Interface IForgePlayer
- All Known Implementing Classes:
AbstractClientPlayer
,FakePlayer
,LocalPlayer
,Player
,RemotePlayer
,ServerPlayer
public interface IForgePlayer
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Method Summary
Modifier and TypeMethodDescriptiondefault boolean
Checks if the player can reach a block.
On the server, additional padding is added to account for movement/lag.default boolean
Checks if the player can reach an entity.
On the server, additional padding is added to account for movement/lag.default boolean
Checks if the player can reach an entity by targeting the passed vector.
On the server, additional padding is added to account for movement/lag.default double
The reach distance is increased by 0.5 for creative players, unless it is currently zero, which disables interactions.default double
The entity reach is increased by 3 for creative players, unless it is currently zero, which disables attacks and entity interactions.default boolean
isCloseEnough
(Entity entity, double dist) Utility check to see if the player is close enough to a target entity.private Player
self()
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Method Details
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self
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getEntityReach
default double getEntityReach()The entity reach is increased by 3 for creative players, unless it is currently zero, which disables attacks and entity interactions.- Returns:
- The entity reach of this player.
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getBlockReach
default double getBlockReach()The reach distance is increased by 0.5 for creative players, unless it is currently zero, which disables interactions.- Returns:
- The reach distance of this player.
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canReach
Checks if the player can reach an entity by targeting the passed vector.
On the server, additional padding is added to account for movement/lag.- Parameters:
entityHitVec
- The vector being range-checked.padding
- Extra validation distance.- Returns:
- If the player can attack the entity.
- API Note:
- Do not use for block checks, as this method uses
getEntityReach()
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canReach
Checks if the player can reach an entity.
On the server, additional padding is added to account for movement/lag.- Parameters:
entity
- The entity being range-checked.padding
- Extra validation distance.- Returns:
- If the player can attack the passed entity.
- API Note:
- Prefer using
canReach(Vec3, double)
if you have aHitResult
available.
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canReach
Checks if the player can reach a block.
On the server, additional padding is added to account for movement/lag.- Parameters:
pos
- The position being range-checked.padding
- Extra validation distance.- Returns:
- If the player can interact with this location.
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isCloseEnough
Utility check to see if the player is close enough to a target entity. Uses "eye-to-closest-corner" checks.- Parameters:
entity
- The entity being checked againstdist
- The max distance allowed- Returns:
- If the eye-to-center distance between this player and the passed entity is less than dist.
- Implementation Note:
- This method inflates the bounding box by the pick radius, which differs from vanilla. But vanilla doesn't use the pick radius, the only entity with > 0 is AbstractHurtingProjectile.
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