player

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Published: Jul 30, 2026 License: MIT Imports: 39 Imported by: 0

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Constants

This section is empty.

Variables

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var Type ptype

Functions

func Call

func Call[T any](ctx context.Context, h *world.EntityHandle, f func(tx *world.Tx, p *Player) (T, error)) (T, error)

func Do

func Do(h *world.EntityHandle, f func(tx *world.Tx, p *Player)) *world.Task

func DoAfter

func DoAfter(h *world.EntityHandle, delay time.Duration, f func(tx *world.Tx, p *Player)) *world.Task

Types

type Config

type Config struct {
	Session  *session.Session
	Skin     skin.Skin
	XUID     string
	UUID     uuid.UUID
	Name     string
	Locale   language.Tag
	GameMode world.GameMode

	Position               mgl64.Vec3
	Rotation               cube.Rotation
	Velocity               mgl64.Vec3
	Health                 float64
	MaxHealth              float64
	FoodTick               int
	Food                   int
	Exhaustion, Saturation float64
	AirSupply              int
	MaxAirSupply           int
	EnchantmentSeed        int64
	Experience             int
	HeldSlot               int
	Inventory              *inventory.Inventory
	OffHand                *inventory.Inventory
	Armour                 *inventory.Armour
	EnderChestInventory    *inventory.Inventory
	FireTicks              int64
	FallDistance           float64
	Effects                []effect.Effect
}

func (Config) Apply

func (cfg Config) Apply(data *world.EntityData)

type Context

type Context struct {
	*world.Context
	// contains filtered or unexported fields
}

func (*Context) Defer

func (ctx *Context) Defer(f func(ctx *Context)) *world.Task

func (*Context) DeferErr

func (ctx *Context) DeferErr(f func(ctx *Context) error) *world.Task

func (*Context) Player

func (ctx *Context) Player() *Player

type Handler

type Handler interface {
	HandleMove(ctx *Context, newPos mgl64.Vec3, newRot cube.Rotation)

	HandleJump(p *Player)

	HandleTeleport(ctx *Context, pos mgl64.Vec3)

	HandleChangeWorld(p *Player, before, after *world.World)

	HandleToggleSprint(ctx *Context, after bool)

	HandleToggleSneak(ctx *Context, after bool)

	HandleChat(ctx *Context, message *string)

	HandleFoodLoss(ctx *Context, from int, to *int)

	HandleHeal(ctx *Context, health *float64, src world.HealingSource)

	HandleHurt(ctx *Context, damage *float64, immune bool, attackImmunity *time.Duration, src world.DamageSource)

	HandleDeath(p *Player, src world.DamageSource, keepInv *bool)

	HandleRespawn(p *Player, pos *mgl64.Vec3, w **world.World)

	HandleSkinChange(ctx *Context, skin *skin.Skin)

	HandleFireExtinguish(ctx *Context, pos cube.Pos)

	HandleStartBreak(ctx *Context, pos cube.Pos)

	HandleBlockBreak(ctx *Context, pos cube.Pos, drops *[]item.Stack, xp *int)

	HandleBlockPlace(ctx *Context, pos cube.Pos, b world.Block)

	HandleBlockPick(ctx *Context, pos cube.Pos, b world.Block)

	HandleItemUse(ctx *Context)

	HandleItemUseOnBlock(ctx *Context, pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)

	HandleItemUseOnEntity(ctx *Context, e world.Entity)

	HandleItemRelease(ctx *Context, item item.Stack, dur time.Duration)

	HandleItemConsume(ctx *Context, item item.Stack)

	HandleAttackEntity(ctx *Context, e world.Entity, force, height *float64, critical *bool)

	HandleExperienceGain(ctx *Context, amount *int)

	HandlePunchAir(ctx *Context)

	HandleSignEdit(ctx *Context, pos cube.Pos, frontSide bool, oldText, newText string)

	HandleSleep(ctx *Context, sendReminder *bool)

	HandleLecternPageTurn(ctx *Context, pos cube.Pos, oldPage int, newPage *int)

