/* * This file is part of NucleusFramework for Bukkit, licensed under the MIT License (MIT). * * Copyright (c) JCThePants (www.jcwhatever.com) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package com.jcwhatever.nucleus.managed.items.floating; import com.jcwhatever.nucleus.Nucleus; import com.jcwhatever.nucleus.mixins.IDisposable; import com.jcwhatever.nucleus.mixins.INamedInsensitive; import com.jcwhatever.nucleus.mixins.IPluginOwned; import com.jcwhatever.nucleus.utils.observer.update.IUpdateSubscriber; import org.bukkit.Location; import org.bukkit.entity.Entity; import org.bukkit.entity.Player; import org.bukkit.inventory.ItemStack; import javax.annotation.Nullable; import java.util.UUID; /** * A dropped item. * * @see IFloatingItemManager * @see Nucleus#getFloatingItems */ public interface IFloatingItem extends IPluginOwned, INamedInsensitive, IDisposable { /** * Get the entities unique id. */ UUID getUniqueId(); /** * Get the floating {@link org.bukkit.inventory.ItemStack}. */ ItemStack getItem(); /** * Get the current entity. * * <p>Not guaranteed to be specific type of entity.</p> * * @return The {@link Entity} or null if not spawned. */ @Nullable Entity getEntity(); /** * Determine if the item is spawned. */ boolean isSpawned(); /** * Get the location of the floating item. * * @return The {@link Location} or null if a location isn't set yet. */ @Nullable Location getLocation(); /** * Copy the values of the items location to the output {@link Location}. * * @param output The output {@link Location}. * * @return The output {@link Location} or null if a location isn't set yet. */ @Nullable Location getLocation(Location output); /** * Determine if the item can be picked up by players. */ boolean canPickup(); /** * Set if the item can be picked up by players. * * @param canPickup True to allow players to pickup the item. */ void setCanPickup(boolean canPickup); /** * Determine if pickup is simulated. * * <p>Simulated pickup is where the item appears to have been picked * up but does not end up in the players inventory.</p> * * <p>Value is ignored if {@link #canPickup} returns true.</p> */ boolean isPickupSimulated(); /** * Set pickup simulation. * * <p>Simulated pickup is where the item appears to have been picked * up but does not end up in the players inventory.</p> * * <p>Value is ignored if {@link #canPickup} returns true.</p> * * @param isPickupSimulated True to simulate pickup, otherwise false. */ void setPickupSimulated(boolean isPickupSimulated); /** * Determine if the item is spawned centered within the block at * the spawn location. */ boolean isCentered(); /** * Set item spawned centered within the block at the spawn location. * * @param isCentered True to center, false to use exact location. */ void setCentered(boolean isCentered); /** * Get the number of seconds before the item is respawned * after being picked up. */ int getRespawnTimeSeconds(); /** * Set the number of seconds before the item is respawned * after being picked up. * * @param seconds The number of seconds. */ void setRespawnTimeSeconds(int seconds); /** * Spawn the floating item entity at the current location. * * @return True if the item was spawned, false if failed or a location * is not set yet. */ boolean spawn(); /** * Spawn the floating item entity at a location. * * @param location The location to spawn the item at. * * @return True if the item was spawned, otherwise false. */ boolean spawn(Location location); /** * Despawn the floating item entity. * * <p>The items spawn location is retained.</p> * * @return True if the item was despawned, otherwise false. */ boolean despawn(); /** * Give a copy of the item to a player. * * @param player The player. */ boolean give(Player player); /** * Get updated when the item is spawned. * * @param subscriber The update subscriber. * * @return Self for chaining. */ IFloatingItem onSpawn(IUpdateSubscriber<Entity> subscriber); /** * Get updated when the item is despawned. * * @param subscriber The update subscriber. * * @return Self for chaining. */ IFloatingItem onDespawn(IUpdateSubscriber<Entity> subscriber); /** * Get updated when the item is picked up by a player. * * @param subscriber The update subscriber. The subscriber will receive the player * that was detected picking up the item. * * @return Self for chaining. */ IFloatingItem onPickup(IUpdateSubscriber<Player> subscriber); /** * Get updated when an item pick up is attempted by a player. * * <p>Is called even if the item cannot be picked up.</p> * * @param subscriber The update subscriber. The subscriber will receive the player * that was detected attempting to pick up the item. * * @return Self for chaining. */ IFloatingItem onTryPickup(IUpdateSubscriber<Player> subscriber); }