Interface Player

All Superinterfaces:
AnimalTamer, Attributable, CommandSender, ConfigurationSerializable, Conversable, Damageable, Entity, HumanEntity, InventoryHolder, LivingEntity, Metadatable, Nameable, OfflinePlayer, Permissible, PersistentDataHolder, PluginMessageRecipient, ProjectileSource, ServerOperator

public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginMessageRecipient
Represents a player, connected or not
  • Method Details

    • getName

      @NotNull String getName()
      Returns the name of this player
      Specified by:
      getName in interface AnimalTamer
      Specified by:
      getName in interface CommandSender
      Specified by:
      getName in interface HumanEntity
      Specified by:
      getName in interface OfflinePlayer
      Returns:
      Player name
    • getDisplayName

      @NotNull String getDisplayName()
      Gets the "friendly" name to display of this player. This may include color.

      Note that this name will not be displayed in game, only in chat and places defined by plugins.

      Returns:
      the friendly name
    • setDisplayName

      void setDisplayName(@Nullable String name)
      Sets the "friendly" name to display of this player. This may include color.

      Note that this name will not be displayed in game, only in chat and places defined by plugins.

      Parameters:
      name - The new display name.
    • getPlayerListName

      @NotNull String getPlayerListName()
      Gets the name that is shown on the player list.
      Returns:
      the player list name
    • setPlayerListName

      void setPlayerListName(@Nullable String name)
      Sets the name that is shown on the in-game player list.

      If the value is null, the name will be identical to getName().

      Parameters:
      name - new player list name
    • getPlayerListHeader

      @Nullable String getPlayerListHeader()
      Gets the currently displayed player list header for this player.
      Returns:
      player list header or null
    • getPlayerListFooter

      @Nullable String getPlayerListFooter()
      Gets the currently displayed player list footer for this player.
      Returns:
      player list header or null
    • setPlayerListHeader

      void setPlayerListHeader(@Nullable String header)
      Sets the currently displayed player list header for this player.
      Parameters:
      header - player list header, null for empty
    • setPlayerListFooter

      void setPlayerListFooter(@Nullable String footer)
      Sets the currently displayed player list footer for this player.
      Parameters:
      footer - player list footer, null for empty
    • setPlayerListHeaderFooter

      void setPlayerListHeaderFooter(@Nullable String header, @Nullable String footer)
      Sets the currently displayed player list header and footer for this player.
      Parameters:
      header - player list header, null for empty
      footer - player list footer, null for empty
    • setCompassTarget

      void setCompassTarget(@NotNull Location loc)
      Set the target of the player's compass.
      Parameters:
      loc - Location to point to
    • getCompassTarget

      @NotNull Location getCompassTarget()
      Get the previously set compass target.
      Returns:
      location of the target
    • getAddress

      @Nullable InetSocketAddress getAddress()
      Gets the socket address of this player
      Returns:
      the player's address
    • sendRawMessage

      void sendRawMessage(@NotNull String message)
      Sends this sender a message raw
      Specified by:
      sendRawMessage in interface Conversable
      Parameters:
      message - Message to be displayed
    • kickPlayer

      void kickPlayer(@Nullable String message)
      Kicks player with custom kick message.
      Parameters:
      message - kick message
    • ban

      @Nullable BanEntry<PlayerProfile> ban(@Nullable String reason, @Nullable Date expires, @Nullable String source, boolean kickPlayer)
      Adds this user to the ProfileBanList. If a previous ban exists, this will update the entry.
      Parameters:
      reason - reason for the ban, null indicates implementation default
      expires - date for the ban's expiration (unban), or null to imply forever
      source - source of the ban, null indicates implementation default
      kickPlayer - if the player need to be kick
      Returns:
      the entry for the newly created ban, or the entry for the (updated) previous ban
    • ban

      @Nullable BanEntry<PlayerProfile> ban(@Nullable String reason, @Nullable Instant expires, @Nullable String source, boolean kickPlayer)
      Adds this user to the ProfileBanList. If a previous ban exists, this will update the entry.
      Parameters:
      reason - reason for the ban, null indicates implementation default
      expires - date for the ban's expiration (unban), or null to imply forever
      source - source of the ban, null indicates implementation default
      kickPlayer - if the player need to be kick
      Returns:
      the entry for the newly created ban, or the entry for the (updated) previous ban
    • ban

      @Nullable BanEntry<PlayerProfile> ban(@Nullable String reason, @Nullable Duration duration, @Nullable String source, boolean kickPlayer)
      Adds this user to the ProfileBanList. If a previous ban exists, this will update the entry.
      Parameters:
      reason - reason for the ban, null indicates implementation default
      duration - the duration how long the ban lasts, or null to imply forever
      source - source of the ban, null indicates implementation default
      kickPlayer - if the player need to be kick
      Returns:
      the entry for the newly created ban, or the entry for the (updated) previous ban
    • banIp

      @Nullable BanEntry<InetAddress> banIp(@Nullable String reason, @Nullable Date expires, @Nullable String source, boolean kickPlayer)
      Adds this user's current IP address to the IpBanList. If a previous ban exists, this will update the entry. If getAddress() is null this method will throw an exception.
      Parameters:
      reason - reason for the ban, null indicates implementation default
      expires - date for the ban's expiration (unban), or null to imply forever
      source - source of the ban, null indicates implementation default
      kickPlayer - if the player need to be kick
      Returns:
      the entry for the newly created ban, or the entry for the (updated) previous ban
    • banIp

      @Nullable BanEntry<InetAddress> banIp(@Nullable String reason, @Nullable Instant expires, @Nullable String source, boolean kickPlayer)
      Adds this user's current IP address to the IpBanList. If a previous ban exists, this will update the entry. If getAddress() is null this method will throw an exception.
      Parameters:
      reason - reason for the ban, null indicates implementation default
      expires - date for the ban's expiration (unban), or null to imply forever
      source - source of the ban, null indicates implementation default
      kickPlayer - if the player need to be kick
      Returns:
      the entry for the newly created ban, or the entry for the (updated) previous ban
    • banIp

      @Nullable BanEntry<InetAddress> banIp(@Nullable String reason, @Nullable Duration duration, @Nullable String source, boolean kickPlayer)
      Adds this user's current IP address to the IpBanList. If a previous ban exists, this will update the entry. If getAddress() is null this method will throw an exception.
      Parameters:
      reason - reason for the ban, null indicates implementation default
      duration - the duration how long the ban lasts, or null to imply forever
      source - source of the ban, null indicates implementation default
      kickPlayer - if the player need to be kick
      Returns:
      the entry for the newly created ban, or the entry for the (updated) previous ban
    • chat

      void chat(@NotNull String msg)
      Says a message (or runs a command).
      Parameters:
      msg - message to print
    • performCommand

      boolean performCommand(@NotNull String command)
      Makes the player perform the given command
      Parameters:
      command - Command to perform
      Returns:
      true if the command was successful, otherwise false
    • isOnGround

      @Deprecated boolean isOnGround()
      Deprecated.
      This value is controlled only by the client and is therefore unreliable and vulnerable to spoofing and/or desync depending on the context/time which it is accessed
      Returns true if the entity is supported by a block. This value is a state updated by the client after each movement.
      Specified by:
      isOnGround in interface Entity
      Returns:
      True if entity is on ground.
      See Also:
    • isSneaking

      boolean isSneaking()
      Returns if the player is in sneak mode
      Returns:
      true if player is in sneak mode
    • setSneaking

      void setSneaking(boolean sneak)
      Sets the sneak mode the player
      Parameters:
      sneak - true if player should appear sneaking
    • isSprinting

      boolean isSprinting()
      Gets whether the player is sprinting or not.
      Returns:
      true if player is sprinting.
    • setSprinting

      void setSprinting(boolean sprinting)
      Sets whether the player is sprinting or not.
      Parameters:
      sprinting - true if the player should be sprinting
    • saveData

      void saveData()
      Saves the players current location, health, inventory, motion, and other information into the username.dat file, in the world/player folder
    • loadData

      void loadData()
      Loads the players current location, health, inventory, motion, and other information from the username.dat file, in the world/player folder.

