Versions in this module Expand all Collapse all v1 v1.0.1 Jul 30, 2026 v1.0.0 Jul 30, 2026 Changes in this version + var Type ptype + func Call[T any](ctx context.Context, h *world.EntityHandle, ...) (T, error) + func Do(h *world.EntityHandle, f func(tx *world.Tx, p *Player)) *world.Task + func DoAfter(h *world.EntityHandle, delay time.Duration, f func(tx *world.Tx, p *Player)) *world.Task + type Config struct + AirSupply int + Armour *inventory.Armour + Effects []effect.Effect + EnchantmentSeed int64 + EnderChestInventory *inventory.Inventory + Exhaustion float64 + Experience int + FallDistance float64 + FireTicks int64 + Food int + FoodTick int + GameMode world.GameMode + Health float64 + HeldSlot int + Inventory *inventory.Inventory + Locale language.Tag + MaxAirSupply int + MaxHealth float64 + Name string + OffHand *inventory.Inventory + Position mgl64.Vec3 + Rotation cube.Rotation + Saturation float64 + Session *session.Session + Skin skin.Skin + UUID uuid.UUID + Velocity mgl64.Vec3 + XUID string + func (cfg Config) Apply(data *world.EntityData) + type Context struct + func (ctx *Context) Defer(f func(ctx *Context)) *world.Task + func (ctx *Context) DeferErr(f func(ctx *Context) error) *world.Task + func (ctx *Context) Player() *Player + type Handler interface + HandleAttackEntity func(ctx *Context, e world.Entity, force, height *float64, critical *bool) + HandleBlockBreak func(ctx *Context, pos cube.Pos, drops *[]item.Stack, xp *int) + HandleBlockPick func(ctx *Context, pos cube.Pos, b world.Block) + HandleBlockPlace func(ctx *Context, pos cube.Pos, b world.Block) + HandleChangeWorld func(p *Player, before, after *world.World) + HandleChat func(ctx *Context, message *string) + HandleCommandExecution func(ctx *Context, command cmd.Command, args []string) + HandleDeath func(p *Player, src world.DamageSource, keepInv *bool) + HandleDiagnostics func(p *Player, d session.Diagnostics) + HandleExperienceGain func(ctx *Context, amount *int) + HandleFireExtinguish func(ctx *Context, pos cube.Pos) + HandleFoodLoss func(ctx *Context, from int, to *int) + HandleHeal func(ctx *Context, health *float64, src world.HealingSource) + HandleHeldSlotChange func(ctx *Context, from, to int) + HandleHurt func(ctx *Context, damage *float64, immune bool, attackImmunity *time.Duration, ...) + HandleItemConsume func(ctx *Context, item item.Stack) + HandleItemDamage func(ctx *Context, i item.Stack, damage *int) + HandleItemDrop func(ctx *Context, s item.Stack) + HandleItemPickup func(ctx *Context, i *item.Stack) + HandleItemRelease func(ctx *Context, item item.Stack, dur time.Duration) + HandleItemUse func(ctx *Context) + HandleItemUseOnBlock func(ctx *Context, pos cube.Pos, face cube.Face, clickPos mgl64.Vec3) + HandleItemUseOnEntity func(ctx *Context, e world.Entity) + HandleJump func(p *Player) + HandleLecternPageTurn func(ctx *Context, pos cube.Pos, oldPage int, newPage *int) + HandleMove func(ctx *Context, newPos mgl64.Vec3, newRot cube.Rotation) + HandlePunchAir func(ctx *Context) + HandleQuit func(p *Player) + HandleRespawn func(p *Player, pos *mgl64.Vec3, w **world.World) + HandleSignEdit func(ctx *Context, pos cube.Pos, frontSide bool, oldText, newText string) + HandleSkinChange func(ctx *Context, skin *skin.Skin) + HandleSleep func(ctx *Context, sendReminder *bool) + HandleStartBreak func(ctx *Context, pos cube.Pos) + HandleTeleport func(ctx *Context, pos mgl64.Vec3) + HandleToggleSneak func(ctx *Context, after bool) + HandleToggleSprint func(ctx *Context, after bool) + HandleTransfer func(ctx *Context, addr *net.UDPAddr) + type NopHandler struct + func (NopHandler) HandleAttackEntity(*Context, world.Entity, *float64, *float64, *bool) + func (NopHandler) HandleBlockBreak(*Context, cube.Pos, *[]item.Stack, *int) + func (NopHandler) HandleBlockPick(*Context, cube.Pos, world.Block) + func (NopHandler) HandleBlockPlace(*Context, cube.Pos, world.Block) + func (NopHandler) HandleChangeWorld(*Player, *world.World, *world.World) + func (NopHandler) HandleChat(*Context, *string) + func (NopHandler) HandleCommandExecution(*Context, cmd.Command, []string) + func (NopHandler) HandleDeath(*Player, world.DamageSource, *bool) + func (NopHandler) HandleDiagnostics(*Player, session.Diagnostics) + func (NopHandler) HandleExperienceGain(*Context, *int) + func (NopHandler) HandleFireExtinguish(*Context, cube.Pos) + func (NopHandler) HandleFoodLoss(*Context, int, *int) + func (NopHandler) HandleHeal(*Context, *float64, world.HealingSource) + func (NopHandler) HandleHeldSlotChange(*Context, int, int) + func (NopHandler) HandleHurt(*Context, *float64, bool, *time.Duration, world.DamageSource) + func (NopHandler) HandleItemConsume(*Context, item.Stack) + func (NopHandler) HandleItemDamage(*Context, item.Stack, *int) + func (NopHandler) HandleItemDrop(*Context, item.Stack) + func (NopHandler) HandleItemPickup(*Context, *item.Stack) + func (NopHandler) HandleItemRelease(ctx *Context, item item.Stack, dur time.Duration) + func (NopHandler) HandleItemUse(*Context) + func (NopHandler) HandleItemUseOnBlock(*Context, cube.Pos, cube.Face, mgl64.Vec3) + func (NopHandler) HandleItemUseOnEntity(*Context, world.Entity) + func (NopHandler) HandleJump(*Player) + func (NopHandler) HandleLecternPageTurn(*Context, cube.Pos, int, *int) + func (NopHandler) HandleMove(*Context, mgl64.Vec3, cube.Rotation) + func (NopHandler) HandlePunchAir(*Context) + func (NopHandler) HandleQuit(*Player) + func (NopHandler) HandleRespawn(*Player, *mgl64.Vec3, **world.World) + func (NopHandler) HandleSignEdit(*Context, cube.Pos, bool, string, string) + func (NopHandler) HandleSkinChange(*Context, *skin.Skin) + func (NopHandler) HandleSleep(*Context, *bool) + func (NopHandler) HandleStartBreak(*Context, cube.Pos) + func (NopHandler) HandleTeleport(*Context, mgl64.Vec3) + func (NopHandler) HandleToggleSneak(*Context, bool) + func (NopHandler) HandleToggleSprint(*Context, bool) + func (NopHandler) HandleTransfer(*Context, *net.UDPAddr) + type NopProvider struct + func (NopProvider) Close() error + func (NopProvider) Load(uuid.UUID, func(world.Dimension) *world.World) (Config, *world.World, error) + func (NopProvider) Save(uuid.UUID, Config, *world.World) error + type Player struct + func (*Player) BeaconAffected() bool + func (p *Player) AbortBreaking() + func (p *Player) Absorption() float64 + func (p *Player) AddDebugShape(shape debug.Shape) + func (p *Player) AddEffect(e effect.Effect) + func (p *Player) AddExperience(amount int) int + func (p *Player) AddExperienceLevels(amount int) int + func (p *Player) AddFood(points int) + func (p *Player) Addr() net.Addr + func (p *Player) AirSupply() time.Duration + func (p *Player) AlwaysShowNameTag() bool + func (p *Player) Armour() *inventory.Armour + func (p *Player) AttackEntity(e world.Entity) bool + func (p *Player) BreakBlock(pos cube.Pos) + func (p *Player) Breathing() bool + func (p *Player) CanCollectExperience() bool + func (p *Player) Chat(msg ...any) + func (p *Player) ClearInputLocks() + func (p *Player) Close() error + func (p *Player) CloseDialogue() + func (p *Player) CloseForm() + func (p *Player) Collect(s item.Stack) (int, bool) + func (p *Player) CollectExperience(value int) bool + func (p *Player) ContinueBreaking(face cube.Face) + func (p *Player) Crawling() bool + func (p *Player) Data() Config + func (p *Player) Dead() bool + func (p *Player) DeathPosition() (mgl64.Vec3, world.Dimension, bool) + func (p *Player) DeviceID() string + func (p *Player) DeviceModel() string + func (p *Player) DisableInstantRespawn() + func (p *Player) Disconnect(msg ...any) + func (p *Player) Displace(deltaPos mgl64.Vec3) + func (p *Player) Do(f func(tx *world.Tx, p *Player)) *world.Task + func (p *Player) DoAfter(delay time.Duration, f func(tx *world.Tx, p *Player)) *world.Task + func (p *Player) Drop(s item.Stack) int + func (p *Player) EditSign(pos cube.Pos, frontText, backText string) error + func (p *Player) Effect(e effect.Type) (effect.Effect, bool) + func (p *Player) Effects() []effect.Effect + func (p *Player) EnableInstantRespawn() + func (p *Player) EnchantmentSeed() int64 + func (p *Player) EnderChestInventory() *inventory.Inventory + func (p *Player) ExecuteCommand(commandLine string) + func (p *Player) Exhaust(points float64) + func (p *Player) Experience() int + func (p *Player) ExperienceLevel() int + func (p *Player) ExperienceProgress() float64 + func (p *Player) Explode(explosionPos mgl64.Vec3, impact float64, c block.ExplosionConfig) + func (p *Player) Extinguish() + func (p *Player) EyeHeight() float64 + func (p *Player) FallDistance() float64 + func (p *Player) FinalDamageFrom(dmg float64, src world.DamageSource) float64 + func (p *Player) FinishBreaking() + func (p *Player) FireProof() bool + func (p *Player) FlightSpeed() float64 + func (p *Player) Flying() bool + func (p *Player) Food() int + func (p *Player) GameMode() world.GameMode + func (p *Player) Gliding() bool + func (p *Player) H() *world.EntityHandle + func (p *Player) Handle(h Handler) + func (p *Player) Handler() Handler + func (p *Player) HasCooldown(item world.Item) bool + func (p *Player) Heal(health float64, source world.HealingSource) float64 + func (p *Player) Health() float64 + func (p *Player) HeldItems() (mainHand, offHand item.Stack) + func (p *Player) HideCoordinates() + func (p *Player) HideEntity(e world.Entity) + func (p *Player) HideHudElement(e hud.Element) + func (p *Player) HudElementHidden(e hud.Element) bool + func (p *Player) Hurt(dmg float64, src world.DamageSource) (float64, bool) + func (p *Player) Immobile() bool + func (p *Player) InputLocked(l input.Lock) bool + func (p *Player) Inventory() *inventory.Inventory + func (p *Player) Invisible() bool + func (p *Player) Jump() + func (p *Player) KnockBack(src mgl64.Vec3, force, height float64) + func (p *Player) Latency() time.Duration + func (p *Player) Locale() language.Tag + func (p *Player) LockInput(l input.Lock) + func (p *Player) MaxAirSupply() time.Duration + func (p *Player) MaxHealth() float64 + func (p *Player) Message(a ...any) + func (p *Player) Messagef(f string, a ...any) + func (p *Player) Messaget(t chat.Translation, a ...any) + func (p *Player) Move(deltaPos mgl64.Vec3, deltaYaw, deltaPitch float64) + func (p *Player) MoveItemsToInventory() + func (p *Player) Name() string + func (p *Player) NameTag() string + func (p *Player) OnFireDuration() time.Duration + func (p *Player) OnGround() bool + func (p *Player) OpenBlockContainer(pos cube.Pos, tx *world.Tx) + func (p *Player) OpenSign(pos cube.Pos, frontSide bool) + func (p *Player) PickBlock(pos cube.Pos) + func (p *Player) PlaceBlock(pos cube.Pos, b world.Block, ctx *item.UseContext) + func (p *Player) PlaySound(sound world.Sound) + func (p *Player) PlaySoundByName(name string, pos mgl64.Vec3) + func (p *Player) Position() mgl64.Vec3 + func (p *Player) PunchAir() + func (p *Player) RefreshCommands() + func (p *Player) ReleaseItem() + func (p *Player) RemoveAllDebugShapes() + func (p *Player) RemoveBossBar() + func (p *Player) RemoveDebugShape(shape debug.Shape) + func (p *Player) RemoveEffect(e effect.Type) + func (p *Player) RemoveExperience(amount int) + func (p *Player) RemoveScoreboard() + func (p *Player) RemoveViewLayer(entity world.Entity) + func (p *Player) ResetEnchantmentSeed() + func (p *Player) ResetFallDistance() + func (p *Player) Respawn() *world.EntityHandle + func (p *Player) Rotation() cube.Rotation + func (p *Player) Saturate(food int, saturation float64) + func (p *Player) Scale() float64 + func (p *Player) ScoreTag() string + func (p *Player) SelfSignedID() string + func (p *Player) SendBossBar(bar bossbar.BossBar) + func (p *Player) SendCommandOutput(output *cmd.Output) + func (p *Player) SendDialogue(d dialogue.Dialogue, e world.Entity) + func (p *Player) SendForm(f form.Form) + func (p *Player) SendGameRule(name string, val bool) + func (p *Player) SendJukeboxPopup(a ...any) + func (p *Player) SendPopup(a ...any) + func (p *Player) SendScoreboard(scoreboard *scoreboard.Scoreboard) + func (p *Player) SendSleepingIndicator(sleeping, max int) + func (p *Player) SendTip(a ...any) + func (p *Player) SendTitle(t title.Title) + func (p *Player) SendToast(title, message string) + func (p *Player) SetAbsorption(health float64) + func (p *Player) SetAirSupply(duration time.Duration) + func (p *Player) SetAlwaysShowNameTag(alwaysShow bool) + func (p *Player) SetCooldown(item world.Item, cooldown time.Duration) + func (p *Player) SetExperienceLevel(level int) + func (p *Player) SetExperienceProgress(progress float64) + func (p *Player) SetFlightSpeed(flightSpeed float64) + func (p *Player) SetFood(level int) + func (p *Player) SetGameMode(mode world.GameMode) + func (p *Player) SetHeldItems(mainHand, offHand item.Stack) + func (p *Player) SetHeldSlot(to int) error + func (p *Player) SetImmobile() + func (p *Player) SetInvisible() + func (p *Player) SetMaxAirSupply(duration time.Duration) + func (p *Player) SetMaxHealth(health float64) + func (p *Player) SetMobile() + func (p *Player) SetNameTag(name string) + func (p *Player) SetOnFire(duration time.Duration) + func (p *Player) SetScale(s float64) + func (p *Player) SetScoreTag(a ...any) + func (p *Player) SetSkin(skin skin.Skin) + func (p *Player) SetSpeed(speed float64) + func (p *Player) SetVelocity(velocity mgl64.Vec3) + func (p *Player) SetVerticalFlightSpeed(flightSpeed float64) + func (p *Player) SetVisible() + func (p *Player) ShowCoordinates() + func (p *Player) ShowEntity(e world.Entity) + func (p *Player) ShowHudElement(e hud.Element) + func (p *Player) ShowParticle(pos mgl64.Vec3, particle world.Particle) + func (p *Player) Skin() skin.Skin + func (p *Player) Sleep(pos cube.Pos) + func (p *Player) Sleeping() (cube.Pos, bool) + func (p *Player) Sneaking() bool + func (p *Player) Speed() float64 + func (p *Player) Splash(*world.Tx, mgl64.Vec3) + func (p *Player) Sprinting() bool + func (p *Player) StartBreaking(pos cube.Pos, face cube.Face) + func (p *Player) StartCrawling() + func (p *Player) StartFlying() + func (p *Player) StartGliding() + func (p *Player) StartSneaking() + func (p *Player) StartSprinting() + func (p *Player) StartSwimming() + func (p *Player) StopCrawling() + func (p *Player) StopFlying() + func (p *Player) StopGliding() + func (p *Player) StopSneaking() + func (p *Player) StopSound(name string) + func (p *Player) StopSprinting() + func (p *Player) StopSwimming() + func (p *Player) Swimming() bool + func (p *Player) SwingArm() + func (p *Player) Teleport(pos mgl64.Vec3) + func (p *Player) Tick(tx *world.Tx, current int64) + func (p *Player) TorsoHeight() float64 + func (p *Player) Transfer(address string) error + func (p *Player) TravelThroughPortal(tx *world.Tx, target world.Dimension) + func (p *Player) TurnLecternPage(pos cube.Pos, page int) error + func (p *Player) Tx() *world.Tx + func (p *Player) UUID() uuid.UUID + func (p *Player) UnlockInput(l input.Lock) + func (p *Player) UpdateDiagnostics(d session.Diagnostics) + func (p *Player) UseItem() + func (p *Player) UseItemOnBlock(pos cube.Pos, face cube.Face, clickPos mgl64.Vec3) + func (p *Player) UseItemOnEntity(e world.Entity) bool + func (p *Player) UsingItem() bool + func (p *Player) Velocity() mgl64.Vec3 + func (p *Player) VerticalFlightSpeed() float64 + func (p *Player) ViewAlwaysShowNameTag(entity world.Entity, alwaysShow bool) + func (p *Player) ViewLayer() *world.ViewLayer + func (p *Player) ViewNameTag(entity world.Entity, nameTag string) + func (p *Player) ViewPublicAlwaysShowNameTag(entity world.Entity) + func (p *Player) ViewPublicNameTag(entity world.Entity) + func (p *Player) ViewPublicScoreTag(entity world.Entity) + func (p *Player) ViewScoreTag(entity world.Entity, scoreTag string) + func (p *Player) ViewVisibility(entity world.Entity, level world.VisibilityLevel) + func (p *Player) VisibleDebugShapes() []debug.Shape + func (p *Player) Wake() + func (p *Player) XUID() string + type Provider interface + Load func(uuid uuid.UUID, world func(world.Dimension) *world.World) (Config, *world.World, error) + Save func(uuid uuid.UUID, data Config, w *world.World) error + type Ref = world.EntityRef[*Player] + func NewRef(h *world.EntityHandle) Ref + type StarvationDamageSource struct + func (StarvationDamageSource) Fire() bool + func (StarvationDamageSource) IgnoreTotem() bool + func (StarvationDamageSource) ReducedByArmour() bool + func (StarvationDamageSource) ReducedByResistance() bool