package com.github.tuserver.api.entity; import com.github.tuserver.api.world.Location; import com.github.tuserver.api.world.World; public interface Entity { /** * * Entity location (x, y, z, pitch and yaw) * * @return Entity location */ public Location getLocation(); /** * * World entity * * @return Entity world */ public World getWorld(); /** * * Teleport entity to locations * * @param location * - new location */ public void teleport(Location location); /** * * EntityID * * @return EntityID (Not UUID) */ public int getEntityID(); /** * * Check entity live * * @return true and false */ public boolean isAlive(); /** * * Check entity burning * * @return true and false */ public boolean isBurning(); /** * * Check entity in water * * @return true and false */ public boolean isInWater(); /** * * Getting Eye height * * @return height */ public float getEyeHeight(); /** * * Rotation yaw head * * @return yaw head */ public float getRotaionHead(); /** * * Checking eating process * * @return true and false */ public boolean isEating(); /** * Return whether this entity is invulnerable to damage. */ public boolean isEntityInvulnerable(); public boolean isImmuneToFire(); public boolean isInvisible(); /** * Returns true if the entity is riding another entity, used by render to * rotate the legs to be in 'sit' position for players. */ public boolean isRiding(); /** * Returns if this entity is sneaking. */ public boolean isSneaking(); /** * Get if the Entity is sprinting. */ public boolean isSprinting(); /** * Checks if this entity is either in water or on an open air block in rain * (used in wolves). */ public boolean isWet(); /** * Whether this entity won't clip with collision or not (make note it won't * disable gravity) */ public boolean isNoclip(); public boolean onGround(); /** * Will get destroyed next tick. */ public void kill(); public void setEating(boolean flag); /** * Sets entity to burn for x amount of seconds, cannot lower amount of * existing fire. */ public void setFire(int seconds); public void setInvisible(boolean flag); /** * Sets the sneaking flag. */ public void setSneaking(boolean flag); /** * Set sprinting switch for Entity. */ public void setSprinting(boolean flag); public void setNoclip(boolean flag); }