Interface LivingEntity

All Superinterfaces:
Attributable, CommandSender, Damageable, Entity, Metadatable, Nameable, Permissible, PersistentDataHolder, ProjectileSource, ServerOperator
All Known Subinterfaces:
AbstractHorse, AbstractSkeleton, AbstractVillager, Ageable, Allay, Ambient, Animals, Armadillo, ArmorStand, Axolotl, Bat, Bee, Blaze, Bogged, Breedable, Breeze, Camel, Cat, CaveSpider, ChestedHorse, Chicken, Cod, ComplexLivingEntity, Cow, Creaking, CreakingTransient, Creature, Creeper, Dolphin, Donkey, Drowned, ElderGuardian, EnderDragon, Enderman, Endermite, Enemy, Evoker, Fish, Flying, Fox, Frog, Ghast, Giant, GlowSquid, Goat, Golem, Guardian, Hoglin, Horse, HumanEntity, Husk, Illager, Illusioner, IronGolem, Llama, MagmaCube, Mob, Monster, Mule, MushroomCow, NPC, Ocelot, Panda, Parrot, Phantom, Pig, Piglin, PiglinAbstract, PiglinBrute, PigZombie, Pillager, Player, PolarBear, PufferFish, Rabbit, Raider, Ravager, Salmon, Sheep, Shulker, Silverfish, Skeleton, SkeletonHorse, Slime, Sniffer, Snowman, Spellcaster, Spider, Squid, Steerable, Stray, Strider, Tadpole, Tameable, TraderLlama, TropicalFish, Turtle, Vex, Villager, Vindicator, WanderingTrader, Warden, WaterMob, Witch, Wither, WitherSkeleton, Wolf, Zoglin, Zombie, ZombieHorse, ZombieVillager

public interface LivingEntity extends Attributable, Damageable, ProjectileSource
Represents a living entity, such as a monster or player
  • Method Details

    • getEyeHeight

      double getEyeHeight()
      Gets the height of the living entity's eyes above its Location.
      Returns:
      height of the living entity's eyes above its location
    • getEyeHeight

      double getEyeHeight(boolean ignorePose)
      Gets the height of the living entity's eyes above its Location.
      Parameters:
      ignorePose - if set to true, the effects of pose changes, eg sneaking and gliding will be ignored
      Returns:
      height of the living entity's eyes above its location
    • getEyeLocation

      @NotNull Location getEyeLocation()
      Get a Location detailing the current eye position of the living entity.
      Returns:
      a location at the eyes of the living entity
    • getLineOfSight

      @NotNull List<Block> getLineOfSight(@Nullable Set<Material> transparent, int maxDistance)
      Gets all blocks along the living entity's line of sight.

      This list contains all blocks from the living entity's eye position to target inclusive. This method considers all blocks as 1x1x1 in size.

      Parameters:
      transparent - Set containing all transparent block Materials (set to null for only air)
      maxDistance - this is the maximum distance to scan (may be limited by server by at least 100 blocks, no less)
      Returns:
      list containing all blocks along the living entity's line of sight
    • getTargetBlock

      @NotNull Block getTargetBlock(@Nullable Set<Material> transparent, int maxDistance)
      Gets the block that the living entity has targeted.

      This method considers all blocks as 1x1x1 in size. To take exact block collision shapes into account, see getTargetBlockExact(int, FluidCollisionMode).

      Parameters:
      transparent - Set containing all transparent block Materials (set to null for only air)
      maxDistance - this is the maximum distance to scan (may be limited by server by at least 100 blocks, no less)
      Returns:
      block that the living entity has targeted
    • getLastTwoTargetBlocks

      @NotNull List<Block> getLastTwoTargetBlocks(@Nullable Set<Material> transparent, int maxDistance)
      Gets the last two blocks along the living entity's line of sight.

      The target block will be the last block in the list. This method considers all blocks as 1x1x1 in size.

      Parameters:
      transparent - Set containing all transparent block Materials (set to null for only air)
      maxDistance - this is the maximum distance to scan. This may be further limited by the server, but never to less than 100 blocks
      Returns:
      list containing the last 2 blocks along the living entity's line of sight
    • getTargetBlockExact

      @Nullable Block getTargetBlockExact(int maxDistance)
      Gets the block that the living entity has targeted.