      Note: This will overwrite the players current inventory, health, motion, etc, with the state from the saved dat file.

    • setSleepingIgnored

      void setSleepingIgnored(boolean isSleeping)
      Sets whether the player is ignored as not sleeping. If everyone is either sleeping or has this flag set, then time will advance to the next day. If everyone has this flag set but no one is actually in bed, then nothing will happen.
      Parameters:
      isSleeping - Whether to ignore.
    • isSleepingIgnored

      boolean isSleepingIgnored()
      Returns whether the player is sleeping ignored.
      Returns:
      Whether player is ignoring sleep.
    • getBedSpawnLocation

      @Nullable @Deprecated Location getBedSpawnLocation()
      Deprecated.
      Misleading name. This method also returns the location of respawn anchors.
      Gets the Location where the player will spawn at their bed, null if they have not slept in one or their current bed spawn is invalid.
      Specified by:
      getBedSpawnLocation in interface OfflinePlayer
      Returns:
      Bed Spawn Location if bed exists, otherwise null.
      See Also:
    • getRespawnLocation

      @Nullable Location getRespawnLocation()
      Gets the Location where the player will spawn at, null if they don't have a valid respawn point.
      Specified by:
      getRespawnLocation in interface OfflinePlayer
      Returns:
      respawn location if exists, otherwise null.
    • setBedSpawnLocation

      @Deprecated void setBedSpawnLocation(@Nullable Location location)
      Deprecated.
      Misleading name. This method sets the player's respawn location more generally and is not limited to beds.
      Sets the Location where the player will spawn at their bed.
      Parameters:
      location - where to set the respawn location
      See Also:
    • setRespawnLocation

      void setRespawnLocation(@Nullable Location location)
      Sets the Location where the player will respawn.
      Parameters:
      location - where to set the respawn location
    • setBedSpawnLocation

      @Deprecated void setBedSpawnLocation(@Nullable Location location, boolean force)
      Deprecated.
      Misleading name. This method sets the player's respawn location more generally and is not limited to beds.
      Sets the Location where the player will spawn at their bed.
      Parameters:
      location - where to set the respawn location
      force - whether to forcefully set the respawn location even if a valid bed is not present
      See Also:
    • setRespawnLocation

      void setRespawnLocation(@Nullable Location location, boolean force)
      Sets the Location where the player will respawn.
      Parameters:
      location - where to set the respawn location
      force - whether to forcefully set the respawn location even if a valid respawn point is not present
    • playNote

      @Deprecated void playNote(@NotNull Location loc, byte instrument, byte note)
      Deprecated.
      Magic value
      Play a note for the player at a location.
      This will work with cake.
      Parameters:
      loc - The location to play the note
      instrument - The instrument ID.
      note - The note ID.
    • playNote

      void playNote(@NotNull Location loc, @NotNull Instrument instrument, @NotNull Note note)
      Play a note for the player at a location.
      This will work with cake.

      This method will fail silently when called with Instrument.CUSTOM_HEAD.

      Parameters:
      loc - The location to play the note
      instrument - The instrument
      note - The note
    • playSound

      void playSound(@NotNull Location location, @NotNull Sound sound, float volume, float pitch)
      Play a sound for a player at the location.

      This function will fail silently if Location or Sound are null.

      Parameters:
      location - The location to play the sound
      sound - The sound to play
      volume - The volume of the sound
      pitch - The pitch of the sound
    • playSound

      void playSound(@NotNull Location location, @NotNull String sound, float volume, float pitch)
      Play a sound for a player at the location.

      This function will fail silently if Location or Sound are null. No sound will be heard by the player if their client does not have the respective sound for the value passed.

      Parameters:
      location - The location to play the sound
      sound - The internal sound name to play
      volume - The volume of the sound
      pitch - The pitch of the sound
    • playSound

      void playSound(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch)
      Play a sound for a player at the location.

      This function will fail silently if Location or Sound are null.

      Parameters:
      location - The location to play the sound
      sound - The sound to play
      category - The category of the sound
      volume - The volume of the sound
      pitch - The pitch of the sound
    • playSound

      void playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch)
      Play a sound for a player at the location.

      This function will fail silently if Location or Sound are null. No sound will be heard by the player if their client does not have the respective sound for the value passed.

      Parameters:
      location - The location to play the sound
      sound - The internal sound name to play
      category - The category of the sound
      volume - The volume of the sound
      pitch - The pitch of the sound
    • playSound

      void playSound(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch, long seed)
      Play a sound for a player at the location. For sounds with multiple variations passing the same seed will always play the same variation.

      This function will fail silently if Location or Sound are null.

      Parameters:
      location - The location to play the sound
      sound - The sound to play
      category - The category of the sound
      volume - The volume of the sound
      pitch - The pitch of the sound
      seed - The seed for the sound
    • playSound

      void playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch, long seed)
      Play a sound for a player at the location. For sounds with multiple variations passing the same seed will always play the same variation.

      This function will fail silently if Location or Sound are null. No sound will be heard by the player if their client does not have the respective sound for the value passed.

      Parameters:
      location - The location to play the sound
      sound - The internal sound name to play
      category - The category of the sound
      volume - The volume of the sound
      pitch - The pitch of the sound
      seed - The seed for the sound
    • playSound

      void playSound(@NotNull Entity entity, @NotNull Sound sound, float volume, float pitch)
      Play a sound for a player at the location of the entity.

      This function will fail silently if Entity or Sound are null.

      Parameters:
      entity - The entity to play the sound
      sound - The sound to play
      volume - The volume of the sound
      pitch - The pitch of the sound
    • playSound

      void playSound(@NotNull Entity entity, @NotNull String sound, float volume, float pitch)
      Play a sound for a player at the location of the entity.

      This function will fail silently if Entity or Sound are null.

      Parameters:
      entity - The entity to play the sound
      sound - The sound to play
      volume - The volume of the sound
      pitch - The pitch of the sound
    • playSound

      void playSound(@NotNull Entity entity, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch)
      Play a sound for a player at the location of the entity.

      This function will fail silently if Entity or Sound are null.

      Parameters:
      entity - The entity to play the sound
      sound - The sound to play
      category - The category of the sound
      volume - The volume of the sound
      pitch - The pitch of the sound
    • playSound

      void playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch)
      Play a sound for a player at the location of the entity.

      This function will fail silently if Entity or Sound are null.

      Parameters:
      entity - The entity to play the sound
      sound - The sound to play
      category - The category of the sound
      volume - The volume of the sound
      pitch - The pitch of the sound
    • playSound

      void playSound(@NotNull Entity entity, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch, long seed)
      Play a sound for a player at the location of the entity. For sounds with multiple variations passing the same seed will always play the same variation.

      This function will fail silently if Entity or Sound are null.

