pub struct FireworkRocketEntity {
base: EntityBase,
entity_type: EntityTypeRef,
entity_data: SyncMutex<FireworkRocketEntityData>,
projectile_base: ProjectileBase,
state: SyncMutex<FireworkRocketState>,
}Expand description
A launched firework rocket.
Fields§
§base: EntityBase§entity_type: EntityTypeRef§entity_data: SyncMutex<FireworkRocketEntityData>§projectile_base: ProjectileBase§state: SyncMutex<FireworkRocketState>Implementations§
Source§impl FireworkRocketEntity
impl FireworkRocketEntity
Sourcepub fn new(
entity_type: EntityTypeRef,
id: i32,
position: DVec3,
world: Weak<World>,
) -> Self
pub fn new( entity_type: EntityTypeRef, id: i32, position: DVec3, world: Weak<World>, ) -> Self
Creates an uninitialized rocket for the entity factory.
Sourcepub fn from_saved(entity_type: EntityTypeRef, load: EntityBaseLoad) -> Self
pub fn from_saved(entity_type: EntityTypeRef, load: EntityBaseLoad) -> Self
Creates a rocket from saved base data.
fn is_base_invulnerable_to(&self, source: &DamageSource) -> bool
Sourcepub fn launched(
entity_type: EntityTypeRef,
id: i32,
position: DVec3,
world: Weak<World>,
source_item: ItemStack,
) -> Self
pub fn launched( entity_type: EntityTypeRef, id: i32, position: DVec3, world: Weak<World>, source_item: ItemStack, ) -> Self
Creates a normally launched rocket at an exact position.
Sourcepub fn attached_to_living(
entity_type: EntityTypeRef,
id: i32,
world: Weak<World>,
source_item: ItemStack,
attached_to: &dyn LivingEntity,
) -> Self
pub fn attached_to_living( entity_type: EntityTypeRef, id: i32, world: Weak<World>, source_item: ItemStack, attached_to: &dyn LivingEntity, ) -> Self
Creates a rocket attached to a living entity that will be resolved from its synced runtime ID after the rocket enters the world.
fn initialize_launch(&self, source_item: ItemStack)
Sourcepub fn set_shot_at_angle(&self, shot_at_angle: bool)
pub fn set_shot_at_angle(&self, shot_at_angle: bool)
Sets whether this rocket was fired at an angle.
Sourcepub fn is_shot_at_angle(&self) -> bool
pub fn is_shot_at_angle(&self) -> bool
Returns whether this rocket was fired at an angle.
fn is_attached_to_entity(&self) -> bool
fn attached_entity(&self, world: &Arc<World>) -> Option<SharedEntity>
fn tick_attached(&self, world: &Arc<World>) -> Option<ProjectileHit>
fn tick_free_flying(&self) -> Option<ProjectileHit>
fn explosion_count(&self) -> usize
fn has_explosion(&self) -> bool
fn fireworks_damage_source(&self) -> DamageSource
fn deal_explosion_damage(&self, world: &Arc<World>)
fn explode(&self, world: &Arc<World>)
fn run_hit_block_entity_inside(&self, world: &Arc<World>, hit: &ClipHitResult)
Trait Implementations§
Source§impl DowncastType for FireworkRocketEntity
impl DowncastType for FireworkRocketEntity
Source§const TYPE_KEY: DowncastTypeKey
const TYPE_KEY: DowncastTypeKey
The process-wide key for this concrete type.
Source§impl Entity for FireworkRocketEntity
impl Entity for FireworkRocketEntity
Source§fn base(&self) -> &EntityBase
fn base(&self) -> &EntityBase
Returns a reference to the entity’s shared vanilla base fields.
Source§fn entity_type(&self) -> EntityTypeRef
fn entity_type(&self) -> EntityTypeRef
Gets the entity type containing tracking range, dimensions, etc.
Source§fn spawn_data(&self) -> i32
fn spawn_data(&self) -> i32
Extra spawn-packet data used by vanilla for entity-specific construction.
Source§fn restore_owner_reference(&self, owner: &SharedEntity)
fn restore_owner_reference(&self, owner: &SharedEntity)
Caches a live owner reference after restoring persisted owner-linked
entities. Most entities do not store owner references.