      This takes the blocks' precise collision shapes into account. Fluids are ignored.

      This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance.

      Parameters:
      maxDistance - the maximum distance to scan
      Returns:
      block that the living entity has targeted
      See Also:
    • getTargetBlockExact

      @Nullable Block getTargetBlockExact(int maxDistance, @NotNull FluidCollisionMode fluidCollisionMode)
      Gets the block that the living entity has targeted.

      This takes the blocks' precise collision shapes into account.

      This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance.

      Parameters:
      maxDistance - the maximum distance to scan
      fluidCollisionMode - the fluid collision mode
      Returns:
      block that the living entity has targeted
      See Also:
    • rayTraceBlocks

      @Nullable RayTraceResult rayTraceBlocks(double maxDistance)
      Performs a ray trace that provides information on the targeted block.

      This takes the blocks' precise collision shapes into account. Fluids are ignored.

      This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance.

      Parameters:
      maxDistance - the maximum distance to scan
      Returns:
      information on the targeted block, or null if there is no targeted block in range
      See Also:
    • rayTraceBlocks

      @Nullable RayTraceResult rayTraceBlocks(double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode)
      Performs a ray trace that provides information on the targeted block.

      This takes the blocks' precise collision shapes into account.

      This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance.

      Parameters:
      maxDistance - the maximum distance to scan
      fluidCollisionMode - the fluid collision mode
      Returns:
      information on the targeted block, or null if there is no targeted block in range
      See Also:
    • getRemainingAir

      int getRemainingAir()
      Returns the amount of air that the living entity has remaining, in ticks.
      Returns:
      amount of air remaining
    • setRemainingAir

      void setRemainingAir(int ticks)
      Sets the amount of air that the living entity has remaining, in ticks.
      Parameters:
      ticks - amount of air remaining
    • getMaximumAir

      int getMaximumAir()
      Returns the maximum amount of air the living entity can have, in ticks.
      Returns:
      maximum amount of air
    • setMaximumAir

      void setMaximumAir(int ticks)
      Sets the maximum amount of air the living entity can have, in ticks.
      Parameters:
      ticks - maximum amount of air
    • getItemInUse

      @Nullable ItemStack getItemInUse()
      Gets the item that the player is using (eating food, drawing back a bow, blocking, etc.)
      Returns:
      the item being used by the player, or null if they are not using an item
    • getItemInUseTicks

      int getItemInUseTicks()
      Gets the number of ticks remaining for the current item's usage.
      Returns:
      The number of ticks remaining
    • setItemInUseTicks

      void setItemInUseTicks(int ticks)
      Sets the number of ticks that remain for the current item's usage. Applies to items that take time to use, like eating food, drawing a bow, or throwing a trident.
      Parameters:
      ticks - The number of ticks remaining
    • getArrowCooldown

      int getArrowCooldown()
      Gets the time in ticks until the next arrow leaves the entity's body.
      Returns:
      ticks until arrow leaves
    • setArrowCooldown

      void setArrowCooldown(int ticks)
      Sets the time in ticks until the next arrow leaves the entity's body.
      Parameters:
      ticks - time until arrow leaves
    • getArrowsInBody

      int getArrowsInBody()
      Gets the amount of arrows in an entity's body.
      Returns:
      amount of arrows in body
    • setArrowsInBody

      void setArrowsInBody(int count)
      Set the amount of arrows in the entity's body.
      Parameters:
      count - amount of arrows in entity's body
    • getMaximumNoDamageTicks

      int getMaximumNoDamageTicks()
      Returns the living entity's current maximum no damage ticks.

      This is the maximum duration in which the living entity will not take damage.

      Returns:
      maximum no damage ticks
    • setMaximumNoDamageTicks

      void setMaximumNoDamageTicks(int ticks)
      Sets the living entity's current maximum no damage ticks.
      Parameters:
      ticks - maximum amount of no damage ticks
    • getLastDamage

      double getLastDamage()
      Returns the living entity's last damage taken in the current no damage ticks time.

      Only damage higher than this amount will further damage the living entity.

