|
*/
|
||
|
boolean ascendToCeiling(int clearance, boolean alwaysGlass);
|
||
|
|
||
|
/**
|
||
|
* Just go up.
|
||
|
*
|
||
|
* @param distance How far up to teleport
|
||
|
* @return whether the player was moved
|
||
|
*/
|
||
|
boolean ascendUpwards(int distance);
|
||
|
|
||
|
/**
|
||
|
* Just go up.
|
||
|
*
|
||
|
* @param distance How far up to teleport
|
||
|
* @param alwaysGlass Always put glass under the player
|
||
|
* @return whether the player was moved
|
||
|
*/
|
||
|
boolean ascendUpwards(int distance, boolean alwaysGlass);
|
||
|
|
||
|
/**
|
||
|
* Make the player float in the given blocks.
|
||
|
*
|
||
|
* @param x The X coordinate of the block to float in
|
||
|
* @param y The Y coordinate of the block to float in
|
||
|
* @param z The Z coordinate of the block to float in
|
||
|
*/
|
||
|
void floatAt(int x, int y, int z, boolean alwaysGlass);
|
||
|
|
||
|
/**
|
||
|
* Get the point of the block that is being stood in.
|
||
|
*
|
||
|
* @return point
|
||
|
*/
|
||
|
WorldVector getBlockIn();
|
||
|
|
||
|
/**
|
||
|
* Get the point of the block that is being stood upon.
|
||
|
*
|
||
|
* @return point
|
||
|
*/
|
||
|
WorldVector getBlockOn();
|
||
|
|
||
|
/**
|
||
|
* Get the point of the block being looked at. May return null.
|
||
|
* Will return the farthest away air block if useLastBlock is true and no other block is found.
|
||
|
*
|
||
|
* @param range How far to checks for blocks
|
||
|
* @param useLastBlock Try to return the last valid air block found.
|
||
|
* @return point
|
||
|
*/
|
||
|
WorldVector getBlockTrace(int range, boolean useLastBlock);
|
||
|
|
||
|
WorldVectorFace getBlockTraceFace(int range, boolean useLastBlock);
|
||
|
|
||
|
/**
|
||
|
* Get the point of the block being looked at. May return null.
|
||
|
*
|
||
|
* @param range How far to checks for blocks
|
||
|
* @return point
|
||
|
*/
|
||
|
WorldVector getBlockTrace(int range);
|
||
|
|
||
|
/**
|
||
|
* Get the point of the block being looked at. May return null.
|
||
|
*
|
||
|
* @param range How far to checks for blocks
|
||
|
* @return point
|
||
|
*/
|
||
|
WorldVector getSolidBlockTrace(int range);
|
||
|
|
||
|
/**
|
||
|
* Get the player's cardinal direction (N, W, NW, etc.). May return null.
|
||
|
*
|
||
|
* @return the direction
|
||
|
*/
|
||
|
PlayerDirection getCardinalDirection();
|
||
|
|
||
|
/**
|
||
|
* Get the actor's position.
|
||
|
* </p>
|
||
|
* If the actor has no permission, then return a dummy location.
|
||
|
*
|
||
|
* @return the actor's position
|
||
|
*/
|
||
|
WorldVector getPosition();
|
||
|
|
||
|
/**
|
||
|
* Get the player's view pitch.
|
||
|
*
|
||
|
* @return pitch
|
||
|
*/
|
||
|
double getPitch();
|
||
|
|
||
|
/**
|
||
|
* Get the player's view yaw.
|
||
|
*
|
||
|
* @return yaw
|
||
|
*/
|
||
|
double getYaw();
|
||
|
|
||
|
/**
|
||
|
* Pass through the wall that you are looking at.
|
||
|
*
|
||
|
* @param range How far to checks for blocks
|
||
|
* @return whether the player was pass through
|
||
|
*/
|
||
|
boolean passThroughForwardWall(int range);
|
||
|
|
||
|
/**
|
||
|
* Move the player.
|
||
|
*
|
||
|
* @param pos Where to move them
|
||
|
* @param pitch The pitch (up/down) of the player's view
|
||
|
* @param yaw The yaw (left/right) of the player's view
|
||
|
*/
|
||
|
void setPosition(Vector pos, float pitch, float yaw);
|
||
|
|
||
|
/**
|
||
|
* Move the player.
|
||
|
*
|
||
|
* @param pos Where to move them
|
||
|
*/
|
||
|
void setPosition(Vector pos);
|
||
|
|
||
|
}
|