66cea125d6
Please see https://hub.spigotmc.org/stash/projects/SPIGOT/repos/bukkit/pull-requests/389/overview By: Parker Hawke <hawkeboyz2@hotmail.com>
373 lines
12 KiB
Java
373 lines
12 KiB
Java
package org.bukkit.entity;
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import java.util.Collection;
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import org.bukkit.GameMode;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.NamespacedKey;
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import org.bukkit.inventory.MainHand;
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import org.bukkit.inventory.Merchant;
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import org.bukkit.inventory.Inventory;
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import org.bukkit.inventory.InventoryHolder;
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import org.bukkit.inventory.InventoryView;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.inventory.PlayerInventory;
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/**
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* Represents a human entity, such as an NPC or a player
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*/
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public interface HumanEntity extends LivingEntity, AnimalTamer, InventoryHolder {
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/**
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* Returns the name of this player
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*
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* @return Player name
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*/
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public String getName();
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/**
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* Get the player's inventory.
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*
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* @return The inventory of the player, this also contains the armor
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* slots.
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*/
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public PlayerInventory getInventory();
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/**
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* Get the player's EnderChest inventory
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*
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* @return The EnderChest of the player
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*/
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public Inventory getEnderChest();
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/**
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* Gets the player's selected main hand
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*
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* @return the players main hand
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*/
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public MainHand getMainHand();
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/**
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* If the player currently has an inventory window open, this method will
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* set a property of that window, such as the state of a progress bar.
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*
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* @param prop The property.
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* @param value The value to set the property to.
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* @return True if the property was successfully set.
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*/
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public boolean setWindowProperty(InventoryView.Property prop, int value);
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/**
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* Gets the inventory view the player is currently viewing. If they do not
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* have an inventory window open, it returns their internal crafting view.
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*
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* @return The inventory view.
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*/
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public InventoryView getOpenInventory();
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/**
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* Opens an inventory window with the specified inventory on the top and
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* the player's inventory on the bottom.
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*
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* @param inventory The inventory to open
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* @return The newly opened inventory view
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*/
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public InventoryView openInventory(Inventory inventory);
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/**
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* Opens an empty workbench inventory window with the player's inventory
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* on the bottom.
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*
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* @param location The location to attach it to. If null, the player's
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* location is used.
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* @param force If false, and there is no workbench block at the location,
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* no inventory will be opened and null will be returned.
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* @return The newly opened inventory view, or null if it could not be
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* opened.
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*/
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public InventoryView openWorkbench(Location location, boolean force);
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/**
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* Opens an empty enchanting inventory window with the player's inventory
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* on the bottom.
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*
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* @param location The location to attach it to. If null, the player's
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* location is used.
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* @param force If false, and there is no enchanting table at the
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* location, no inventory will be opened and null will be returned.
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* @return The newly opened inventory view, or null if it could not be
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* opened.
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*/
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public InventoryView openEnchanting(Location location, boolean force);
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/**
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* Opens an inventory window to the specified inventory view.
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*
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* @param inventory The view to open
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*/
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public void openInventory(InventoryView inventory);
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/**
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* Starts a trade between the player and the villager.
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*
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* Note that only one player may trade with a villager at once. You must use
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* the force parameter for this.
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*
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* @param trader The merchant to trade with. Cannot be null.
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* @param force whether to force the trade even if another player is trading
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* @return The newly opened inventory view, or null if it could not be
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* opened.
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*/
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public InventoryView openMerchant(Villager trader, boolean force);
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/**
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* Starts a trade between the player and the merchant.
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*
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* Note that only one player may trade with a merchant at once. You must use
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* the force parameter for this.
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*
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* @param merchant The merchant to trade with. Cannot be null.
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* @param force whether to force the trade even if another player is trading
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* @return The newly opened inventory view, or null if it could not be
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* opened.
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*/
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public InventoryView openMerchant(Merchant merchant, boolean force);
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/**
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* Force-closes the currently open inventory view for this player, if any.
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*/
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public void closeInventory();
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/**
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* Returns the ItemStack currently in your hand, can be empty.
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*
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* @return The ItemStack of the item you are currently holding.
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* @deprecated Humans may now dual wield in their off hand, use explicit
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* methods in {@link PlayerInventory}.
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*/
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@Deprecated
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public ItemStack getItemInHand();
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/**
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* Sets the item to the given ItemStack, this will replace whatever the
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* user was holding.
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*
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* @param item The ItemStack which will end up in the hand
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* @deprecated Humans may now dual wield in their off hand, use explicit
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* methods in {@link PlayerInventory}.
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*/
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@Deprecated
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public void setItemInHand(ItemStack item);
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/**
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* Returns the ItemStack currently on your cursor, can be empty. Will
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* always be empty if the player currently has no open window.
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*
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* @return The ItemStack of the item you are currently moving around.
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*/
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public ItemStack getItemOnCursor();
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/**
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* Sets the item to the given ItemStack, this will replace whatever the
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* user was moving. Will always be empty if the player currently has no
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* open window.
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*
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* @param item The ItemStack which will end up in the hand
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*/
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public void setItemOnCursor(ItemStack item);
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/**
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* Check whether a cooldown is active on the specified material.
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*
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* @param material the material to check
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* @return if a cooldown is active on the material
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*/
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public boolean hasCooldown(Material material);
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/**
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* Get the cooldown time in ticks remaining for the specified material.