      Returns:
      damage taken since the last no damage ticks time period
    • setLastDamage

      void setLastDamage(double damage)
      Sets the damage dealt within the current no damage ticks time period.
      Parameters:
      damage - amount of damage
    • getNoDamageTicks

      int getNoDamageTicks()
      Returns the living entity's current no damage ticks.
      Returns:
      amount of no damage ticks
    • setNoDamageTicks

      void setNoDamageTicks(int ticks)
      Sets the living entity's current no damage ticks.
      Parameters:
      ticks - amount of no damage ticks
    • getNoActionTicks

      int getNoActionTicks()
      Get the ticks that this entity has performed no action.

      The details of what "no action ticks" entails varies from entity to entity and cannot be specifically defined. Some examples include squid using this value to determine when to swim, raiders for when they are to be expelled from raids, or creatures (such as withers) as a requirement to be despawned.

      Returns:
      amount of no action ticks
    • setNoActionTicks

      void setNoActionTicks(int ticks)
      Set the ticks that this entity has performed no action.

      The details of what "no action ticks" entails varies from entity to entity and cannot be specifically defined. Some examples include squid using this value to determine when to swim, raiders for when they are to be expelled from raids, or creatures (such as withers) as a requirement to be despawned.

      Parameters:
      ticks - amount of no action ticks
    • getKiller

      @Nullable Player getKiller()
      Gets the player identified as the killer of the living entity.

      May be null.

      Returns:
      killer player, or null if none found
    • addPotionEffect

      boolean addPotionEffect(@NotNull PotionEffect effect)
      Adds the given PotionEffect to the living entity.
      Parameters:
      effect - PotionEffect to be added
      Returns:
      whether the effect could be added
    • addPotionEffect

      @Deprecated(since="1.15.2") boolean addPotionEffect(@NotNull PotionEffect effect, boolean force)
      Deprecated.
      no need to force since multiple effects of the same type are now supported.
      Adds the given PotionEffect to the living entity.

      Only one potion effect can be present for a given PotionEffectType.

      Parameters:
      effect - PotionEffect to be added
      force - whether conflicting effects should be removed
      Returns:
      whether the effect could be added
    • addPotionEffects

      boolean addPotionEffects(@NotNull Collection<PotionEffect> effects)
      Attempts to add all of the given PotionEffect to the living entity.
      Parameters:
      effects - the effects to add
      Returns:
      whether all of the effects could be added
    • hasPotionEffect

      boolean hasPotionEffect(@NotNull PotionEffectType type)
      Returns whether the living entity already has an existing effect of the given PotionEffectType applied to it.
      Parameters:
      type - the potion type to check
      Returns:
      whether the living entity has this potion effect active on them
    • getPotionEffect

      @Nullable PotionEffect getPotionEffect(@NotNull PotionEffectType type)
      Returns the active PotionEffect of the specified type.

      If the effect is not present on the entity then null will be returned.

      Parameters:
      type - the potion type to check
      Returns:
      the effect active on this entity, or null if not active.
    • removePotionEffect

      void removePotionEffect(@NotNull PotionEffectType type)
      Removes any effects present of the given PotionEffectType.
      Parameters:
      type - the potion type to remove
    • getActivePotionEffects

      @NotNull Collection<PotionEffect> getActivePotionEffects()
      Returns all currently active PotionEffects on the living entity.
      Returns:
      a collection of PotionEffects
    • hasLineOfSight

      boolean hasLineOfSight(@NotNull Entity other)
      Checks whether the living entity has block line of sight to another.

      This uses the same algorithm that hostile mobs use to find the closest player.

      Parameters:
      other - the entity to determine line of sight to
      Returns:
      true if there is a line of sight, false if not
    • getRemoveWhenFarAway

      boolean getRemoveWhenFarAway()
      Returns if the living entity despawns when away from players or not.

      By default, animals are not removed while other mobs are.

