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DeltaZern/paper-api/src/main/java/org/bukkit/entity/AbstractArrow.java
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2025-03-21 17:50:04 +01:00

301 lines
8.5 KiB
Java

package org.bukkit.entity;
import org.bukkit.block.Block;
import org.bukkit.inventory.ItemStack;
import org.jetbrains.annotations.ApiStatus;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
import org.jetbrains.annotations.Unmodifiable;
import java.util.List;
/**
* Represents an arrow.
*/
public interface AbstractArrow extends Projectile {
/**
* Gets the knockback strength for an arrow, which is the
* {@link org.bukkit.enchantments.Enchantment#KNOCKBACK KnockBack} level
* of the bow that shot it.
*
* @return the knockback strength value
* @see #getWeapon()
* @deprecated moved to being a function of the firing weapon, always returns 0 here
*/
@Deprecated(since = "1.21", forRemoval = true)
public int getKnockbackStrength();
/**
* Sets the knockback strength for an arrow.
*
* @param knockbackStrength the knockback strength value
* @see #setWeapon(org.bukkit.inventory.ItemStack)
* @deprecated moved to being a function of the firing weapon, does nothing here
*/
@Deprecated(since = "1.21", forRemoval = true)
public void setKnockbackStrength(int knockbackStrength);
/**
* Gets the base amount of damage this arrow will do.
*
* Defaults to 2.0 for a normal arrow with
* <code>0.5 * (1 + power level)</code> added for arrows fired from
* enchanted bows.
*
* @return base damage amount
*/
public double getDamage();
/**
* Sets the base amount of damage this arrow will do.
*
* @param damage new damage amount
*/
public void setDamage(double damage);
/**
* Gets the number of times this arrow can pierce through an entity.
*
* @return pierce level
*/
public int getPierceLevel();
/**
* Sets the number of times this arrow can pierce through an entity.
*
* Must be between 0 and 127 times.
*
* @param pierceLevel new pierce level
*/
public void setPierceLevel(int pierceLevel);
/**
* Gets whether this arrow is critical.
* <p>
* Critical arrows have increased damage and cause particle effects.
* <p>
* Critical arrows generally occur when a player fully draws a bow before
* firing.
*
* @return true if it is critical
*/
public boolean isCritical();
/**
* Sets whether or not this arrow should be critical.
*
* @param critical whether or not it should be critical
*/
public void setCritical(boolean critical);
/**
* Gets whether this arrow is in a block or not.
* <p>
* Arrows in a block are motionless and may be picked up by players.
*
* @return true if in a block
*/
public boolean isInBlock();
/**
* Gets the block to which this arrow is attached.
*
* @return the attached block or null if not attached
* @deprecated can be attached to multiple blocks use {@link AbstractArrow#getAttachedBlocks()} instead
*/
@Nullable
@Deprecated(since = "1.21.4")
public Block getAttachedBlock();
/**
* Gets the block(s) which this arrow is attached to.
* All the returned blocks are responsible for preventing
* the arrow from falling.
*
* @return the attached block(s) or an empty list if not attached
*/
@NotNull
@Unmodifiable
List<Block> getAttachedBlocks();
/**
* Gets the current pickup status of this arrow.
*
* @return the pickup status of this arrow.
*/
@NotNull
public PickupStatus getPickupStatus();
/**
* Sets the current pickup status of this arrow.
*
* @param status new pickup status of this arrow.
*/
public void setPickupStatus(@NotNull PickupStatus status);
/**
* Gets if this arrow was shot from a crossbow.
*
* @return if shot from a crossbow
*/
public boolean isShotFromCrossbow();
/**
* Sets if this arrow was shot from a crossbow.
*
* @param shotFromCrossbow if shot from a crossbow
* @see #setWeapon(org.bukkit.inventory.ItemStack)
* @deprecated a function of the firing weapon instead, this method does nothing
*/
@Deprecated(since = "1.21", forRemoval = true)
public void setShotFromCrossbow(boolean shotFromCrossbow);
/**
* Gets the ItemStack which will be picked up from this arrow.
