public interface Humanoid extends Living, ProjectileLauncher, ArmorEquipable, Tamer
|Modifier and Type||Method and Description|
Gets the current food level as an
getDamageableData, getHeadRotation, getHealthData, health, lastAttacker, lastDamage, lookAt, maxHealth, setHeadRotation
addPassenger, canSee, clearPassengers, createArchetype, createSnapshot, damage, getBaseVehicle, getBoundingBox, getCreator, getNearbyEntities, getNearbyEntities, getNotifier, getPassengers, getRandom, getRotation, getScale, getTransform, getType, getVehicle, getVelocity, gravity, hasPassenger, isLoaded, isOnGround, isRemoved, remove, removePassenger, setCreator, setLocation, setLocationAndRotation, setLocationAndRotation, setLocationAndRotationSafely, setLocationAndRotationSafely, setLocationSafely, setNotifier, setRotation, setScale, setTransform, setTransformSafely, setVehicle, setVelocity, transferToWorld, transferToWorld, transferToWorld, transferToWorld
copyFrom, copyFrom, get, getContainers, getOrCreate, offer, offer, offer, offer, offer, offer, remove, remove, remove, require, supports, transform, tryOffer, tryOffer, tryOffer, tryOffer, undo
copy, get, getKeys, getOrElse, getOrNull, getValue, getValues, require, supports, supports
getBoots, getChestplate, getHelmet, getItemInHand, getLeggings, setBoots, setChestplate, setHelmet, setItemInHand, setLeggings
canEquip, canEquip, equip, getEquipped
default FoodData getFoodData()
default MutableBoundedValue<Integer> foodLevel()
Food level has health effects, depending on game difficulty and hunger levels. If the food level is high enough, the human entity may heal. If the food level is at 0, the human entity may starve.
default MutableBoundedValue<Double> exhaustion()
MutableBoundedValuefor the "exhaustion" level.
When the exhaustion level reaches 0, saturation is usually diminished
such that saturation is decreased and then exhaustion is reset to the
maximum. This type of effect occurs over time and can be modified by
movements and actions performed by the
default MutableBoundedValue<Double> saturation()
MutableBoundedValuefor the "saturation" level.
When the saturation level reaches 0, the food level is usually
diminished such that the food level is decreased by 1, then
saturation is reset to the maximum value. This type of effect occurs
over time and can be modified by movements and actions performed by the