Source§fn projectile_owner_uuid(&self) -> Option<Uuid>
fn projectile_owner_uuid(&self) -> Option<Uuid>
Returns the vanilla
Projectile owner UUID when this entity exposes one.Source§fn projectile_owner(&self) -> Option<SharedEntity>
fn projectile_owner(&self) -> Option<SharedEntity>
Returns the live vanilla
Projectile owner when this entity exposes one.Source§fn attackable(&self) -> bool
fn attackable(&self) -> bool
Returns whether this entity can be attacked. Read more
Source§fn synced_data(&self) -> Option<&dyn EntitySyncedData>
fn synced_data(&self) -> Option<&dyn EntitySyncedData>
Returns the synchronized entity-data container for entities with vanilla data accessors.
Source§fn hurt(&self, _world: &World, source: &DamageSource, _amount: f32) -> bool
fn hurt(&self, _world: &World, source: &DamageSource, _amount: f32) -> bool
Applies damage to this entity.
Source§fn save_additional(&self, nbt: &mut NbtCompound)
fn save_additional(&self, nbt: &mut NbtCompound)
Saves type-specific entity data to NBT. Read more
Source§fn load_additional(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
fn load_additional(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
Loads type-specific entity data from NBT. Read more
Source§fn is_always_ticking(&self) -> bool
fn is_always_ticking(&self) -> bool
Returns whether this entity ignores chunk ticking visibility. Read more
Source§fn broadcast_to_player(&self, _player: &Player) -> bool
fn broadcast_to_player(&self, _player: &Player) -> bool
Returns whether this entity should be broadcast to the given player. Read more
Source§fn scoreboard_name(&self) -> String
fn scoreboard_name(&self) -> String
Returns this entity’s vanilla scoreboard holder name. Read more
Source§fn name(&self) -> TextComponent
fn name(&self) -> TextComponent
Returns this entity’s vanilla name component before team decoration.
Source§fn display_name(&self) -> TextComponent
fn display_name(&self) -> TextComponent
Returns this entity’s vanilla display name.
Source§fn plain_text_name(&self) -> String
fn plain_text_name(&self) -> String
Returns this entity’s plain vanilla name. Read more
Source§fn nbt_for_data_compare(&self) -> NbtCompound
fn nbt_for_data_compare(&self) -> NbtCompound
Returns the vanilla-shaped entity NBT used by command predicates. Read more
Source§fn nbt_for_passenger_save(&self) -> Option<NbtCompound>
fn nbt_for_passenger_save(&self) -> Option<NbtCompound>
Returns passenger-save NBT including the entity type id.
Source§fn spawn_position(&self) -> DVec3
fn spawn_position(&self) -> DVec3
Gets the position to send in this entity’s add-entity packet. Read more
Source§fn block_position(&self) -> BlockPos
fn block_position(&self) -> BlockPos
Gets the entity’s current block position.
Source§fn in_block_state(&self, world: &World) -> BlockStateId
fn in_block_state(&self, world: &World) -> BlockStateId
Returns vanilla
Entity.getInBlockState.Source§fn old_position(&self) -> DVec3
fn old_position(&self) -> DVec3
Gets the entity position used by vanilla movement traces.
Source§fn bounding_box(&self) -> WorldAabb
fn bounding_box(&self) -> WorldAabb
Gets the entity’s bounding box for collision queries.
Source§fn is_free(&self, delta: DVec3) -> bool
fn is_free(&self, delta: DVec3) -> bool
Returns vanilla
Entity.isFree() for the current bounding box shifted by delta.Source§fn blocks_building(&self) -> bool
fn blocks_building(&self) -> bool
Returns whether this entity obstructs block placement. Read more
Source§fn is_pickable(&self) -> bool
fn is_pickable(&self) -> bool
Returns whether this entity can be targeted by picking and interaction raycasts. Read more
Source§fn skip_attack_interaction(&self, _source: &dyn Entity) -> bool
fn skip_attack_interaction(&self, _source: &dyn Entity) -> bool
Returns whether this entity handles and consumes an attack before normal damage. Read more
Source§fn is_pushable(&self) -> bool
fn is_pushable(&self) -> bool
Returns whether this entity participates in vanilla push separation. Read more
Source§fn is_pushed_by_fluid(&self) -> bool
fn is_pushed_by_fluid(&self) -> bool
Returns whether vanilla fluid currents can push this entity.