      Parameters:
      entity - The entity to play the sound
      sound - The sound to play
      category - The category of the sound
      volume - The volume of the sound
      pitch - The pitch of the sound
      seed - The seed for the sound
    • playSound

      void playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch, long seed)
      Play a sound for a player at the location of the entity. For sounds with multiple variations passing the same seed will always play the same variation.

      This function will fail silently if Entity or Sound are null.

      Parameters:
      entity - The entity to play the sound
      sound - The sound to play
      category - The category of the sound
      volume - The volume of the sound
      pitch - The pitch of the sound
      seed - The seed for the sound
    • stopSound

      void stopSound(@NotNull Sound sound)
      Stop the specified sound from playing.
      Parameters:
      sound - the sound to stop
    • stopSound

      void stopSound(@NotNull String sound)
      Stop the specified sound from playing.
      Parameters:
      sound - the sound to stop
    • stopSound

      void stopSound(@NotNull Sound sound, @Nullable SoundCategory category)
      Stop the specified sound from playing.
      Parameters:
      sound - the sound to stop
      category - the category of the sound
    • stopSound

      void stopSound(@NotNull String sound, @Nullable SoundCategory category)
      Stop the specified sound from playing.
      Parameters:
      sound - the sound to stop
      category - the category of the sound
    • stopSound

      void stopSound(@NotNull SoundCategory category)
      Stop the specified sound category from playing.
      Parameters:
      category - the sound category to stop
    • stopAllSounds

      void stopAllSounds()
      Stop all sounds from playing.
    • playEffect

      @Deprecated void playEffect(@NotNull Location loc, @NotNull Effect effect, int data)
      Deprecated.
      Magic value
      Plays an effect to just this player.
      Parameters:
      loc - the location to play the effect at
      effect - the Effect
      data - a data bit needed for some effects
    • playEffect

      <T> void playEffect(@NotNull Location loc, @NotNull Effect effect, @Nullable T data)
      Plays an effect to just this player.
      Type Parameters:
      T - the data based based on the type of the effect
      Parameters:
      loc - the location to play the effect at
      effect - the Effect
      data - a data bit needed for some effects
    • breakBlock

      boolean breakBlock(@NotNull Block block)
      Force this player to break a Block using the item in their main hand. This method will respect enchantments, handle item durability (if applicable) and drop experience and the correct items according to the tool/item in the player's hand.

      Note that this method will call a BlockBreakEvent, meaning that this method may not be successful in breaking the block if the event was cancelled by a third party plugin. Care should be taken if running this method in a BlockBreakEvent listener as recursion may be possible if it is invoked on the same Block being broken in the event.

      Additionally, a BlockDropItemEvent is called for the items dropped by this method (if successful).

      The block must be in the same world as the player.

      Parameters:
      block - the block to break
      Returns:
      true if the block was broken, false if the break failed
    • sendBlockChange

      @Deprecated void sendBlockChange(@NotNull Location loc, @NotNull Material material, byte data)
      Deprecated.
      Magic value
      Send a block change. This fakes a block change packet for a user at a certain location. This will not actually change the world in any way.
      Parameters:
      loc - The location of the changed block
      material - The new block
      data - The block data
    • sendBlockChange

      void sendBlockChange(@NotNull Location loc, @NotNull BlockData block)
      Send a block change. This fakes a block change packet for a user at a certain location. This will not actually change the world in any way.
      Parameters:
      loc - The location of the changed block
      block - The new block
    • sendBlockChanges

      void sendBlockChanges(@NotNull Collection<BlockState> blocks)
      Send a multi-block change. This fakes a block change packet for a user at multiple locations. This will not actually change the world in any way.

      This method may send multiple packets to the client depending on the blocks in the collection. A packet must be sent for each chunk section modified, meaning one packet for each 16x16x16 block area. Even if only one block is changed in two different chunk sections, two packets will be sent.

      Additionally, this method cannot guarantee the functionality of changes being sent to the player in chunks not loaded by the client. It is the responsibility of the caller to ensure that the client is within range of the changed blocks or to handle any side effects caused as a result.

      Parameters:
      blocks - the block states to send to the player
    • sendBlockChanges

      @Deprecated void sendBlockChanges(@NotNull Collection<BlockState> blocks, boolean suppressLightUpdates)
      Deprecated.
      suppressLightUpdates is not functional in versions greater than 1.19.4
      Send a multi-block change. This fakes a block change packet for a user at multiple locations. This will not actually change the world in any way.

      This method may send multiple packets to the client depending on the blocks in the collection. A packet must be sent for each chunk section modified, meaning one packet for each 16x16x16 block area. Even if only one block is changed in two different chunk sections, two packets will be sent.

      Additionally, this method cannot guarantee the functionality of changes being sent to the player in chunks not loaded by the client. It is the responsibility of the caller to ensure that the client is within range of the changed blocks or to handle any side effects caused as a result.

      Parameters:
      blocks - the block states to send to the player
      suppressLightUpdates - whether or not light updates should be suppressed when updating the blocks on the client
    • sendBlockDamage

      void sendBlockDamage(@NotNull Location loc, float progress)
      Send block damage. This fakes block break progress at a certain location sourced by this player. This will not actually change the block's break progress in any way.
      Parameters:
      loc - the location of the damaged block
      progress - the progress from 0.0 - 1.0 where 0 is no damage and 1.0 is the most damaged
    • sendBlockDamage

      void sendBlockDamage(@NotNull Location loc, float progress, @NotNull Entity source)
      Send block damage. This fakes block break progress at a certain location sourced by the provided entity. This will not actually change the block's break progress in any way.

      At the same location for each unique damage source sent to the player, a separate damage overlay will be displayed with the given progress. This allows for block damage at different progress from multiple entities at once.

      Parameters:
      loc - the location of the damaged block
      progress - the progress from 0.0 - 1.0 where 0 is no damage and 1.0 is the most damaged
      source - the entity to which the damage belongs
    • sendBlockDamage

      void sendBlockDamage(@NotNull Location loc, float progress, int sourceId)
      Send block damage. This fakes block break progress at a certain location sourced by the provided entity id. This will not actually change the block's break progress in any way.

      At the same location for each unique damage source sent to the player, a separate damage overlay will be displayed with the given progress. This allows for block damage at different progress from multiple entities at once.

      Parameters:
      loc - the location of the damaged block
      progress - the progress from 0.0 - 1.0 where 0 is no damage and 1.0 is the most damaged
      sourceId - the entity id of the entity to which the damage belongs. Can be an id that does not associate directly with an existing or loaded entity.
    • sendEquipmentChange

      void sendEquipmentChange(@NotNull LivingEntity entity, @NotNull EquipmentSlot slot, @Nullable ItemStack item)
      Send an equipment change for the target entity. This will not actually change the entity's equipment in any way.
      Parameters:
      entity - the entity whose equipment to change
      slot - the slot to change
      item - the item to which the slot should be changed, or null to set it to air
    • sendEquipmentChange

      void sendEquipmentChange(@NotNull LivingEntity entity, @NotNull Map<EquipmentSlot,ItemStack> items)
      Send multiple equipment changes for the target entity. This will not actually change the entity's equipment in any way.
      Parameters:
      entity - the entity whose equipment to change
      items - the slots to change, where the values are the items to which the slot should be changed. null values will set the slot to air
    • sendSignChange

      void sendSignChange(@NotNull Location loc, @Nullable String[] lines) throws IllegalArgumentException
      Send a sign change. This fakes a sign change packet for a user at a certain location. This will not actually change the world in any way. This method will use a sign at the location's block or a faked sign sent via sendBlockChange(org.bukkit.Location, org.bukkit.block.data.BlockData).