	HandleItemDamage(ctx *Context, i item.Stack, damage *int)

	HandleItemPickup(ctx *Context, i *item.Stack)

	HandleHeldSlotChange(ctx *Context, from, to int)

	HandleItemDrop(ctx *Context, s item.Stack)

	HandleTransfer(ctx *Context, addr *net.UDPAddr)

	HandleCommandExecution(ctx *Context, command cmd.Command, args []string)

	HandleQuit(p *Player)

	HandleDiagnostics(p *Player, d session.Diagnostics)
}

type NopHandler

type NopHandler struct{}

func (NopHandler) HandleAttackEntity

func (NopHandler) HandleAttackEntity(*Context, world.Entity, *float64, *float64, *bool)

func (NopHandler) HandleBlockBreak

func (NopHandler) HandleBlockBreak(*Context, cube.Pos, *[]item.Stack, *int)

func (NopHandler) HandleBlockPick

func (NopHandler) HandleBlockPick(*Context, cube.Pos, world.Block)

func (NopHandler) HandleBlockPlace

func (NopHandler) HandleBlockPlace(*Context, cube.Pos, world.Block)

func (NopHandler) HandleChangeWorld

func (NopHandler) HandleChangeWorld(*Player, *world.World, *world.World)

func (NopHandler) HandleChat

func (NopHandler) HandleChat(*Context, *string)

func (NopHandler) HandleCommandExecution

func (NopHandler) HandleCommandExecution(*Context, cmd.Command, []string)

func (NopHandler) HandleDeath

func (NopHandler) HandleDeath(*Player, world.DamageSource, *bool)

func (NopHandler) HandleDiagnostics

func (NopHandler) HandleDiagnostics(*Player, session.Diagnostics)

func (NopHandler) HandleExperienceGain

func (NopHandler) HandleExperienceGain(*Context, *int)

func (NopHandler) HandleFireExtinguish

func (NopHandler) HandleFireExtinguish(*Context, cube.Pos)

func (NopHandler) HandleFoodLoss

func (NopHandler) HandleFoodLoss(*Context, int, *int)

func (NopHandler) HandleHeal

func (NopHandler) HandleHeal(*Context, *float64, world.HealingSource)

func (NopHandler) HandleHeldSlotChange

func (NopHandler) HandleHeldSlotChange(*Context, int, int)

func (NopHandler) HandleHurt

func (NopHandler) HandleItemConsume

func (NopHandler) HandleItemConsume(*Context, item.Stack)

func (NopHandler) HandleItemDamage

func (NopHandler) HandleItemDamage(*Context, item.Stack, *int)

func (NopHandler) HandleItemDrop

func (NopHandler) HandleItemDrop(*Context, item.Stack)

func (NopHandler) HandleItemPickup

func (NopHandler) HandleItemPickup(*Context, *item.Stack)

func (NopHandler) HandleItemRelease

func (NopHandler) HandleItemRelease(ctx *Context, item item.Stack, dur time.Duration)

func (NopHandler) HandleItemUse

func (NopHandler) HandleItemUse(*Context)

func (NopHandler) HandleItemUseOnBlock

func (NopHandler) HandleItemUseOnBlock(*Context, cube.Pos, cube.Face, mgl64.Vec3)

func (NopHandler) HandleItemUseOnEntity

func (NopHandler) HandleItemUseOnEntity(*Context, world.Entity)

func (NopHandler) HandleJump

func (NopHandler) HandleJump(*Player)

func (NopHandler) HandleLecternPageTurn

func (NopHandler) HandleLecternPageTurn(*Context, cube.Pos, int, *int)

func (NopHandler) HandleMove

func (NopHandler) HandleMove(*Context, mgl64.Vec3, cube.Rotation)

func (NopHandler) HandlePunchAir

func (NopHandler) HandlePunchAir(*Context)

func (NopHandler) HandleQuit

func (NopHandler) HandleQuit(*Player)