Source§fn on_above_bubble_column(&self, drag_down: bool, _pos: BlockPos)
fn on_above_bubble_column(&self, drag_down: bool, _pos: BlockPos)
Applies vanilla
Entity.onAboveBubbleColumn.Source§fn on_inside_bubble_column(&self, drag_down: bool)
fn on_inside_bubble_column(&self, drag_down: bool)
Applies vanilla
Entity.onInsideBubbleColumn.Source§fn is_spectator(&self) -> bool
fn is_spectator(&self) -> bool
Returns whether this entity is invisible to normal entity selectors. Read more
Source§fn is_ignoring_block_triggers(&self) -> bool
fn is_ignoring_block_triggers(&self) -> bool
Returns whether this entity is excluded from pressure plates and tripwires. Read more
Source§fn piston_push_reaction(&self) -> PushReaction
fn piston_push_reaction(&self) -> PushReaction
Returns how vanilla lets this entity respond to piston movement.
Source§fn is_supported_by(&self, pos: BlockPos) -> bool
fn is_supported_by(&self, pos: BlockPos) -> bool
Returns whether this entity’s main supporting block is
pos.Source§fn can_interact_with_level(&self) -> bool
fn can_interact_with_level(&self) -> bool
Returns whether vanilla lets this entity interact with its loaded level.
Source§fn is_invisible(&self) -> bool
fn is_invisible(&self) -> bool
Returns vanilla
Entity.isInvisible().Source§fn is_discrete(&self) -> bool
fn is_discrete(&self) -> bool
Returns vanilla
Entity.isDiscrete().Source§fn is_allied_to(&self, _other: &dyn Entity) -> bool
fn is_allied_to(&self, _other: &dyn Entity) -> bool
Returns whether this entity is allied to
other.Source§fn is_marker_armor_stand(&self) -> bool
fn is_marker_armor_stand(&self) -> bool
Returns whether this entity is a marker armor stand.
Source§fn is_tame_owned_by(&self, _owner: &dyn LivingEntity) -> bool
fn is_tame_owned_by(&self, _owner: &dyn LivingEntity) -> bool
Returns whether this entity is a tameable animal owned by
owner.Source§fn is_flying_player(&self) -> bool
fn is_flying_player(&self) -> bool
Returns true for vanilla players whose abilities have
flying set.Source§fn can_be_collided_with(&self, _other: Option<&dyn Entity>) -> bool
fn can_be_collided_with(&self, _other: Option<&dyn Entity>) -> bool
Returns whether
other can collide with this entity. Read moreSource§fn can_be_hit_by_projectile(&self) -> bool
fn can_be_hit_by_projectile(&self) -> bool
Returns whether projectile collision may interact with this entity. Read more
Source§fn deflection(&self, _projectile: &dyn Projectile) -> ProjectileDeflection
fn deflection(&self, _projectile: &dyn Projectile) -> ProjectileDeflection
Returns this entity’s Vanilla projectile deflection behavior.
Source§fn vehicle(&self) -> Option<SharedEntity>
fn vehicle(&self) -> Option<SharedEntity>
Gets the vehicle this entity is riding, if present. Read more
Source§fn controlled_vehicle(&self) -> Option<SharedEntity>
fn controlled_vehicle(&self) -> Option<SharedEntity>
Returns the vehicle this entity directly controls, if any. Read more
Source§fn is_passenger(&self) -> bool
fn is_passenger(&self) -> bool
Returns whether this entity is riding another entity. Read more
Source§fn can_ride(&self, _vehicle: &dyn Entity) -> bool
fn can_ride(&self, _vehicle: &dyn Entity) -> bool
Returns whether vanilla allows this entity to start riding
vehicle. Read moreSource§fn stop_riding(&self)
fn stop_riding(&self)
Stops riding the current vehicle, if any. Read more
Source§fn start_riding(&self, entity_to_ride: &SharedEntity) -> bool
fn start_riding(&self, entity_to_ride: &SharedEntity) -> bool
Starts riding
entity_to_ride if vanilla boarding rules allow it. Read moreSource§fn passengers(&self) -> Vec<SharedEntity> ⓘ
fn passengers(&self) -> Vec<SharedEntity> ⓘ
Gets this entity’s direct passengers. Read more
Source§fn count_player_passengers(&self) -> usize
fn count_player_passengers(&self) -> usize
Counts indirect player passengers. Read more
Source§fn has_exactly_one_player_passenger(&self) -> bool
fn has_exactly_one_player_passenger(&self) -> bool
Returns whether this entity has exactly one indirect player passenger. Read more
Source§fn first_passenger(&self) -> Option<SharedEntity>
fn first_passenger(&self) -> Option<SharedEntity>
Gets this entity’s first direct passenger. Read more
Source§fn controlling_passenger(&self) -> Option<SharedEntity>
fn controlling_passenger(&self) -> Option<SharedEntity>
Returns the living passenger currently controlling this entity, if any. Read more
