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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