      Returns:
      true if the living entity is removed when away from players
    • setRemoveWhenFarAway

      void setRemoveWhenFarAway(boolean remove)
      Sets whether or not the living entity despawns when away from players or not.
      Parameters:
      remove - the removal status
    • getEquipment

      @Nullable EntityEquipment getEquipment()
      Gets the inventory with the equipment worn by the living entity.
      Returns:
      the living entity's inventory
    • setCanPickupItems

      void setCanPickupItems(boolean pickup)
      Sets whether or not the living entity can pick up items.
      Parameters:
      pickup - whether or not the living entity can pick up items
    • getCanPickupItems

      boolean getCanPickupItems()
      Gets if the living entity can pick up items.
      Returns:
      whether or not the living entity can pick up items
    • isLeashed

      boolean isLeashed()
      Returns whether the entity is currently leashed.
      Returns:
      whether the entity is leashed
    • getLeashHolder

      @NotNull Entity getLeashHolder() throws IllegalStateException
      Gets the entity that is currently leading this entity.
      Returns:
      the entity holding the leash
      Throws:
      IllegalStateException - if not currently leashed
    • setLeashHolder

      boolean setLeashHolder(@Nullable Entity holder)
      Sets the leash on this entity to be held by the supplied entity.

      This method has no effect on EnderDragons, Withers, Players, or Bats. Non-living entities excluding leashes will not persist as leash holders.

      Parameters:
      holder - the entity to leash this entity to, or null to unleash
      Returns:
      whether the operation was successful
    • isGliding

      boolean isGliding()
      Checks to see if an entity is gliding, such as using an Elytra.
      Returns:
      True if this entity is gliding.
    • setGliding

      void setGliding(boolean gliding)
      Makes entity start or stop gliding. This will work even if an Elytra is not equipped, but will be reverted by the server immediately after unless an event-cancelling mechanism is put in place.
      Parameters:
      gliding - True if the entity is gliding.
    • isSwimming

      boolean isSwimming()
      Checks to see if an entity is swimming.
      Returns:
      True if this entity is swimming.
    • setSwimming

      void setSwimming(boolean swimming)
      Makes entity start or stop swimming. This may have unexpected results if the entity is not in water.
      Parameters:
      swimming - True if the entity is swimming.
    • isRiptiding

      boolean isRiptiding()
      Checks to see if an entity is currently riptiding.
      Returns:
      True if this entity is currently riptiding.
    • setRiptiding

      void setRiptiding(boolean riptiding)
      Makes entity start or stop riptiding.

      Note: This does not damage attackable entities.

      Parameters:
      riptiding - whether the entity should start riptiding.
      See Also:
    • isSleeping

      boolean isSleeping()
      Returns whether this entity is slumbering.
      Returns:
      slumber state
    • isClimbing

      boolean isClimbing()
      Gets if the entity is climbing.
      Returns:
      if the entity is climbing
    • setAI

      void setAI(boolean ai)
      Sets whether an entity will have AI. The entity will be completely unable to move if it has no AI.
      Parameters:
      ai - whether the mob will have AI or not.
    • hasAI

      boolean hasAI()
      Checks whether an entity has AI. The entity will be completely unable to move if it has no AI.
      Returns:
      true if the entity has AI, otherwise false.
    • attack

      void attack(@NotNull Entity target)
      Makes this entity attack the given entity with a melee attack. Attack damage is calculated by the server from the attributes and equipment of this mob, and knockback is applied to target as appropriate.
      Parameters:
      target - entity to attack.
    • swingMainHand

      void swingMainHand()
      Makes this entity swing their main hand. This method does nothing if this entity does not have an animation for swinging their main hand.
    • swingOffHand

      void swingOffHand()
      Makes this entity swing their off hand. This method does nothing if this entity does not have an animation for swinging their off hand.
    • playHurtAnimation

      void playHurtAnimation(float yaw)
      Makes this entity flash red as if they were damaged.
      Parameters:
      yaw - The direction the damage is coming from in relation to the entity, where 0 is in front of the player, 90 is to the right, 180 is behind, and 270 is to the left
    • setCollidable

      void setCollidable(boolean collidable)
      Set if this entity will be subject to collisions with other entities.

      Exemptions to this rule can be managed with getCollidableExemptions()

      Note that the client may predict the collision between itself and another entity, resulting in this flag not working for player collisions. This method should therefore only be used to set the collision status of non-player entities.

      To control player collisions, use Team.Option.COLLISION_RULE in combination with a Scoreboard and a Team.

      Parameters:
      collidable - collision status
    • isCollidable

      boolean isCollidable()
      Gets if this entity is subject to collisions with other entities.

      Some entities might be exempted from the collidable rule of this entity. Use getCollidableExemptions() to get these.