      If the client does not have a sign at the given location it will display an error message to the user.

      To change all attributes of a sign, including the back Side, use sendBlockUpdate(org.bukkit.Location, org.bukkit.block.TileState).

      Parameters:
      loc - the location of the sign
      lines - the new text on the sign or null to clear it
      Throws:
      IllegalArgumentException - if location is null
      IllegalArgumentException - if lines is non-null and has a length less than 4
    • sendSignChange

      void sendSignChange(@NotNull Location loc, @Nullable String[] lines, @NotNull DyeColor dyeColor) throws IllegalArgumentException
      Send a sign change. This fakes a sign change packet for a user at a certain location. This will not actually change the world in any way. This method will use a sign at the location's block or a faked sign sent via sendBlockChange(org.bukkit.Location, org.bukkit.block.data.BlockData).

      If the client does not have a sign at the given location it will display an error message to the user.

      To change all attributes of a sign, including the back Side, use sendBlockUpdate(org.bukkit.Location, org.bukkit.block.TileState).

      Parameters:
      loc - the location of the sign
      lines - the new text on the sign or null to clear it
      dyeColor - the color of the sign
      Throws:
      IllegalArgumentException - if location is null
      IllegalArgumentException - if dyeColor is null
      IllegalArgumentException - if lines is non-null and has a length less than 4
    • sendSignChange

      void sendSignChange(@NotNull Location loc, @Nullable String[] lines, @NotNull DyeColor dyeColor, boolean hasGlowingText) throws IllegalArgumentException
      Send a sign change. This fakes a sign change packet for a user at a certain location. This will not actually change the world in any way. This method will use a sign at the location's block or a faked sign sent via sendBlockChange(org.bukkit.Location, org.bukkit.block.data.BlockData).

      If the client does not have a sign at the given location it will display an error message to the user.

      To change all attributes of a sign, including the back Side, use sendBlockUpdate(org.bukkit.Location, org.bukkit.block.TileState).

      Parameters:
      loc - the location of the sign
      lines - the new text on the sign or null to clear it
      dyeColor - the color of the sign
      hasGlowingText - if the sign's text should be glowing
      Throws:
      IllegalArgumentException - if location is null
      IllegalArgumentException - if dyeColor is null
      IllegalArgumentException - if lines is non-null and has a length less than 4
    • sendBlockUpdate

      @Experimental void sendBlockUpdate(@NotNull Location loc, @NotNull TileState tileState) throws IllegalArgumentException
      Send a TileState change. This fakes a TileState change for a user at the given location. This will not actually change the world in any way. This method will use a TileState at the location's block or a faked TileState sent via sendBlockChange(org.bukkit.Location, org.bukkit.block.data.BlockData).

      If the client does not have an appropriate tile at the given location it may display an error message to the user.

      BlockData.createBlockState() can be used to create a BlockState.

      Parameters:
      loc - the location of the sign
      tileState - the tile state
      Throws:
      IllegalArgumentException - if location is null
      IllegalArgumentException - if tileState is null
    • sendPotionEffectChange

      void sendPotionEffectChange(@NotNull LivingEntity entity, @NotNull PotionEffect effect)
      Change a potion effect for the target entity. This will not actually change the entity's potion effects in any way.

      Note: Sending an effect change to a player for themselves may cause unexpected behavior on the client. Effects sent this way will also not be removed when their timer reaches 0, they can be removed with sendPotionEffectChangeRemove(LivingEntity, PotionEffectType)

      Parameters:
      entity - the entity whose potion effects to change
      effect - the effect to change
    • sendPotionEffectChangeRemove

      void sendPotionEffectChangeRemove(@NotNull LivingEntity entity, @NotNull PotionEffectType type)
      Remove a potion effect for the target entity. This will not actually change the entity's potion effects in any way.

      Note: Sending an effect change to a player for themselves may cause unexpected behavior on the client.

      Parameters:
      entity - the entity whose potion effects to change
      type - the effect type to remove
    • sendMap

      void sendMap(@NotNull MapView map)
      Render a map and send it to the player in its entirety. This may be used when streaming the map in the normal manner is not desirable.
      Parameters:
      map - The map to be sent
    • sendHurtAnimation

      void sendHurtAnimation(float yaw)
      Send a hurt animation. This fakes incoming damage towards the player from the given yaw relative to the player's direction.
      Parameters:
      yaw - the yaw in degrees relative to the player's direction where 0 is in front of the player, 90 is to the right, 180 is behind, and 270 is to the left
    • addCustomChatCompletions

      void addCustomChatCompletions(@NotNull Collection<String> completions)
      Add custom chat completion suggestions shown to the player while typing a message.
      Parameters:
      completions - the completions to send
    • removeCustomChatCompletions

      void removeCustomChatCompletions(@NotNull Collection<String> completions)
      Remove custom chat completion suggestions shown to the player while typing a message. Online player names cannot be removed with this method. This will affect only custom completions added by addCustomChatCompletions(Collection) or setCustomChatCompletions(Collection).
      Parameters:
      completions - the completions to remove
    • setCustomChatCompletions

      void setCustomChatCompletions(@NotNull Collection<String> completions)
      Set the list of chat completion suggestions shown to the player while typing a message.

      If completions were set previously, this method will remove them all and replace them with the provided completions.

      Parameters:
      completions - the completions to set
    • updateInventory

      @Internal void updateInventory()
      Forces an update of the player's entire inventory.
      API Note:
      It should not be necessary for plugins to use this method. If it is required for some reason, it is probably a bug.
    • getPreviousGameMode

      @Nullable GameMode getPreviousGameMode()
      Gets this player's previous GameMode
      Returns:
      Previous game mode or null
    • setPlayerTime

      void setPlayerTime(long time, boolean relative)
      Sets the current time on the player's client. When relative is true the player's time will be kept synchronized to its world time with the specified offset.

      When using non relative time the player's time will stay fixed at the specified time parameter. It's up to the caller to continue updating the player's time. To restore player time to normal use resetPlayerTime().

      Parameters:
      time - The current player's perceived time or the player's time offset from the server time.
      relative - When true the player time is kept relative to its world time.
    • getPlayerTime

      long getPlayerTime()
      Returns the player's current timestamp.
      Returns:
      The player's time
    • getPlayerTimeOffset

      long getPlayerTimeOffset()
      Returns the player's current time offset relative to server time, or the current player's fixed time if the player's time is absolute.
      Returns:
      The player's time
    • isPlayerTimeRelative

      boolean isPlayerTimeRelative()
      Returns true if the player's time is relative to the server time, otherwise the player's time is absolute and will not change its current time unless done so with setPlayerTime().
      Returns:
      true if the player's time is relative to the server time.
    • resetPlayerTime

      void resetPlayerTime()
      Restores the normal condition where the player's time is synchronized with the server time.

      Equivalent to calling setPlayerTime(0, true).