Source§fn can_control_vehicle(&self) -> bool
fn can_control_vehicle(&self) -> bool
Returns whether this entity can control a vehicle it is riding. Read more
Source§fn has_controlling_passenger(&self) -> bool
fn has_controlling_passenger(&self) -> bool
Returns whether this entity currently has a controlling passenger. Read more
Source§fn is_vehicle(&self) -> bool
fn is_vehicle(&self) -> bool
Returns whether this entity has any direct passengers. Read more
Source§fn dismounts_underwater(&self) -> bool
fn dismounts_underwater(&self) -> bool
Returns vanilla
Entity.dismountsUnderwater.Source§fn has_passenger(&self, passenger: &dyn Entity) -> bool
fn has_passenger(&self, passenger: &dyn Entity) -> bool
Returns whether
passenger is a direct passenger of this entity. Read moreSource§fn can_add_passenger(&self, _passenger: &dyn Entity) -> bool
fn can_add_passenger(&self, _passenger: &dyn Entity) -> bool
Returns whether this entity can accept
passenger as a direct passenger. Read moreSource§fn could_accept_passenger(&self) -> bool
fn could_accept_passenger(&self) -> bool
Returns whether this entity can accept any passenger. Read more
Source§fn passenger_index(&self, passenger: &dyn Entity) -> Option<usize>
fn passenger_index(&self, passenger: &dyn Entity) -> Option<usize>
Returns the current direct passenger index for attachment lookup.
Source§fn vehicle_attachment_point(&self, _vehicle: &dyn Entity) -> DVec3
fn vehicle_attachment_point(&self, _vehicle: &dyn Entity) -> DVec3
Returns this passenger’s vehicle attachment point. Read more
Source§fn passenger_attachment_point(&self, passenger: &dyn Entity) -> DVec3
fn passenger_attachment_point(&self, passenger: &dyn Entity) -> DVec3
Returns this vehicle’s passenger attachment point. Read more
Source§fn passenger_riding_position(&self, passenger: &dyn Entity) -> DVec3
fn passenger_riding_position(&self, passenger: &dyn Entity) -> DVec3
Returns the world position where
passenger should ride this vehicle. Read moreSource§fn position_rider(&self, passenger: &dyn Entity)
fn position_rider(&self, passenger: &dyn Entity)
Repositions a direct passenger from this vehicle’s attachment point. Read more
Source§fn root_vehicle_id(&self) -> i32
fn root_vehicle_id(&self) -> i32
Returns this entity’s root vehicle ID, or this entity’s ID when it is not riding. Read more
Source§fn root_vehicle(&self) -> Option<SharedEntity>
fn root_vehicle(&self) -> Option<SharedEntity>
Returns this entity’s root vehicle, if this entity is riding one. Read more
Source§fn is_passenger_of_same_vehicle(&self, other: &dyn Entity) -> bool
fn is_passenger_of_same_vehicle(&self, other: &dyn Entity) -> bool
Returns whether this entity and
other share the same root vehicle. Read moreSource§fn has_indirect_passenger(&self, entity: &dyn Entity) -> bool
fn has_indirect_passenger(&self, entity: &dyn Entity) -> bool
Returns whether
entity is an indirect passenger of this entity. Read moreSource§fn can_collide_with(&self, other: &dyn Entity) -> bool
fn can_collide_with(&self, other: &dyn Entity) -> bool
Returns whether this entity can collide with
other. Read moreSource§fn push_impulse(&self, impulse: DVec3)
fn push_impulse(&self, impulse: DVec3)
Adds an impulse to this entity’s velocity and marks velocity for sync. Read more
Source§fn push_entity(&self, entity: &dyn Entity)
fn push_entity(&self, entity: &dyn Entity)
Applies vanilla entity-to-entity push separation. Read more
Source§fn make_bounding_box_at(&self, position: DVec3) -> WorldAabb
fn make_bounding_box_at(&self, position: DVec3) -> WorldAabb
Builds this entity’s default bounding box at
position.Source§fn get_relative_portal_position(
&self,
axis: Axis,
portal_area: FoundRectangle,
) -> DVec3
fn get_relative_portal_position( &self, axis: Axis, portal_area: FoundRectangle, ) -> DVec3
Returns vanilla
Entity.getRelativePortalPosition.Source§fn default_tick(&self)
fn default_tick(&self)
Default vanilla
Entity.tick() behavior. Read moreSource§fn ride_tick(&self)
fn ride_tick(&self)
Called every game tick while this entity is riding another entity. Read more
Source§fn handle_portal(&self)
fn handle_portal(&self)
Runs vanilla
Entity.handlePortal behavior currently implemented by Steel.Source§fn entity_base_tick(&self)
fn entity_base_tick(&self)
Runs only vanilla
Entity.baseTick behavior. Read moreSource§fn check_below_world(&self)
fn check_below_world(&self)
Applies vanilla below-world handling.