func (NopHandler) HandleRespawn

func (NopHandler) HandleRespawn(*Player, *mgl64.Vec3, **world.World)

func (NopHandler) HandleSignEdit

func (NopHandler) HandleSignEdit(*Context, cube.Pos, bool, string, string)

func (NopHandler) HandleSkinChange

func (NopHandler) HandleSkinChange(*Context, *skin.Skin)

func (NopHandler) HandleSleep

func (NopHandler) HandleSleep(*Context, *bool)

func (NopHandler) HandleStartBreak

func (NopHandler) HandleStartBreak(*Context, cube.Pos)

func (NopHandler) HandleTeleport

func (NopHandler) HandleTeleport(*Context, mgl64.Vec3)

func (NopHandler) HandleToggleSneak

func (NopHandler) HandleToggleSneak(*Context, bool)

func (NopHandler) HandleToggleSprint

func (NopHandler) HandleToggleSprint(*Context, bool)

func (NopHandler) HandleTransfer

func (NopHandler) HandleTransfer(*Context, *net.UDPAddr)

type NopProvider

type NopProvider struct{}

func (NopProvider) Close

func (NopProvider) Close() error

func (NopProvider) Load

func (NopProvider) Save

type Player

type Player struct {
	// contains filtered or unexported fields
}

func (*Player) AbortBreaking

func (p *Player) AbortBreaking()

func (*Player) Absorption

func (p *Player) Absorption() float64

func (*Player) AddDebugShape

func (p *Player) AddDebugShape(shape debug.Shape)

func (*Player) AddEffect

func (p *Player) AddEffect(e effect.Effect)

func (*Player) AddExperience

func (p *Player) AddExperience(amount int) int

func (*Player) AddExperienceLevels

func (p *Player) AddExperienceLevels(amount int) int

func (*Player) AddFood

func (p *Player) AddFood(points int)

func (*Player) Addr

func (p *Player) Addr() net.Addr

func (*Player) AirSupply

func (p *Player) AirSupply() time.Duration

func (*Player) AlwaysShowNameTag

func (p *Player) AlwaysShowNameTag() bool

func (*Player) Armour

func (p *Player) Armour() *inventory.Armour

func (*Player) AttackEntity

func (p *Player) AttackEntity(e world.Entity) bool

func (*Player) BeaconAffected

func (*Player) BeaconAffected() bool

func (*Player) BreakBlock

func (p *Player) BreakBlock(pos cube.Pos)

func (*Player) Breathing

func (p *Player) Breathing() bool

func (*Player) CanCollectExperience

func (p *Player) CanCollectExperience() bool

func (*Player) Chat

func (p *Player) Chat(msg ...any)

func (*Player) ClearInputLocks

func (p *Player) ClearInputLocks()

func (*Player) Close

func (p *Player) Close() error

func (*Player) CloseDialogue

func (p *Player) CloseDialogue()

func (*Player) CloseForm

func (p *Player) CloseForm()

func (*Player) Collect

func (p *Player) Collect(s item.Stack) (int, bool)

func (*Player) CollectExperience

func (p *Player) CollectExperience(value int) bool

func (*Player) ContinueBreaking

func (p *Player) ContinueBreaking(face cube.Face)

func (*Player) Crawling

func (p *Player) Crawling() bool

func (*Player) Data

func (p *Player) Data() Config

func (*Player) Dead

func (p *Player) Dead() bool

func (*Player) DeathPosition

func (p *Player) DeathPosition() (mgl64.Vec3, world.Dimension, bool)

func (*Player) DeviceID

func (p *Player) DeviceID() string

func (*Player) DeviceModel

func (p *Player) DeviceModel() string

func (*Player) DisableInstantRespawn

func (p *Player) DisableInstantRespawn()

func (*Player) Disconnect

func (p *Player) Disconnect(msg ...any)

func (*Player) Displace

func (p *Player) Displace(deltaPos mgl64.Vec3)