    • setPlayerWeather

      void setPlayerWeather(@NotNull WeatherType type)
      Sets the type of weather the player will see. When used, the weather status of the player is locked until resetPlayerWeather() is used.
      Parameters:
      type - The WeatherType enum type the player should experience
    • getPlayerWeather

      @Nullable WeatherType getPlayerWeather()
      Returns the type of weather the player is currently experiencing.
      Returns:
      The WeatherType that the player is currently experiencing or null if player is seeing server weather.
    • resetPlayerWeather

      void resetPlayerWeather()
      Restores the normal condition where the player's weather is controlled by server conditions.
    • getExpCooldown

      int getExpCooldown()
      Gets the player's cooldown between picking up experience orbs.
      Returns:
      The cooldown in ticks
    • setExpCooldown

      void setExpCooldown(int ticks)
      Sets the player's cooldown between picking up experience orbs.. Note: Setting this to 0 allows the player to pick up instantly, but setting this to a negative value will cause the player to be unable to pick up xp-orbs. Calling this Method will result in PlayerExpCooldownChangeEvent being called.
      Parameters:
      ticks - The cooldown in ticks
    • giveExp

      void giveExp(int amount)
      Gives the player the amount of experience specified.
      Parameters:
      amount - Exp amount to give
    • giveExpLevels

      void giveExpLevels(int amount)
      Gives the player the amount of experience levels specified. Levels can be taken by specifying a negative amount.
      Parameters:
      amount - amount of experience levels to give or take
    • getExp

      float getExp()
      Gets the players current experience points towards the next level.

      This is a percentage value. 0 is "no progress" and 1 is "next level".

      Returns:
      Current experience points
    • setExp

      void setExp(float exp)
      Sets the players current experience points towards the next level

      This is a percentage value. 0 is "no progress" and 1 is "next level".

      Parameters:
      exp - New experience points
    • getLevel

      int getLevel()
      Gets the players current experience level
      Returns:
      Current experience level
    • setLevel

      void setLevel(int level)
      Sets the players current experience level
      Parameters:
      level - New experience level
    • getTotalExperience

      int getTotalExperience()
      Gets the players total experience points.
      This refers to the total amount of experience the player has collected over time and is not currently displayed to the client.
      Returns:
      Current total experience points
    • setTotalExperience

      void setTotalExperience(int exp)
      Sets the players current experience points.
      This refers to the total amount of experience the player has collected over time and is not currently displayed to the client.
      Parameters:
      exp - New total experience points
    • sendExperienceChange

      void sendExperienceChange(float progress)
      Send an experience change. This fakes an experience change packet for a user. This will not actually change the experience points in any way.
      Parameters:
      progress - Experience progress percentage (between 0.0 and 1.0)
      See Also:
    • sendExperienceChange

      void sendExperienceChange(float progress, int level)
      Send an experience change. This fakes an experience change packet for a user. This will not actually change the experience points in any way.
      Parameters:
      progress - New experience progress percentage (between 0.0 and 1.0)
      level - New experience level
      See Also:
    • getAllowFlight

      boolean getAllowFlight()
      Determines if the Player is allowed to fly via jump key double-tap like in creative mode.
      Returns:
      True if the player is allowed to fly.
    • setAllowFlight

      void setAllowFlight(boolean flight)
      Sets if the Player is allowed to fly via jump key double-tap like in creative mode.
      Parameters:
      flight - If flight should be allowed.
    • hidePlayer

      @Deprecated void hidePlayer(@NotNull Player player)
      Hides a player from this player
      Parameters:
      player - Player to hide
    • hidePlayer

      void hidePlayer(@NotNull Plugin plugin, @NotNull Player player)
      Hides a player from this player
      Parameters:
      plugin - Plugin that wants to hide the player
      player - Player to hide
    • showPlayer

      @Deprecated void showPlayer(@NotNull Player player)
      Allows this player to see a player that was previously hidden
      Parameters:
      player - Player to show
    • showPlayer

      void showPlayer(@NotNull Plugin plugin, @NotNull Player player)
      Allows this player to see a player that was previously hidden. If another another plugin had hidden the player too, then the player will remain hidden until the other plugin calls this method too.
      Parameters:
      plugin - Plugin that wants to show the player
      player - Player to show
    • canSee

      boolean canSee(@NotNull Player player)
      Checks to see if a player has been hidden from this player
      Parameters:
      player - Player to check
      Returns:
      True if the provided player is not being hidden from this player
    • hideEntity

      void hideEntity(@NotNull Plugin plugin, @NotNull Entity entity)
      Visually hides an entity from this player.
      Parameters:
      plugin - Plugin that wants to hide the entity
      entity - Entity to hide
    • showEntity

      void showEntity(@NotNull Plugin plugin, @NotNull Entity entity)
      Allows this player to see an entity that was previously hidden. If another another plugin had hidden the entity too, then the entity will remain hidden until the other plugin calls this method too.
      Parameters:
      plugin - Plugin that wants to show the entity
      entity - Entity to show
    • canSee

      boolean canSee(@NotNull Entity entity)
      Checks to see if an entity has been visually hidden from this player.
      Parameters:
      entity - Entity to check
      Returns:
      True if the provided entity is not being hidden from this player
    • isFlying

      boolean isFlying()
      Checks to see if this player is currently flying or not.
      Returns:
      True if the player is flying, else false.
    • setFlying

      void setFlying(boolean value)
      Makes this player start or stop flying.
      Parameters:
      value - True to fly.
    • setFlySpeed

      void setFlySpeed(float value) throws IllegalArgumentException
      Sets the speed at which a client will fly. Negative values indicate reverse directions.
      Parameters:
      value - The new speed, from -1 to 1.
      Throws:
      IllegalArgumentException - If new speed is less than -1 or greater than 1
    • setWalkSpeed

      void setWalkSpeed(float value) throws IllegalArgumentException
      Sets the speed at which a client will walk. Negative values indicate reverse directions.
      Parameters:
      value - The new speed, from -1 to 1.
      Throws:
      IllegalArgumentException - If new speed is less than -1 or greater than 1
    • getFlySpeed

      float getFlySpeed()
      Gets the current allowed speed that a client can fly.
      Returns:
      The current allowed speed, from -1 to 1
    • getWalkSpeed

      float getWalkSpeed()
      Gets the current allowed speed that a client can walk.
      Returns:
      The current allowed speed, from -1 to 1
    • setTexturePack

      @Deprecated void setTexturePack(@NotNull String url)
      Deprecated.
      Minecraft no longer uses textures packs. Instead you should use setResourcePack(String).
      Request that the player's client download and switch texture packs.

      The player's client will download the new texture pack asynchronously in the background, and will automatically switch to it once the download is complete. If the client has downloaded and cached the same texture pack in the past, it will perform a file size check against the response content to determine if the texture pack has changed and needs to be downloaded again. When this request is sent for the very first time from a given server, the client will first display a confirmation GUI to the player before proceeding with the download.

      Notes:

      • Players can disable server textures on their client, in which case this method will have no affect on them. Use the PlayerResourcePackStatusEvent to figure out whether or not the player loaded the pack!
      • There is no concept of resetting texture packs back to default within Minecraft, so players will have to relog to do so or you have to send an empty pack.
      • The request is send with "null" as the hash. This might result in newer versions not loading the pack correctly.
      Parameters:
      url - The URL from which the client will download the texture pack. The string must contain only US-ASCII characters and should be encoded as per RFC 1738.
      Throws:
      IllegalArgumentException - Thrown if the URL is null.
      IllegalArgumentException - Thrown if the URL is too long.
    • setResourcePack

      void setResourcePack(@NotNull String url)
      Request that the player's client download and switch resource packs.

      The player's client will download the new resource pack asynchronously in the background, and will automatically switch to it once the download is complete. If the client has downloaded and cached the same resource pack in the past, it will perform a file size check against the response content to determine if the resource pack has changed and needs to be downloaded again. When this request is sent for the very first time from a given server, the client will first display a confirmation GUI to the player before proceeding with the download.