      Please note that this method returns only the custom collidable state, not whether the entity is non-collidable for other reasons such as being dead.

      Note that the client may predict the collision between itself and another entity, resulting in this flag not being accurate for player collisions. This method should therefore only be used to check the collision status of non-player entities.

      To check the collision behavior for a player, use Team.Option.COLLISION_RULE in combination with a Scoreboard and a Team.

      Returns:
      collision status
    • getCollidableExemptions

      @NotNull Set<UUID> getCollidableExemptions()
      Gets a mutable set of UUIDs of the entities which are exempt from the entity's collidable rule and which's collision with this entity will behave the opposite of it.

      This set can be modified to add or remove exemptions.

      For example if collidable is true and an entity is in the exemptions set then it will not collide with it. Similarly if collidable is false and an entity is in this set then it will still collide with it.

      Note these exemptions are not (currently) persistent.

      Note that the client may predict the collision between itself and another entity, resulting in those exemptions not being accurate for player collisions. This method should therefore only be used to exempt non-player entities.

      To exempt collisions for a player, use Team.Option.COLLISION_RULE in combination with a Scoreboard and a Team.

      Returns:
      the collidable exemption set
    • getMemory

      @Nullable <T> T getMemory(@NotNull MemoryKey<T> memoryKey)
      Returns the value of the memory specified.

      Note that the value is null when the specific entity does not have that value by default.

      Type Parameters:
      T - the type of the return value
      Parameters:
      memoryKey - memory to access
      Returns:
      a instance of the memory section value or null if not present
    • setMemory

      <T> void setMemory(@NotNull MemoryKey<T> memoryKey, @Nullable T memoryValue)
      Sets the value of the memory specified.

      Note that the value will not be persisted when the specific entity does not have that value by default.

      Type Parameters:
      T - the type of the passed value
      Parameters:
      memoryKey - the memory to access
      memoryValue - a typed memory value
    • getHurtSound

      @Nullable Sound getHurtSound()
      Get the Sound this entity will make when damaged.
      Returns:
      the hurt sound, or null if the entity does not make any sound
    • getDeathSound

      @Nullable Sound getDeathSound()
      Get the Sound this entity will make on death.
      Returns:
      the death sound, or null if the entity does not make any sound
    • getFallDamageSound

      @NotNull Sound getFallDamageSound(int fallHeight)
      Get the Sound this entity will make when falling from the given height (in blocks). The sound will often differ between either a small or a big fall damage sound if the height exceeds 4 blocks.
      Parameters:
      fallHeight - the fall height in blocks
      Returns:
      the fall damage sound
      See Also:
    • getFallDamageSoundSmall

      @NotNull Sound getFallDamageSoundSmall()
      Get the Sound this entity will make when falling from a small height.
      Returns:
      the fall damage sound
    • getFallDamageSoundBig

      @NotNull Sound getFallDamageSoundBig()
      Get the Sound this entity will make when falling from a large height.
      Returns:
      the fall damage sound
    • getDrinkingSound

      @NotNull Sound getDrinkingSound(@NotNull ItemStack itemStack)
      Get the Sound this entity will make when drinking the given ItemStack.
      Parameters:
      itemStack - the item stack being drank
      Returns:
      the drinking sound
    • getEatingSound

      @NotNull Sound getEatingSound(@NotNull ItemStack itemStack)
      Get the Sound this entity will make when eating the given ItemStack.
      Parameters:
      itemStack - the item stack being eaten
      Returns:
      the eating sound
    • canBreatheUnderwater

      boolean canBreatheUnderwater()
      Returns true if this entity can breathe underwater and will not take suffocation damage when its air supply reaches zero.
      Returns:
      true if the entity can breathe underwater
    • getCategory

      @NotNull @Deprecated(since="1.20.5") EntityCategory getCategory()
      Deprecated.
      entity groupings are now managed by tags, not categories
      Get the category to which this entity belongs. Categories may subject this entity to additional effects, benefits or debuffs.
      Returns:
      the entity category
    • setInvisible

      void setInvisible(boolean invisible)
      Sets whether the entity is invisible or not.
      Parameters:
      invisible - If the entity is invisible
    • isInvisible

      boolean isInvisible()
      Gets whether the entity is invisible or not.
      Returns:
      Whether the entity is invisible