func (*Player) Do

func (p *Player) Do(f func(tx *world.Tx, p *Player)) *world.Task

func (*Player) DoAfter

func (p *Player) DoAfter(delay time.Duration, f func(tx *world.Tx, p *Player)) *world.Task

func (*Player) Drop

func (p *Player) Drop(s item.Stack) int

func (*Player) EditSign

func (p *Player) EditSign(pos cube.Pos, frontText, backText string) error

func (*Player) Effect

func (p *Player) Effect(e effect.Type) (effect.Effect, bool)

func (*Player) Effects

func (p *Player) Effects() []effect.Effect

func (*Player) EnableInstantRespawn

func (p *Player) EnableInstantRespawn()

func (*Player) EnchantmentSeed

func (p *Player) EnchantmentSeed() int64

func (*Player) EnderChestInventory

func (p *Player) EnderChestInventory() *inventory.Inventory

func (*Player) ExecuteCommand

func (p *Player) ExecuteCommand(commandLine string)

func (*Player) Exhaust

func (p *Player) Exhaust(points float64)

func (*Player) Experience

func (p *Player) Experience() int

func (*Player) ExperienceLevel

func (p *Player) ExperienceLevel() int

func (*Player) ExperienceProgress

func (p *Player) ExperienceProgress() float64

func (*Player) Explode

func (p *Player) Explode(explosionPos mgl64.Vec3, impact float64, c block.ExplosionConfig)

func (*Player) Extinguish

func (p *Player) Extinguish()

func (*Player) EyeHeight

func (p *Player) EyeHeight() float64

func (*Player) FallDistance

func (p *Player) FallDistance() float64

func (*Player) FinalDamageFrom

func (p *Player) FinalDamageFrom(dmg float64, src world.DamageSource) float64

func (*Player) FinishBreaking

func (p *Player) FinishBreaking()

func (*Player) FireProof

func (p *Player) FireProof() bool

func (*Player) FlightSpeed

func (p *Player) FlightSpeed() float64

func (*Player) Flying

func (p *Player) Flying() bool

func (*Player) Food

func (p *Player) Food() int

func (*Player) GameMode

func (p *Player) GameMode() world.GameMode

func (*Player) Gliding

func (p *Player) Gliding() bool

func (*Player) H

func (p *Player) H() *world.EntityHandle

func (*Player) Handle

func (p *Player) Handle(h Handler)

func (*Player) Handler

func (p *Player) Handler() Handler

func (*Player) HasCooldown

func (p *Player) HasCooldown(item world.Item) bool

func (*Player) Heal

func (p *Player) Heal(health float64, source world.HealingSource) float64

func (*Player) Health

func (p *Player) Health() float64

func (*Player) HeldItems

func (p *Player) HeldItems() (mainHand, offHand item.Stack)

func (*Player) HideCoordinates

func (p *Player) HideCoordinates()

func (*Player) HideEntity

func (p *Player) HideEntity(e world.Entity)

func (*Player) HideHudElement

func (p *Player) HideHudElement(e hud.Element)

func (*Player) HudElementHidden

func (p *Player) HudElementHidden(e hud.Element) bool

func (*Player) Hurt

func (p *Player) Hurt(dmg float64, src world.DamageSource) (float64, bool)

func (*Player) Immobile

func (p *Player) Immobile() bool

func (*Player) InputLocked

func (p *Player) InputLocked(l input.Lock) bool

func (*Player) Inventory

func (p *Player) Inventory() *inventory.Inventory

func (*Player) Invisible

func (p *Player) Invisible() bool

func (*Player) Jump

func (p *Player) Jump()

func (*Player) KnockBack

func (p *Player) KnockBack(src mgl64.Vec3, force, height float64)

func (*Player) Latency

func (p *Player) Latency() time.Duration

func (*Player) Locale

func (p *Player) Locale() language.Tag

func (*Player) LockInput

func (p *Player) LockInput(l input.Lock)

func (*Player) MaxAirSupply

func (p *Player) MaxAirSupply() time.Duration

func (*Player) MaxHealth

func (p *Player) MaxHealth() float64

func (*Player) Message

func (p *Player) Message(a ...any)