      Notes:

      • Players can disable server resources on their client, in which case this method will have no affect on them. Use the PlayerResourcePackStatusEvent to figure out whether or not the player loaded the pack!
      • There is no concept of resetting resource packs back to default within Minecraft, so players will have to relog to do so or you have to send an empty pack.
      • The request is send with empty string as the hash. This might result in newer versions not loading the pack correctly.
      Parameters:
      url - The URL from which the client will download the resource pack. The string must contain only US-ASCII characters and should be encoded as per RFC 1738.
      Throws:
      IllegalArgumentException - Thrown if the URL is null.
      IllegalArgumentException - Thrown if the URL is too long. The length restriction is an implementation specific arbitrary value.
    • setResourcePack

      void setResourcePack(@NotNull String url, @Nullable byte[] hash)
      Request that the player's client download and switch resource packs.

      The player's client will download the new resource pack asynchronously in the background, and will automatically switch to it once the download is complete. If the client has downloaded and cached a resource pack with the same hash in the past it will not download but directly apply the cached pack. If the hash is null and the client has downloaded and cached the same resource pack in the past, it will perform a file size check against the response content to determine if the resource pack has changed and needs to be downloaded again. When this request is sent for the very first time from a given server, the client will first display a confirmation GUI to the player before proceeding with the download.

      Notes:

      • Players can disable server resources on their client, in which case this method will have no affect on them. Use the PlayerResourcePackStatusEvent to figure out whether or not the player loaded the pack!
      • There is no concept of resetting resource packs back to default within Minecraft, so players will have to relog to do so or you have to send an empty pack.
      • The request is sent with empty string as the hash when the hash is not provided. This might result in newer versions not loading the pack correctly.
      Parameters:
      url - The URL from which the client will download the resource pack. The string must contain only US-ASCII characters and should be encoded as per RFC 1738.
      hash - The sha1 hash sum of the resource pack file which is used to apply a cached version of the pack directly without downloading if it is available. Hast to be 20 bytes long!
      Throws:
      IllegalArgumentException - Thrown if the URL is null.
      IllegalArgumentException - Thrown if the URL is too long. The length restriction is an implementation specific arbitrary value.
      IllegalArgumentException - Thrown if the hash is not 20 bytes long.
    • setResourcePack

      void setResourcePack(@NotNull String url, @Nullable byte[] hash, @Nullable String prompt)
      Request that the player's client download and switch resource packs.

      The player's client will download the new resource pack asynchronously in the background, and will automatically switch to it once the download is complete. If the client has downloaded and cached a resource pack with the same hash in the past it will not download but directly apply the cached pack. If the hash is null and the client has downloaded and cached the same resource pack in the past, it will perform a file size check against the response content to determine if the resource pack has changed and needs to be downloaded again. When this request is sent for the very first time from a given server, the client will first display a confirmation GUI to the player before proceeding with the download.

      Notes:

      • Players can disable server resources on their client, in which case this method will have no affect on them. Use the PlayerResourcePackStatusEvent to figure out whether or not the player loaded the pack!
      • To remove a resource pack you can use removeResourcePack(UUID) or removeResourcePacks().
      • The request is sent with empty string as the hash when the hash is not provided. This might result in newer versions not loading the pack correctly.
      Parameters:
      url - The URL from which the client will download the resource pack. The string must contain only US-ASCII characters and should be encoded as per RFC 1738.
      hash - The sha1 hash sum of the resource pack file which is used to apply a cached version of the pack directly without downloading if it is available. Hast to be 20 bytes long!
      prompt - The optional custom prompt message to be shown to client.
      Throws:
      IllegalArgumentException - Thrown if the URL is null.
      IllegalArgumentException - Thrown if the URL is too long. The length restriction is an implementation specific arbitrary value.
      IllegalArgumentException - Thrown if the hash is not 20 bytes long.
    • setResourcePack

      void setResourcePack(@NotNull String url, @Nullable byte[] hash, boolean force)
      Request that the player's client download and switch resource packs.

      The player's client will download the new resource pack asynchronously in the background, and will automatically switch to it once the download is complete. If the client has downloaded and cached a resource pack with the same hash in the past it will not download but directly apply the cached pack. If the hash is null and the client has downloaded and cached the same resource pack in the past, it will perform a file size check against the response content to determine if the resource pack has changed and needs to be downloaded again. When this request is sent for the very first time from a given server, the client will first display a confirmation GUI to the player before proceeding with the download.

      Notes:

      • Players can disable server resources on their client, in which case this method will have no affect on them. Use the PlayerResourcePackStatusEvent to figure out whether or not the player loaded the pack!
      • To remove a resource pack you can use removeResourcePack(UUID) or removeResourcePacks().
      • The request is sent with empty string as the hash when the hash is not provided. This might result in newer versions not loading the pack correctly.
      Parameters:
      url - The URL from which the client will download the resource pack. The string must contain only US-ASCII characters and should be encoded as per RFC 1738.
      hash - The sha1 hash sum of the resource pack file which is used to apply a cached version of the pack directly without downloading if it is available. Hast to be 20 bytes long!
      force - If true, the client will be disconnected from the server when it declines to use the resource pack.
      Throws:
      IllegalArgumentException - Thrown if the URL is null.
      IllegalArgumentException - Thrown if the URL is too long. The length restriction is an implementation specific arbitrary value.
      IllegalArgumentException - Thrown if the hash is not 20 bytes long.
    • setResourcePack

      void setResourcePack(@NotNull String url, @Nullable byte[] hash, @Nullable String prompt, boolean force)
      Request that the player's client download and switch resource packs.

      The player's client will download the new resource pack asynchronously in the background, and will automatically switch to it once the download is complete. If the client has downloaded and cached a resource pack with the same hash in the past it will not download but directly apply the cached pack. If the hash is null and the client has downloaded and cached the same resource pack in the past, it will perform a file size check against the response content to determine if the resource pack has changed and needs to be downloaded again. When this request is sent for the very first time from a given server, the client will first display a confirmation GUI to the player before proceeding with the download.

      Notes:

      • Players can disable server resources on their client, in which case this method will have no affect on them. Use the PlayerResourcePackStatusEvent to figure out whether or not the player loaded the pack!
      • To remove a resource pack you can use removeResourcePack(UUID) or removeResourcePacks().
      • The request is sent with empty string as the hash when the hash is not provided. This might result in newer versions not loading the pack correctly.
      Parameters:
      url - The URL from which the client will download the resource pack. The string must contain only US-ASCII characters and should be encoded as per RFC 1738.
      hash - The sha1 hash sum of the resource pack file which is used to apply a cached version of the pack directly without downloading if it is available. Hast to be 20 bytes long!
      prompt - The optional custom prompt message to be shown to client.
      force - If true, the client will be disconnected from the server when it declines to use the resource pack.
      Throws:
      IllegalArgumentException - Thrown if the URL is null.
      IllegalArgumentException - Thrown if the URL is too long. The length restriction is an implementation specific arbitrary value.
      IllegalArgumentException - Thrown if the hash is not 20 bytes long.
    • setResourcePack

      void setResourcePack(@NotNull UUID id, @NotNull String url, @Nullable byte[] hash, @Nullable String prompt, boolean force)
      Request that the player's client download and switch resource packs.

      The player's client will download the new resource pack asynchronously in the background, and will automatically switch to it once the download is complete. If the client has downloaded and cached a resource pack with the same hash in the past it will not download but directly apply the cached pack. If the hash is null and the client has downloaded and cached the same resource pack in the past, it will perform a file size check against the response content to determine if the resource pack has changed and needs to be downloaded again. When this request is sent for the very first time from a given server, the client will first display a confirmation GUI to the player before proceeding with the download.