*
* @return The picked up ItemStack
* @deprecated use {@link #getItemStack()}
*/
@NotNull
@ApiStatus.Experimental
@Deprecated(forRemoval = true, since = "1.20.4") // Paper
public ItemStack getItem();
/**
* Sets the ItemStack which will be picked up from this arrow.
*
* @param item ItemStack set to be picked up
* @deprecated use {@link #getItemStack()}
*/
@ApiStatus.Experimental
@Deprecated(forRemoval = true, since = "1.20.4") // Paper
public void setItem(@NotNull ItemStack item);
/**
* Gets the ItemStack which fired this arrow.
*
* @return The firing ItemStack
*/
@Nullable // Paper
@ApiStatus.Experimental
public ItemStack getWeapon();
/**
* Sets the ItemStack which fired this arrow.
*
* @param item The firing ItemStack
*/
@ApiStatus.Experimental
public void setWeapon(@NotNull ItemStack item);
/**
* Represents the pickup status of this arrow.
*/
public enum PickupStatus {
/**
* The arrow cannot be picked up.
*/
DISALLOWED,
/**
* The arrow can be picked up.
*/
ALLOWED,
/**
* The arrow can only be picked up by players in creative mode.
*/
CREATIVE_ONLY
}
// Paper start
/**
* Gets the {@link PickupRule} for this arrow.
*
* <p>This is generally {@link PickupRule#ALLOWED} only if the arrow was
* <b>not</b> fired from a bow with the infinity enchantment.</p>
*
* @return The pickup rule
* @deprecated Use {@link Arrow#getPickupStatus()} as an upstream compatible replacement for this function
*/
@Deprecated
default PickupRule getPickupRule() {
return PickupRule.valueOf(this.getPickupStatus().name());
}
/**
* Set the rule for which players can pickup this arrow as an item.
*
* @param rule The pickup rule
* @deprecated Use {@link Arrow#setPickupStatus(PickupStatus)} with {@link PickupStatus} as an upstream compatible replacement for this function
*/
@Deprecated
default void setPickupRule(PickupRule rule) {
this.setPickupStatus(PickupStatus.valueOf(rule.name()));
}
@Deprecated
enum PickupRule {
DISALLOWED,
ALLOWED,
CREATIVE_ONLY;
}
// Paper end
// Paper start - more projectile API
/**
* Gets the {@link ItemStack} for this arrow. This stack is used
* for both visuals on the arrow and the stack that could be picked up.
*
* @return The ItemStack, as if a player picked up the arrow
*/
@NotNull ItemStack getItemStack();
/**
* Sets the {@link ItemStack} for this arrow. This stack is used for both
* visuals on the arrow and the stack that could be picked up.
*
* @param stack the arrow stack
*/
void setItemStack(@NotNull ItemStack stack);
/**
* Sets the amount of ticks this arrow has been alive in the world
* This is used to determine when the arrow should be automatically despawned.
*
* @param ticks lifetime ticks
*/
void setLifetimeTicks(int ticks);
/**
* Gets how many ticks this arrow has been in the world for.
*
* @return ticks this arrow has been in the world
*/
int getLifetimeTicks();
/**
* Gets the sound that is played when this arrow hits an entity.
*
* @return sound that plays
*/
@NotNull
org.bukkit.Sound getHitSound();
/**
* Sets the sound that is played when this arrow hits an entity.
*
* @param sound sound that is played
*/
void setHitSound(@NotNull org.bukkit.Sound sound);
// Paper end - more projectile API
// Paper start - Fix PickupStatus getting reset
/**
* Set the shooter of this projectile.
*
* @param source the {@link org.bukkit.projectiles.ProjectileSource} that shot this projectile
* @param resetPickupStatus whether the {@link org.bukkit.entity.AbstractArrow.PickupStatus} should be reset
*/
void setShooter(@Nullable org.bukkit.projectiles.ProjectileSource source, boolean resetPickupStatus);
// Paper end - Fix PickupStatus getting reset
}