Source§fn on_below_world(&self)
fn on_below_world(&self)
Runs entity-specific behavior after falling below the world.
Source§fn check_despawn(&self)
fn check_despawn(&self)
Runs vanilla pre-tick despawn checks.
Source§fn apply_inside_block_effect(&self, effect_type: InsideBlockEffectType)
fn apply_inside_block_effect(&self, effect_type: InsideBlockEffectType)
Applies an inside-block effect queued by vanilla’s step-based collector.
Source§fn pack_dirty_entity_data(&self) -> Option<Vec<DataValue>>
fn pack_dirty_entity_data(&self) -> Option<Vec<DataValue>>
Packs dirty entity data for network synchronization. Read more
Source§fn pack_all_entity_data(&self) -> Vec<DataValue>
fn pack_all_entity_data(&self) -> Vec<DataValue>
Packs all non-default entity data for initial spawn. Read more
Source§fn update_data_before_sync(&self)
fn update_data_before_sync(&self)
Updates synchronized entity data just before tracker sync. Read more
Source§fn is_removed(&self) -> bool
fn is_removed(&self) -> bool
Returns true if the entity has been marked for removal.
Source§fn is_alive(&self) -> bool
fn is_alive(&self) -> bool
Returns whether this entity is alive for vanilla generic entity checks.
Source§fn begin_pending_world_change(&self) -> Option<PendingWorldChangeToken>
fn begin_pending_world_change(&self) -> Option<PendingWorldChangeToken>
Marks this entity as waiting for a prepared world change.
Source§fn finish_pending_world_change(&self, token: PendingWorldChangeToken) -> bool
fn finish_pending_world_change(&self, token: PendingWorldChangeToken) -> bool
Clears a pending world change if it still matches the provided token.
Source§fn is_world_change_pending(&self) -> bool
fn is_world_change_pending(&self) -> bool
Returns true while this entity is waiting for a prepared world change.
Source§fn is_world_change_token_pending(&self, token: PendingWorldChangeToken) -> bool
fn is_world_change_token_pending(&self, token: PendingWorldChangeToken) -> bool
Returns true if the given world-change token is still pending.
Source§fn can_use_portal(&self, ignore_passenger: bool) -> bool
fn can_use_portal(&self, ignore_passenger: bool) -> bool
Returns whether this entity may enter a portal. Read more
Source§fn dimension_changing_delay(&self) -> i32
fn dimension_changing_delay(&self) -> i32
Returns vanilla’s dimension-changing portal cooldown delay in ticks. Read more
Source§fn removal_reason(&self) -> Option<RemovalReason>
fn removal_reason(&self) -> Option<RemovalReason>
Returns why this entity was removed, if it has been removed.
Source§fn set_removed(&self, reason: RemovalReason)
fn set_removed(&self, reason: RemovalReason)
Marks the entity as removed with the given reason.
Source§fn game_event(&self, event: GameEventRef)
fn game_event(&self, event: GameEventRef)
Emits a vanilla game event from this entity’s exact position.