      Notes:

      • Players can disable server resources on their client, in which case this method will have no affect on them. Use the PlayerResourcePackStatusEvent to figure out whether or not the player loaded the pack!
      • To remove a resource pack you can use removeResourcePack(UUID) or removeResourcePacks().
      • The request is sent with empty string as the hash when the hash is not provided. This might result in newer versions not loading the pack correctly.
      Parameters:
      id - Unique resource pack ID.
      url - The URL from which the client will download the resource pack. The string must contain only US-ASCII characters and should be encoded as per RFC 1738.
      hash - The sha1 hash sum of the resource pack file which is used to apply a cached version of the pack directly without downloading if it is available. Hast to be 20 bytes long!
      prompt - The optional custom prompt message to be shown to client.
      force - If true, the client will be disconnected from the server when it declines to use the resource pack.
      Throws:
      IllegalArgumentException - Thrown if the URL is null.
      IllegalArgumentException - Thrown if the URL is too long. The length restriction is an implementation specific arbitrary value.
      IllegalArgumentException - Thrown if the hash is not 20 bytes long.
    • addResourcePack

      void addResourcePack(@NotNull UUID id, @NotNull String url, @Nullable byte[] hash, @Nullable String prompt, boolean force)
      Request that the player's client download and include another resource pack.

      The player's client will download the new resource pack asynchronously in the background, and will automatically add to it once the download is complete. If the client has downloaded and cached a resource pack with the same hash in the past it will not download but directly apply the cached pack. If the hash is null and the client has downloaded and cached the same resource pack in the past, it will perform a file size check against the response content to determine if the resource pack has changed and needs to be downloaded again. When this request is sent for the very first time from a given server, the client will first display a confirmation GUI to the player before proceeding with the download.

      Notes:

      • Players can disable server resources on their client, in which case this method will have no affect on them. Use the PlayerResourcePackStatusEvent to figure out whether or not the player loaded the pack!
      • To remove a resource pack you can use removeResourcePack(UUID) or removeResourcePacks().
      • The request is sent with empty string as the hash when the hash is not provided. This might result in newer versions not loading the pack correctly.
      Parameters:
      id - Unique resource pack ID.
      url - The URL from which the client will download the resource pack. The string must contain only US-ASCII characters and should be encoded as per RFC 1738.
      hash - The sha1 hash sum of the resource pack file which is used to apply a cached version of the pack directly without downloading if it is available. Hast to be 20 bytes long!
      prompt - The optional custom prompt message to be shown to client.
      force - If true, the client will be disconnected from the server when it declines to use the resource pack.
      Throws:
      IllegalArgumentException - Thrown if the URL is null.
      IllegalArgumentException - Thrown if the URL is too long. The length restriction is an implementation specific arbitrary value.
      IllegalArgumentException - Thrown if the hash is not 20 bytes long.
    • removeResourcePack

      void removeResourcePack(@NotNull UUID id)
      Request that the player's client remove a resource pack sent by the server.
      Parameters:
      id - the id of the resource pack.
      Throws:
      IllegalArgumentException - If the ID is null.
    • removeResourcePacks

      void removeResourcePacks()
      Request that the player's client remove all loaded resource pack sent by the server.
    • getScoreboard

      @NotNull Scoreboard getScoreboard()
      Gets the Scoreboard displayed to this player
      Returns:
      The current scoreboard seen by this player
    • setScoreboard

      void setScoreboard(@NotNull Scoreboard scoreboard) throws IllegalArgumentException, IllegalStateException
      Sets the player's visible Scoreboard.
      Parameters:
      scoreboard - New Scoreboard for the player
      Throws:
      IllegalArgumentException - if scoreboard is null
      IllegalArgumentException - if scoreboard was not created by the scoreboard manager
      IllegalStateException - if this is a player that is not logged yet or has logged out
    • getWorldBorder

      @Nullable WorldBorder getWorldBorder()
      Gets the WorldBorder visible to this Player, or null if viewing the world's world border.
      Returns:
      the player's world border
    • setWorldBorder

      void setWorldBorder(@Nullable WorldBorder border)
      Sets the WorldBorder visible to this Player.
      Parameters:
      border - the border to set, or null to set to the world border of the player's current world
      Throws:
      UnsupportedOperationException - if setting the border to that of a world in which the player is not currently present.
      See Also:
    • sendHealthUpdate

      void sendHealthUpdate(double health, int foodLevel, float saturation)
      Send a health update to the player. This will adjust the health, food, and saturation on the client and will not affect the player's actual values on the server. As soon as any of these values change on the server, changes sent by this method will no longer be visible.
      Parameters:
      health - the health. If 0.0, the client will believe it is dead
      foodLevel - the food level
      saturation - the saturation
    • sendHealthUpdate

      void sendHealthUpdate()
      Send a health update to the player using its known server values. This will synchronize the health, food, and saturation on the client and therefore may be useful when changing a player's maximum health attribute.
    • isHealthScaled

      boolean isHealthScaled()
      Gets if the client is displayed a 'scaled' health, that is, health on a scale from 0-getHealthScale().
      Returns:
      if client health display is scaled
      See Also:
    • setHealthScaled

      void setHealthScaled(boolean scale)
      Sets if the client is displayed a 'scaled' health, that is, health on a scale from 0-getHealthScale().

      Displayed health follows a simple formula displayedHealth = getHealth() / getMaxHealth() * getHealthScale().

      Parameters:
      scale - if the client health display is scaled
    • setHealthScale

      void setHealthScale(double scale) throws IllegalArgumentException
      Sets the number to scale health to for the client; this will also setHealthScaled(true).

      Displayed health follows a simple formula displayedHealth = getHealth() / getMaxHealth() * getHealthScale().

      Parameters:
      scale - the number to scale health to
      Throws:
      IllegalArgumentException - if scale is <0
      IllegalArgumentException - if scale is Double.NaN
      IllegalArgumentException - if scale is too high
    • getHealthScale

      double getHealthScale()
      Gets the number that health is scaled to for the client.
      Returns:
      the number that health would be scaled to for the client if HealthScaling is set to true
      See Also:
    • getSpectatorTarget

      @Nullable Entity getSpectatorTarget()
      Gets the entity which is followed by the camera when in GameMode.SPECTATOR.
      Returns:
      the followed entity, or null if not in spectator mode or not following a specific entity.
    • setSpectatorTarget

      void setSpectatorTarget(@Nullable Entity entity)
      Sets the entity which is followed by the camera when in GameMode.SPECTATOR.
      Parameters:
      entity - the entity to follow or null to reset
      Throws:
      IllegalStateException - if the player is not in GameMode.SPECTATOR
    • sendTitle

