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2026-07-09 08:33:57 +08:00
package entity
import (
"github.com/df-mc/dragonfly/server/entity/effect"
"github.com/df-mc/dragonfly/server/world"
"github.com/go-gl/mathgl/mgl64"
)
// Living represents an entity that is alive and that has health. It is able to take damage and will die upon
// taking fatal damage.
type Living interface {
world.Entity
// Health returns the health of the entity.
Health() float64
// MaxHealth returns the maximum health of the entity.
MaxHealth() float64
// SetMaxHealth changes the maximum health of the entity to the value passed.
SetMaxHealth(v float64)
// Dead checks if the entity is considered dead. True is returned if the health of the entity is equal to or
// lower than 0.
Dead() bool
// Hurt hurts the entity for a given amount of damage. The source passed represents the cause of the
// damage, for example AttackDamageSource if the entity is attacked by another entity.
// If the final damage exceeds the health that the entity currently has, the entity is killed.
// Hurt returns the final amount of damage dealt to the Living entity and returns whether the Living entity
// was vulnerable to the damage at all.
Hurt(damage float64, src world.DamageSource) (n float64, vulnerable bool)
// Heal heals the entity for a given amount of health. The source passed represents the cause of the
// healing, for example FoodHealingSource if the entity healed by having a full food bar. If the health
// added to the original health exceeds the entity's max health, Heal may not add the full amount.
Heal(health float64, src world.HealingSource)
// KnockBack knocks the entity back with a given force and height. A source is passed which indicates the
// source of the velocity, typically the position of an attacking entity. The source is used to calculate
// the direction which the entity should be knocked back in.
KnockBack(src mgl64.Vec3, force, height float64)
// Velocity returns the players current velocity.
Velocity() mgl64.Vec3
// SetVelocity updates the entity's velocity.
SetVelocity(velocity mgl64.Vec3)
// AddEffect adds an entity.Effect to the entity. If the effect is instant, it is applied to the entity
// immediately. If not, the effect is applied to the entity every time the Tick method is called.
// AddEffect will overwrite any effects present if the level of the effect is higher than the existing one, or
// if the effects' levels are equal and the new effect has a longer duration.
AddEffect(e effect.Effect)
// RemoveEffect removes any effect that might currently be active on the entity.
RemoveEffect(e effect.Type)
// Effects returns any effect currently applied to the entity. The returned effects are guaranteed not to have
// expired when returned.
Effects() []effect.Effect
// Speed returns the current speed of the living entity. The default value is different for each entity.
Speed() float64
// SetSpeed sets the speed of an entity to a new value.
SetSpeed(float64)
}