Source§fn kill(&self, world: &World)
fn kill(&self, world: &World)
Kills this entity using vanilla’s living/non-living class split. Read more
Source§fn set_level_callback(&self, callback: Arc<dyn EntityLevelCallback>)
fn set_level_callback(&self, callback: Arc<dyn EntityLevelCallback>)
Sets the level callback for lifecycle events (movement, removal).
Source§fn notify_leash_holder(&self, _leashable: &dyn Entity)
fn notify_leash_holder(&self, _leashable: &dyn Entity)
Called by leashables while this entity is their live leash holder.
Source§fn notify_leashee_removed(&self, _leashable: &dyn Entity)
fn notify_leashee_removed(&self, _leashable: &dyn Entity)
Called when a leashable stops using this entity as its live leash holder.
Source§fn player_touch(self: Arc<Self>, _player: &Arc<Player>)
fn player_touch(self: Arc<Self>, _player: &Arc<Player>)
Called when a player touches this entity during nearby pickup processing.
Source§fn leashables_leashed_to(&self) -> Vec<SharedEntity> ⓘ
fn leashables_leashed_to(&self) -> Vec<SharedEntity> ⓘ
Finds leashable mobs in vanilla’s nearby leash scan whose holder is this entity.
Source§fn leashables_leashed_to_holder_in_area(
&self,
holder: &dyn Entity,
) -> Vec<SharedEntity> ⓘ
fn leashables_leashed_to_holder_in_area( &self, holder: &dyn Entity, ) -> Vec<SharedEntity> ⓘ
Finds leashable mobs in this entity’s nearby leash scan whose holder is
holder.Source§fn transfer_leashables_from_holder(&self, old_holder: &dyn Entity) -> bool
fn transfer_leashables_from_holder(&self, old_holder: &dyn Entity) -> bool
Transfers leashables currently held by
old_holder to this entity.Source§fn drop_all_leash_connections(&self, player: Option<&Player>) -> bool
fn drop_all_leash_connections(&self, player: Option<&Player>) -> bool
Drops this entity’s leash and all leashables attached to it.
Source§fn shear_off_all_leash_connections(&self, player: Option<&Player>) -> bool
fn shear_off_all_leash_connections(&self, player: Option<&Player>) -> bool
Shears off all leash connections reachable from this entity.
Source§fn attempt_to_shear_equipment(
&self,
player: &Player,
hand: InteractionHand,
) -> bool
fn attempt_to_shear_equipment( &self, player: &Player, hand: InteractionHand, ) -> bool
Runs vanilla
Entity.attemptToShearEquipment.Source§fn interact(
&self,
player: &Player,
hand: InteractionHand,
location: DVec3,
) -> InteractionResult
fn interact( &self, player: &Player, hand: InteractionHand, location: DVec3, ) -> InteractionResult
Handles vanilla entity right-click interaction.
Source§fn interact_entity(
&self,
player: &Player,
hand: InteractionHand,
_location: DVec3,
) -> InteractionResult
fn interact_entity( &self, player: &Player, hand: InteractionHand, _location: DVec3, ) -> InteractionResult
Handles shared vanilla
Entity.interact behavior.Source§fn is_living_entity(&self) -> bool
fn is_living_entity(&self) -> bool
Returns true for entities that implement vanilla living-entity behavior.
Source§fn is_abstract_arrow(&self) -> bool
fn is_abstract_arrow(&self) -> bool
Returns whether this entity belongs to vanilla’s
AbstractArrow hierarchy.Source§fn as_projectile(&self) -> Option<&dyn Projectile>
fn as_projectile(&self) -> Option<&dyn Projectile>
Returns this entity as a projectile when it has projectile behavior.
Source§fn as_living_entity(&self) -> Option<&dyn LivingEntity>
fn as_living_entity(&self) -> Option<&dyn LivingEntity>
Returns this entity as a living entity when it has living behavior. Read more
Source§fn as_item_frame(&self) -> Option<&dyn ItemFrame>
fn as_item_frame(&self) -> Option<&dyn ItemFrame>
Returns this entity as an item frame when it has item-frame behavior. Read more
Source§fn as_player(&self) -> Option<&Player>
fn as_player(&self) -> Option<&Player>
Returns this entity as a player when it is the concrete server player.