func (*Player) Messagef

func (p *Player) Messagef(f string, a ...any)

func (*Player) Messaget

func (p *Player) Messaget(t chat.Translation, a ...any)

func (*Player) Move

func (p *Player) Move(deltaPos mgl64.Vec3, deltaYaw, deltaPitch float64)

func (*Player) MoveItemsToInventory

func (p *Player) MoveItemsToInventory()

func (*Player) Name

func (p *Player) Name() string

func (*Player) NameTag

func (p *Player) NameTag() string

func (*Player) OnFireDuration

func (p *Player) OnFireDuration() time.Duration

func (*Player) OnGround

func (p *Player) OnGround() bool

func (*Player) OpenBlockContainer

func (p *Player) OpenBlockContainer(pos cube.Pos, tx *world.Tx)

func (*Player) OpenSign

func (p *Player) OpenSign(pos cube.Pos, frontSide bool)

func (*Player) PickBlock

func (p *Player) PickBlock(pos cube.Pos)

func (*Player) PlaceBlock

func (p *Player) PlaceBlock(pos cube.Pos, b world.Block, ctx *item.UseContext)

func (*Player) PlaySound

func (p *Player) PlaySound(sound world.Sound)

func (*Player) PlaySoundByName

func (p *Player) PlaySoundByName(name string, pos mgl64.Vec3)

func (*Player) Position

func (p *Player) Position() mgl64.Vec3

func (*Player) PunchAir

func (p *Player) PunchAir()

func (*Player) RefreshCommands

func (p *Player) RefreshCommands()

func (*Player) ReleaseItem

func (p *Player) ReleaseItem()

func (*Player) RemoveAllDebugShapes

func (p *Player) RemoveAllDebugShapes()

func (*Player) RemoveBossBar

func (p *Player) RemoveBossBar()

func (*Player) RemoveDebugShape

func (p *Player) RemoveDebugShape(shape debug.Shape)

func (*Player) RemoveEffect

func (p *Player) RemoveEffect(e effect.Type)

func (*Player) RemoveExperience

func (p *Player) RemoveExperience(amount int)

func (*Player) RemoveScoreboard

func (p *Player) RemoveScoreboard()

func (*Player) RemoveViewLayer

func (p *Player) RemoveViewLayer(entity world.Entity)

func (*Player) ResetEnchantmentSeed

func (p *Player) ResetEnchantmentSeed()

func (*Player) ResetFallDistance

func (p *Player) ResetFallDistance()

func (*Player) Respawn

func (p *Player) Respawn() *world.EntityHandle

func (*Player) Rotation

func (p *Player) Rotation() cube.Rotation

func (*Player) Saturate

func (p *Player) Saturate(food int, saturation float64)

func (*Player) Scale

func (p *Player) Scale() float64

func (*Player) ScoreTag

func (p *Player) ScoreTag() string

func (*Player) SelfSignedID

func (p *Player) SelfSignedID() string

func (*Player) SendBossBar

func (p *Player) SendBossBar(bar bossbar.BossBar)

func (*Player) SendCommandOutput

func (p *Player) SendCommandOutput(output *cmd.Output)

func (*Player) SendDialogue

func (p *Player) SendDialogue(d dialogue.Dialogue, e world.Entity)

func (*Player) SendForm

func (p *Player) SendForm(f form.Form)

func (*Player) SendGameRule

func (p *Player) SendGameRule(name string, val bool)

func (*Player) SendJukeboxPopup

func (p *Player) SendJukeboxPopup(a ...any)

func (*Player) SendPopup

func (p *Player) SendPopup(a ...any)

func (*Player) SendScoreboard

func (p *Player) SendScoreboard(scoreboard *scoreboard.Scoreboard)

func (*Player) SendSleepingIndicator

func (p *Player) SendSleepingIndicator(sleeping, max int)

func (*Player) SendTip

func (p *Player) SendTip(a ...any)

