package org.bukkit; import org.bukkit.entity.Ageable; import org.bukkit.entity.ArmorStand; import org.bukkit.entity.Cat; import org.bukkit.entity.Dolphin; import org.bukkit.entity.Entity; import org.bukkit.entity.Firework; import org.bukkit.entity.Fox; import org.bukkit.entity.Guardian; import org.bukkit.entity.IronGolem; import org.bukkit.entity.LivingEntity; import org.bukkit.entity.Player; import org.bukkit.entity.Rabbit; import org.bukkit.entity.Ravager; import org.bukkit.entity.Squid; import org.bukkit.entity.Tameable; import org.bukkit.entity.TippedArrow; import org.bukkit.entity.Villager; import org.bukkit.entity.Witch; import org.bukkit.entity.Wolf; import org.bukkit.entity.ZombieVillager; import org.jetbrains.annotations.NotNull; /** * A list of all Effects that can happen to entities. */ public enum EntityEffect { /** * Colored particles from a tipped arrow. */ ARROW_PARTICLES(0, TippedArrow.class), /** * Rabbit jumping. */ RABBIT_JUMP(1, Rabbit.class), /** * When mobs get hurt. */ HURT(2, LivingEntity.class), /** * When a mob dies. *
* This will cause client-glitches! * * @deprecated although this effect may trigger other events on non-living * entities, it's only supported usage is on living ones. */ @Deprecated DEATH(3, Entity.class), // PAIL - SPIGOT-3641 duplicate // GOLEM_ATTACK(4, IronGolem.class), // 5 - unused /** * The smoke when taming a wolf fails. */ WOLF_SMOKE(6, Tameable.class), /** * The hearts when taming a wolf succeeds. */ WOLF_HEARTS(7, Wolf.class), /** * When a wolf shakes (after being wet). */ WOLF_SHAKE(8, Wolf.class), // 9 - unused /** * When an entity eats a LONG_GRASS block. * * @deprecated although this effect may trigger other events on non-living * entities, it's only supported usage is on living ones. */ @Deprecated SHEEP_EAT(10, Entity.class), /** * When an Iron Golem gives a rose. */ IRON_GOLEM_ROSE(11, IronGolem.class), /** * Hearts from a villager. */ VILLAGER_HEART(12, Villager.class), /** * When a villager is angry. */ VILLAGER_ANGRY(13, Villager.class), /** * Happy particles from a villager. */ VILLAGER_HAPPY(14, Villager.class), /** * Magic particles from a witch. */ WITCH_MAGIC(15, Witch.class), /** * When a zombie transforms into a villager by shaking violently. */ ZOMBIE_TRANSFORM(16, ZombieVillager.class), /** * When a firework explodes. */ FIREWORK_EXPLODE(17, Firework.class), /** * Hearts from a breeding entity. */ LOVE_HEARTS(18, Ageable.class), /** * Resets squid rotation. */ SQUID_ROTATE(19, Squid.class), /** * Silverfish entering block, spawner spawning. */ ENTITY_POOF(20, LivingEntity.class), /** * Guardian plays the attack sound effect. */ GUARDIAN_TARGET(21, Guardian.class), // 22-28 player internal flags /** * Shield blocks attack. */ SHIELD_BLOCK(29, LivingEntity.class), /** * Shield breaks. */ SHIELD_BREAK(30, LivingEntity.class), // 31 - unused /** * Armor stand is hit. */ ARMOR_STAND_HIT(32, ArmorStand.class), /** * Entity hurt by thorns attack. */ THORNS_HURT(33, LivingEntity.class), /** * Iron golem puts away rose. */ IRON_GOLEM_SHEATH(34, IronGolem.class), /** * Totem prevents entity death. */ TOTEM_RESURRECT(35, LivingEntity.class), /** * Entity hurt due to drowning damage. */ HURT_DROWN(36, LivingEntity.class), /** * Entity hurt due to explosion damage. */ HURT_EXPLOSION(37, LivingEntity.class), /** * Dolphin has been fed and is locating a structure. */ DOLPHIN_FED(38, Dolphin.class), /** * Ravager has been stunned for 40 ticks. */ RAVAGER_STUNNED(39, Ravager.class), /** * Cat taming failed. */ CAT_TAME_FAIL(40, Cat.class), /** * Cat taming succeeded. */ CAT_TAME_SUCCESS(41, Cat.class), /** * Villager splashes particles during a raid. */ VILLAGER_SPLASH(42, Villager.class), /** * Player's bad omen effect removed to start or increase raid difficult. */ PLAYER_BAD_OMEN_RAID(43, Player.class), /** * Entity hurt due to berry bush. Prickly! */ HURT_BERRY_BUSH(44, LivingEntity.class), /** * Fox chews the food in its mouth */ FOX_CHEW(45, Fox.class), /** * Entity teleported as a result of chorus fruit or as an enderman */ TELEPORT_ENDER(46, LivingEntity.class), /** * Entity breaks item in main hand */ BREAK_EQUIPMENT_MAIN_HAND(47, LivingEntity.class), /** * Entity breaks item in off hand */ BREAK_EQUIPMENT_OFF_HAND(48, LivingEntity.class), /** * Entity breaks item in helmet slot */ BREAK_EQUIPMENT_HELMET(49, LivingEntity.class), /** * Entity breaks item in chestplate slot */ BREAK_EQUIPMENT_CHESTPLATE(50, LivingEntity.class), /** * Entity breaks item in legging slot */ BREAK_EQUIPMENT_LEGGINGS(51, LivingEntity.class), /** * Entity breaks item in boot slot */ BREAK_EQUIPMENT_BOOTS(52, LivingEntity.class); private final byte data; private final Class extends Entity> applicable; EntityEffect(final int data, /*@NotNull*/ Class extends Entity> clazz) { this.data = (byte) data; this.applicable = clazz; } /** * Gets the data value of this EntityEffect * * @return The data value * @deprecated Magic value */ @Deprecated public byte getData() { return data; } /** * Gets entity superclass which this affect is applicable to. * * @return applicable class */ @NotNull public Class extends Entity> getApplicable() { return applicable; } }