/* * 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.utils.nms; import com.jcwhatever.nucleus.utils.coords.IVector3D; import org.bukkit.entity.Entity; import org.bukkit.util.Vector; /** * Interface for NucleusFramework's Minecraft entity handler. */ public interface INmsEntityHandler extends INmsHandler { /** * Determine if an entity is visible. * * @param entity The entity to check. */ boolean isVisible(Entity entity); /** * Set an entities visibility state. * * @param entity The entity to set. * @param isVisible True to make the entity visible to players, otherwise false. */ void setVisible(Entity entity, boolean isVisible); /** * Copy the entity velocity into the specified output vector. * * @param entity The entity. * @param output The output vector. * * @return The output vector. */ Vector getVelocity(Entity entity, Vector output); /** * Copy the entity velocity into the specified output vector. * * @param entity The entity. * @param output The output vector. * * @return The output vector. */ <T extends IVector3D> T getVelocity(Entity entity, T output); /** * Set an entities yaw angle. * * @param entity The entity. * @param yaw The yaw angle. */ void setYaw(Entity entity, float yaw); /** * Set an entities pitch angle. * * @param entity The entity. * @param pitch The pitch angle. */ void setPitch(Entity entity, float pitch); /** * Set an entity's path step height. * * @param entity The entity. * @param height The step height. */ void setStepHeight(Entity entity, float height); /** * Remove arrows from an entity. * * @param entity The entity to remove arrows from. */ void removeArrows(Entity entity); /** * Determine if arrows can get stuck in an entity. * * @param entity The entity to check. */ boolean canArrowsStick(Entity entity); /** * Set allow arrows to get stuck in an entity. * * @param entity The entity. * @param isAllowed True to allow arrows to get stuck. */ void setCanArrowsStick(Entity entity, boolean isAllowed); }