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*
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* @param material the material to check
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* @return the remaining cooldown time in ticks
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*/
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public int getCooldown(Material material);
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/**
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* Set a cooldown on the specified material for a certain amount of ticks.
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* ticks. 0 ticks will result in the removal of the cooldown.
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* <p>
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* Cooldowns are used by the server for items such as ender pearls and
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* shields to prevent them from being used repeatedly.
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* <p>
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* Note that cooldowns will not by themselves stop an item from being used
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* for attacking.
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*
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* @param material the material to set the cooldown for
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* @param ticks the amount of ticks to set or 0 to remove
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*/
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public void setCooldown(Material material, int ticks);
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/**
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* Returns whether this player is slumbering.
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*
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* @return slumber state
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*/
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public boolean isSleeping();
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/**
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* Get the sleep ticks of the player. This value may be capped.
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*
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* @return slumber ticks
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*/
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public int getSleepTicks();
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/**
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* Gets this human's current {@link GameMode}
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*
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* @return Current game mode
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*/
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public GameMode getGameMode();
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/**
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* Sets this human's current {@link GameMode}
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*
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* @param mode New game mode
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*/
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public void setGameMode(GameMode mode);
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/**
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* Check if the player is currently blocking (ie with a shield).
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*
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* @return Whether they are blocking.
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*/
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public boolean isBlocking();
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/**
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* Check if the player currently has their hand raised (ie about to begin
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* blocking).
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*
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* @return Whether their hand is raised
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*/
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public boolean isHandRaised();
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/**
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* Get the total amount of experience required for the player to level
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*
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* @return Experience required to level up
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*/
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public int getExpToLevel();
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/**
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* Discover a recipe for this player such that it has not already been
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* discovered. This method will add the key's associated recipe to the
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* player's recipe book.
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*
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* @param recipe the key of the recipe to discover
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*
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* @return whether or not the recipe was newly discovered
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*/
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public boolean discoverRecipe(NamespacedKey recipe);
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/**
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* Discover a collection of recipes for this player such that they have not
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* already been discovered. This method will add the keys' associated
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* recipes to the player's recipe book. If a recipe in the provided
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* collection has already been discovered, it will be silently ignored.
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*
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* @param recipes the keys of the recipes to discover
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*
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* @return the amount of newly discovered recipes where 0 indicates that
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* none were newly discovered and a number equal to {@code recipes.size()}
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* indicates that all were new
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*/
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public int discoverRecipes(Collection<NamespacedKey> recipes);
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/**
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* Undiscover a recipe for this player such that it has already been
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* discovered. This method will remove the key's associated recipe from the
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* player's recipe book.
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*
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* @param recipe the key of the recipe to undiscover
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*
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* @return whether or not the recipe was successfully undiscovered (i.e. it
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* was previously discovered)
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*/
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public boolean undiscoverRecipe(NamespacedKey recipe);
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/**
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* Undiscover a collection of recipes for this player such that they have
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* already been discovered. This method will remove the keys' associated
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* recipes from the player's recipe book. If a recipe in the provided
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* collection has not yet been discovered, it will be silently ignored.
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*
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* @param recipes the keys of the recipes to undiscover
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*
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* @return the amount of undiscovered recipes where 0 indicates that none
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* were undiscovered and a number equal to {@code recipes.size()} indicates
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* that all were undiscovered
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*/
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public int undiscoverRecipes(Collection<NamespacedKey> recipes);
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/**
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* Gets the entity currently perched on the left shoulder or null if no
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* entity.
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* <br>
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* The returned entity will not be spawned within the world, so most
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* operations are invalid unless the entity is first spawned in.
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*
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* @return left shoulder entity
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* @deprecated There are currently no well defined semantics regarding
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* serialized entities in Bukkit. Use with care.
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*/
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@Deprecated
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public Entity getShoulderEntityLeft();
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/**
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* Sets the entity currently perched on the left shoulder, or null to
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* remove. This method will remove the entity from the world.
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* <br>
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* Note that only a copy of the entity will be set to display on the
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* shoulder.
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* <br>
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* Also note that the client will currently only render {@link Parrot}
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* entities.
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*
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* @param entity left shoulder entity
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* @deprecated There are currently no well defined semantics regarding
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* serialized entities in Bukkit. Use with care.
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*/
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@Deprecated
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public void setShoulderEntityLeft(Entity entity);
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/**
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* Gets the entity currently perched on the right shoulder or null if no
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* entity.
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* <br>
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* The returned entity will not be spawned within the world, so most
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* operations are invalid unless the entity is first spawned in.
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*
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* @return right shoulder entity
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* @deprecated There are currently no well defined semantics regarding
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* serialized entities in Bukkit. Use with care.
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*/
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@Deprecated
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public Entity getShoulderEntityRight();
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/**
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* Sets the entity currently perched on the right shoulder, or null to
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* remove. This method will remove the entity from the world.
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* <br>
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* Note that only a copy of the entity will be set to display on the
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* shoulder.
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* <br>
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* Also note that the client will currently only render {@link Parrot}
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* entities.
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*
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* @param entity right shoulder entity
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* @deprecated There are currently no well defined semantics regarding
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* serialized entities in Bukkit. Use with care.
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*/
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@Deprecated
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public void setShoulderEntityRight(Entity entity);
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}
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