Source§fn with_weapon_item(&self, visitor: &mut dyn FnMut(Option<&ItemStack>))
fn with_weapon_item(&self, visitor: &mut dyn FnMut(Option<&ItemStack>))
Visits vanilla
Entity.getWeaponItem without copying inventory state.Source§fn is_pathfinder_mob(&self) -> bool
fn is_pathfinder_mob(&self) -> bool
Returns true for mobs with pathfinding navigation.
Source§fn as_pathfinder_mob(&self) -> Option<&dyn PathfinderMob>
fn as_pathfinder_mob(&self) -> Option<&dyn PathfinderMob>
Returns this entity as a pathfinder mob when it has pathfinding behavior. Read more
Source§fn as_mob(&self) -> Option<&dyn Mob>
fn as_mob(&self) -> Option<&dyn Mob>
Returns this entity as a mob when it has mob behavior. Read more
Source§fn as_animal(&self) -> Option<&dyn Animal>
fn as_animal(&self) -> Option<&dyn Animal>
Returns this entity as an animal when it has animal behavior. Read more
Source§fn is_ageable_mob(&self) -> bool
fn is_ageable_mob(&self) -> bool
Returns true for entities that implement vanilla ageable-mob behavior.
Source§fn as_ageable_mob(&self) -> Option<&dyn AgeableMob>
fn as_ageable_mob(&self) -> Option<&dyn AgeableMob>
Returns this entity as an ageable mob when it has ageable behavior. Read more
Source§fn is_item_steerable(&self) -> bool
fn is_item_steerable(&self) -> bool
Returns true for entities that implement vanilla item-steered boosts.
Source§fn as_item_steerable(&self) -> Option<&dyn ItemSteerable>
fn as_item_steerable(&self) -> Option<&dyn ItemSteerable>
Returns this entity as item steerable when it has item-steering behavior. Read more
Source§fn forces_fall_flying_velocity_sync(&self) -> bool
fn forces_fall_flying_velocity_sync(&self) -> bool
Returns true when vanilla
ServerEntity should force velocity sync for fall flying.Source§fn uses_client_movement_packets(&self) -> bool
fn uses_client_movement_packets(&self) -> bool
Returns true when movement is driven by serverbound movement packets.
Source§fn is_server_driven_movement(&self) -> bool
fn is_server_driven_movement(&self) -> bool
Returns true when normal server ticks drive this entity’s movement.
Source§fn can_simulate_movement(&self) -> bool
fn can_simulate_movement(&self) -> bool
Returns true when vanilla allows this side to apply movement simulation side effects.
Source§fn is_effective_ai(&self) -> bool
fn is_effective_ai(&self) -> bool
Returns true when vanilla allows this side to run entity AI/travel logic.
Source§fn is_suppressing_bounce(&self) -> bool
fn is_suppressing_bounce(&self) -> bool
Returns true when vanilla landing bounce should be suppressed.
Source§fn is_stepping_carefully(&self) -> bool
fn is_stepping_carefully(&self) -> bool
Returns true when vanilla block step-on hooks should treat this entity as careful.
Source§fn is_descending(&self) -> bool
fn is_descending(&self) -> bool
Returns true when vanilla collision context should treat the entity as descending.
Sets the vanilla shift-key-down shared flag.
Sets the vanilla swimming shared flag.
Source§fn update_swimming(&self)
fn update_swimming(&self)
Updates the vanilla swimming shared flag. Read more
Source§fn default_update_swimming(&self)
fn default_update_swimming(&self)
Shared body of vanilla
Entity.updateSwimming for player overrides.Sets the vanilla sprinting shared flag.
Sets the vanilla fall-flying shared flag.
Source§fn is_flying_vehicle(&self) -> bool
fn is_flying_vehicle(&self) -> bool
Returns whether vanilla excludes this vehicle from floating kicks.
Source§fn on_climbable(&self) -> bool
fn on_climbable(&self) -> bool
Returns true if vanilla rules consider this entity to be on a climbable block.
Source§fn known_movement(&self) -> DVec3
fn known_movement(&self) -> DVec3
Returns the movement vector vanilla exposes for block-contact logic.
Source§fn known_speed(&self) -> DVec3
fn known_speed(&self) -> DVec3
Returns the base-tick displacement vanilla exposes as
getKnownSpeed.Source§fn tick_count(&self) -> i32
fn tick_count(&self) -> i32
Returns vanilla
Entity.tickCount.Source§fn advance_tick_count(&self)
fn advance_tick_count(&self)
Advances vanilla
Entity.tickCount.Source§fn fall_sounds(&self) -> (SoundEventRef, SoundEventRef)
fn fall_sounds(&self) -> (SoundEventRef, SoundEventRef)
Returns vanilla small and big fall sounds for this entity.