      @Deprecated void sendTitle(@Nullable String title, @Nullable String subtitle)
      Deprecated.
      API behavior subject to change
      Sends a title and a subtitle message to the player. If either of these values are null, they will not be sent and the display will remain unchanged. If they are empty strings, the display will be updated as such. If the strings contain a new line, only the first line will be sent. The titles will be displayed with the client's default timings.
      Parameters:
      title - Title text
      subtitle - Subtitle text
    • sendTitle

      void sendTitle(@Nullable String title, @Nullable String subtitle, int fadeIn, int stay, int fadeOut)
      Sends a title and a subtitle message to the player. If either of these values are null, they will not be sent and the display will remain unchanged. If they are empty strings, the display will be updated as such. If the strings contain a new line, only the first line will be sent. All timings values may take a value of -1 to indicate that they will use the last value sent (or the defaults if no title has been displayed).
      Parameters:
      title - Title text
      subtitle - Subtitle text
      fadeIn - time in ticks for titles to fade in. Defaults to 10.
      stay - time in ticks for titles to stay. Defaults to 70.
      fadeOut - time in ticks for titles to fade out. Defaults to 20.
    • resetTitle

      void resetTitle()
      Resets the title displayed to the player. This will clear the displayed title / subtitle and reset timings to their default values.
    • spawnParticle

      void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count)
      Spawns the particle (the number of times specified by count) at the target location.
      Parameters:
      particle - the particle to spawn
      location - the location to spawn at
      count - the number of particles
    • spawnParticle

      void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count)
      Spawns the particle (the number of times specified by count) at the target location.
      Parameters:
      particle - the particle to spawn
      x - the position on the x axis to spawn at
      y - the position on the y axis to spawn at
      z - the position on the z axis to spawn at
      count - the number of particles
    • spawnParticle

      <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, @Nullable T data)
      Spawns the particle (the number of times specified by count) at the target location.
      Type Parameters:
      T - type of particle data (see Particle.getDataType()
      Parameters:
      particle - the particle to spawn
      location - the location to spawn at
      count - the number of particles
      data - the data to use for the particle or null, the type of this depends on Particle.getDataType()
    • spawnParticle

      <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, @Nullable T data)
      Spawns the particle (the number of times specified by count) at the target location.
      Type Parameters:
      T - type of particle data (see Particle.getDataType()
      Parameters:
      particle - the particle to spawn
      x - the position on the x axis to spawn at
      y - the position on the y axis to spawn at
      z - the position on the z axis to spawn at
      count - the number of particles
      data - the data to use for the particle or null, the type of this depends on Particle.getDataType()
    • spawnParticle

      void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ)
      Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
      Parameters:
      particle - the particle to spawn
      location - the location to spawn at
      count - the number of particles
      offsetX - the maximum random offset on the X axis
      offsetY - the maximum random offset on the Y axis
      offsetZ - the maximum random offset on the Z axis
    • spawnParticle

      void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ)
      Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
      Parameters:
      particle - the particle to spawn
      x - the position on the x axis to spawn at
      y - the position on the y axis to spawn at
      z - the position on the z axis to spawn at
      count - the number of particles
      offsetX - the maximum random offset on the X axis
      offsetY - the maximum random offset on the Y axis
      offsetZ - the maximum random offset on the Z axis
    • spawnParticle

      <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data)
      Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
      Type Parameters:
      T - type of particle data (see Particle.getDataType()
      Parameters:
      particle - the particle to spawn
      location - the location to spawn at
      count - the number of particles
      offsetX - the maximum random offset on the X axis
      offsetY - the maximum random offset on the Y axis
      offsetZ - the maximum random offset on the Z axis
      data - the data to use for the particle or null, the type of this depends on Particle.getDataType()
    • spawnParticle

      <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data)
      Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
      Type Parameters:
      T - type of particle data (see Particle.getDataType()
      Parameters:
      particle - the particle to spawn
      x - the position on the x axis to spawn at
      y - the position on the y axis to spawn at
      z - the position on the z axis to spawn at
      count - the number of particles
      offsetX - the maximum random offset on the X axis
      offsetY - the maximum random offset on the Y axis
      offsetZ - the maximum random offset on the Z axis
      data - the data to use for the particle or null, the type of this depends on Particle.getDataType()
    • spawnParticle

      void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra)
      Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
      Parameters:
      particle - the particle to spawn
      location - the location to spawn at
      count - the number of particles
      offsetX - the maximum random offset on the X axis
      offsetY - the maximum random offset on the Y axis
      offsetZ - the maximum random offset on the Z axis
      extra - the extra data for this particle, depends on the particle used (normally speed)
    • spawnParticle

      void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra)
      Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
      Parameters:
      particle - the particle to spawn
      x - the position on the x axis to spawn at
      y - the position on the y axis to spawn at
      z - the position on the z axis to spawn at
      count - the number of particles
      offsetX - the maximum random offset on the X axis
      offsetY - the maximum random offset on the Y axis
      offsetZ - the maximum random offset on the Z axis
      extra - the extra data for this particle, depends on the particle used (normally speed)
    • spawnParticle

      <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data)
      Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
      Type Parameters:
      T - type of particle data (see Particle.getDataType()
      Parameters:
      particle - the particle to spawn
      location - the location to spawn at
      count - the number of particles
      offsetX - the maximum random offset on the X axis
      offsetY - the maximum random offset on the Y axis
      offsetZ - the maximum random offset on the Z axis
      extra - the extra data for this particle, depends on the particle used (normally speed)
      data - the data to use for the particle or null, the type of this depends on Particle.getDataType()
    • spawnParticle

      <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data)
      Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
      Type Parameters:
      T - type of particle data (see Particle.getDataType()
      Parameters:
      particle - the particle to spawn
      x - the position on the x axis to spawn at
      y - the position on the y axis to spawn at
      z - the position on the z axis to spawn at
      count - the number of particles
      offsetX - the maximum random offset on the X axis
      offsetY - the maximum random offset on the Y axis
      offsetZ - the maximum random offset on the Z axis
      extra - the extra data for this particle, depends on the particle used (normally speed)
      data - the data to use for the particle or null, the type of this depends on Particle.getDataType()
    • getAdvancementProgress

      @NotNull AdvancementProgress getAdvancementProgress(@NotNull Advancement advancement)
      Return the player's progression on the specified advancement.
      Parameters:
      advancement - advancement
      Returns:
      object detailing the player's progress
    • getClientViewDistance

      int getClientViewDistance()
      Get the player's current client side view distance.
      Will default to the server view distance if the client has not yet communicated this information,
      Returns:
      client view distance as above
    • getPing

      int getPing()
      Gets the player's estimated ping in milliseconds. In Vanilla this value represents a weighted average of the response time to application layer ping packets sent. This value does not represent the network round trip time and as such may have less granularity and be impacted by other sources. For these reasons it should not be used for anti-cheat purposes. Its recommended use is only as a qualitative indicator of connection quality (Vanilla uses it for this purpose in the tab list).
      Returns:
      player ping
    • getLocale

      @NotNull String getLocale()
      Gets the player's current locale. The value of the locale String is not defined properly.
      The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish.
      Returns:
      the player's locale
    • updateCommands

      void updateCommands()
      Update the list of commands sent to the client.
      Generally useful to ensure the client has a complete list of commands after permission changes are done.
    • openBook

      void openBook(@NotNull ItemStack book)
      Open a Material.WRITTEN_BOOK for a Player
      Parameters:
      book - The book to open for this player
    • openSign

      void openSign(@NotNull Sign sign)
      Open a Sign for editing by the Player. The Sign must be placed in the same world as the player.
      Parameters:
      sign - The sign to edit
    • openSign

      void openSign(@NotNull Sign sign, @NotNull Side side)
      Open a Sign for editing by the Player. The Sign must be placed in the same world as the player.
      Parameters:
      sign - The sign to edit
      side - The side to edit
    • showDemoScreen

      void showDemoScreen()
      Shows the demo screen to the player, this screen is normally only seen in the demo version of the game.
      Servers can modify the text on this screen using a resource pack.
    • isAllowingServerListings

      boolean isAllowingServerListings()
      Gets whether the player has the "Allow Server Listings" setting enabled.
      Returns:
      whether the player allows server listings
    • spigot

      @NotNull Player.Spigot spigot()
      Specified by:
      spigot in interface CommandSender
      Specified by:
      spigot in interface Entity