func (*Player) SendTitle

func (p *Player) SendTitle(t title.Title)

func (*Player) SendToast

func (p *Player) SendToast(title, message string)

func (*Player) SetAbsorption

func (p *Player) SetAbsorption(health float64)

func (*Player) SetAirSupply

func (p *Player) SetAirSupply(duration time.Duration)

func (*Player) SetAlwaysShowNameTag

func (p *Player) SetAlwaysShowNameTag(alwaysShow bool)

func (*Player) SetCooldown

func (p *Player) SetCooldown(item world.Item, cooldown time.Duration)

func (*Player) SetExperienceLevel

func (p *Player) SetExperienceLevel(level int)

func (*Player) SetExperienceProgress

func (p *Player) SetExperienceProgress(progress float64)

func (*Player) SetFlightSpeed

func (p *Player) SetFlightSpeed(flightSpeed float64)

func (*Player) SetFood

func (p *Player) SetFood(level int)

func (*Player) SetGameMode

func (p *Player) SetGameMode(mode world.GameMode)

func (*Player) SetHeldItems

func (p *Player) SetHeldItems(mainHand, offHand item.Stack)

func (*Player) SetHeldSlot

func (p *Player) SetHeldSlot(to int) error

func (*Player) SetImmobile

func (p *Player) SetImmobile()

func (*Player) SetInvisible

func (p *Player) SetInvisible()

func (*Player) SetMaxAirSupply

func (p *Player) SetMaxAirSupply(duration time.Duration)

func (*Player) SetMaxHealth

func (p *Player) SetMaxHealth(health float64)

func (*Player) SetMobile

func (p *Player) SetMobile()

func (*Player) SetNameTag

func (p *Player) SetNameTag(name string)

func (*Player) SetOnFire

func (p *Player) SetOnFire(duration time.Duration)

func (*Player) SetScale

func (p *Player) SetScale(s float64)

func (*Player) SetScoreTag

func (p *Player) SetScoreTag(a ...any)

func (*Player) SetSkin

func (p *Player) SetSkin(skin skin.Skin)

func (*Player) SetSpeed

func (p *Player) SetSpeed(speed float64)

func (*Player) SetVelocity

func (p *Player) SetVelocity(velocity mgl64.Vec3)

func (*Player) SetVerticalFlightSpeed

func (p *Player) SetVerticalFlightSpeed(flightSpeed float64)

func (*Player) SetVisible

func (p *Player) SetVisible()

func (*Player) ShowCoordinates

func (p *Player) ShowCoordinates()

func (*Player) ShowEntity

func (p *Player) ShowEntity(e world.Entity)

func (*Player) ShowHudElement

func (p *Player) ShowHudElement(e hud.Element)

func (*Player) ShowParticle

func (p *Player) ShowParticle(pos mgl64.Vec3, particle world.Particle)

func (*Player) Skin

func (p *Player) Skin() skin.Skin

func (*Player) Sleep

func (p *Player) Sleep(pos cube.Pos)

func (*Player) Sleeping

func (p *Player) Sleeping() (cube.Pos, bool)

func (*Player) Sneaking

func (p *Player) Sneaking() bool

func (*Player) Speed

func (p *Player) Speed() float64

func (*Player) Splash

func (p *Player) Splash(*world.Tx, mgl64.Vec3)

func (*Player) Sprinting

func (p *Player) Sprinting() bool

func (*Player) StartBreaking

func (p *Player) StartBreaking(pos cube.Pos, face cube.Face)

func (*Player) StartCrawling

func (p *Player) StartCrawling()

func (*Player) StartFlying

func (p *Player) StartFlying()

func (*Player) StartGliding

func (p *Player) StartGliding()

func (*Player) StartSneaking

func (p *Player) StartSneaking()

func (*Player) StartSprinting

func (p *Player) StartSprinting()

func (*Player) StartSwimming

func (p *Player) StartSwimming()

func (*Player) StopCrawling

func (p *Player) StopCrawling()

