Interface IForgePlayer
- All Known Implementing Classes:
AbstractClientPlayer,LocalPlayer,Player,RemotePlayer,ServerPlayer
public interface IForgePlayer
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Method Summary
Modifier and TypeMethodDescriptiondefault booleanChecks if the player can reach a block.
On the server, additional padding is added to account for movement/lag.default booleanChecks if the player can reach an entity.
On the server, additional padding is added to account for movement/lag.default booleanChecks 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 doubleThe reach distance is increased by 0.5 for creative players, unless it is currently zero, which disables interactions.default doubleThe entity reach is increased by 3 for creative players, unless it is currently zero, which disables attacks and entity interactions.default booleanisCloseEnough(Entity entity, double dist) Utility check to see if the player is close enough to a target entity.private Playerself()
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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 aHitResultavailable.
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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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