func (*Player) StopFlying

func (p *Player) StopFlying()

func (*Player) StopGliding

func (p *Player) StopGliding()

func (*Player) StopSneaking

func (p *Player) StopSneaking()

func (*Player) StopSound

func (p *Player) StopSound(name string)

func (*Player) StopSprinting

func (p *Player) StopSprinting()

func (*Player) StopSwimming

func (p *Player) StopSwimming()

func (*Player) Swimming

func (p *Player) Swimming() bool

func (*Player) SwingArm

func (p *Player) SwingArm()

func (*Player) Teleport

func (p *Player) Teleport(pos mgl64.Vec3)

func (*Player) Tick

func (p *Player) Tick(tx *world.Tx, current int64)

func (*Player) TorsoHeight

func (p *Player) TorsoHeight() float64

func (*Player) Transfer

func (p *Player) Transfer(address string) error

func (*Player) TravelThroughPortal

func (p *Player) TravelThroughPortal(tx *world.Tx, target world.Dimension)

func (*Player) TurnLecternPage

func (p *Player) TurnLecternPage(pos cube.Pos, page int) error

func (*Player) Tx

func (p *Player) Tx() *world.Tx

func (*Player) UUID

func (p *Player) UUID() uuid.UUID

func (*Player) UnlockInput

func (p *Player) UnlockInput(l input.Lock)

func (*Player) UpdateDiagnostics

func (p *Player) UpdateDiagnostics(d session.Diagnostics)

func (*Player) UseItem

func (p *Player) UseItem()

func (*Player) UseItemOnBlock

func (p *Player) UseItemOnBlock(pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)

func (*Player) UseItemOnEntity

func (p *Player) UseItemOnEntity(e world.Entity) bool

func (*Player) UsingItem

func (p *Player) UsingItem() bool

func (*Player) Velocity

func (p *Player) Velocity() mgl64.Vec3

func (*Player) VerticalFlightSpeed

func (p *Player) VerticalFlightSpeed() float64

func (*Player) ViewAlwaysShowNameTag

func (p *Player) ViewAlwaysShowNameTag(entity world.Entity, alwaysShow bool)

func (*Player) ViewLayer

func (p *Player) ViewLayer() *world.ViewLayer

func (*Player) ViewNameTag

func (p *Player) ViewNameTag(entity world.Entity, nameTag string)

func (*Player) ViewPublicAlwaysShowNameTag

func (p *Player) ViewPublicAlwaysShowNameTag(entity world.Entity)

func (*Player) ViewPublicNameTag

func (p *Player) ViewPublicNameTag(entity world.Entity)

func (*Player) ViewPublicScoreTag

func (p *Player) ViewPublicScoreTag(entity world.Entity)

func (*Player) ViewScoreTag

func (p *Player) ViewScoreTag(entity world.Entity, scoreTag string)

func (*Player) ViewVisibility

func (p *Player) ViewVisibility(entity world.Entity, level world.VisibilityLevel)

func (*Player) VisibleDebugShapes

func (p *Player) VisibleDebugShapes() []debug.Shape

func (*Player) Wake

func (p *Player) Wake()

func (*Player) XUID

func (p *Player) XUID() string

type Provider

type Provider interface {
	Save(uuid uuid.UUID, data Config, w *world.World) error

	Load(uuid uuid.UUID, world func(world.Dimension) *world.World) (Config, *world.World, error)

	io.Closer
}

type Ref

type Ref = world.EntityRef[*Player]

func NewRef

func NewRef(h *world.EntityHandle) Ref

type StarvationDamageSource

type StarvationDamageSource struct{}

func (StarvationDamageSource) Fire

func (StarvationDamageSource) IgnoreTotem

func (StarvationDamageSource) IgnoreTotem() bool

func (StarvationDamageSource) ReducedByArmour

func (StarvationDamageSource) ReducedByArmour() bool

func (StarvationDamageSource) ReducedByResistance

func (StarvationDamageSource) ReducedByResistance() bool

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