Source§fn rotation(&self) -> (f32, f32)
fn rotation(&self) -> (f32, f32)
Gets the entity’s rotation as (yaw, pitch) in degrees. Read more
Source§fn set_rotation(&self, rotation: (f32, f32))
fn set_rotation(&self, rotation: (f32, f32))
Sets the entity’s rotation as (yaw, pitch) in degrees.
Source§fn direction_yaw(&self) -> Direction
fn direction_yaw(&self) -> Direction
Gets the nearest horizontal direction to the entity’s yaw (horizontal rotation).
Source§fn look_at(&self, from_anchor: EntityAnchor, target: DVec3)
fn look_at(&self, from_anchor: EntityAnchor, target: DVec3)
Rotates this entity to face a fixed position.
Source§fn look_at_entity(
&self,
from_anchor: EntityAnchor,
target: &dyn Entity,
target_anchor: EntityAnchor,
)
fn look_at_entity( &self, from_anchor: EntityAnchor, target: &dyn Entity, target_anchor: EntityAnchor, )
Rotates this entity to follow an anchored point on another entity.
Source§fn get_eye_height(&self) -> f64
fn get_eye_height(&self) -> f64
Gets the eye height for this entity. Read more
Source§fn get_fluid_jump_threshold(&self) -> f64
fn get_fluid_jump_threshold(&self) -> f64
Returns vanilla
Entity.getFluidJumpThreshold().Source§fn is_in_wall(&self) -> bool
fn is_in_wall(&self) -> bool
Mirrors vanilla
Entity.isInWall.Source§fn calculate_view_vector(&self, pitch_degrees: f32, yaw_degrees: f32) -> DVec3
fn calculate_view_vector(&self, pitch_degrees: f32, yaw_degrees: f32) -> DVec3
Calculates vanilla
Entity.calculateViewVector().Source§fn look_angle(&self) -> DVec3
fn look_angle(&self) -> DVec3
Returns vanilla
Entity.getLookAngle().Source§fn hand_holding_item_angle(&self, item: ItemRef) -> DVec3
fn hand_holding_item_angle(&self, item: ItemRef) -> DVec3
Returns the vanilla offset for the hand holding
item. Read moreSource§fn set_velocity(&self, velocity: DVec3)
fn set_velocity(&self, velocity: DVec3)
Sets the entity’s velocity.
Source§fn needs_velocity_sync(&self) -> bool
fn needs_velocity_sync(&self) -> bool
Returns true when vanilla
ServerEntity should consider sending velocity.Source§fn mark_velocity_sync(&self)
fn mark_velocity_sync(&self)
Marks velocity for vanilla
ServerEntity synchronization.Source§fn clear_velocity_sync(&self)
fn clear_velocity_sync(&self)
Clears the vanilla velocity sync marker after send processing.
Source§fn hurt_marked(&self) -> bool
fn hurt_marked(&self) -> bool
Returns true when vanilla hurt-marked velocity sync is pending.
Source§fn clear_hurt_mark(&self)
fn clear_hurt_mark(&self)
Clears the vanilla hurt-marked motion sync flag.
Source§fn fall_distance(&self) -> f64
fn fall_distance(&self) -> f64
Returns accumulated vanilla fall distance.
Source§fn is_in_powder_snow(&self) -> bool
fn is_in_powder_snow(&self) -> bool
Returns whether this entity is currently inside powder snow.
Source§fn was_in_powder_snow(&self) -> bool
fn was_in_powder_snow(&self) -> bool
Returns whether this entity was inside powder snow during the previous base tick.
Source§fn set_fall_distance(&self, fall_distance: f64)
fn set_fall_distance(&self, fall_distance: f64)
Sets accumulated vanilla fall distance.
Source§fn reset_fall_distance(&self)
fn reset_fall_distance(&self)
Resets accumulated vanilla fall distance.
Source§fn check_fall_distance_accumulation(&self)
fn check_fall_distance_accumulation(&self)
Mirrors vanilla
Entity.checkFallDistanceAccumulation().Source§fn fire_freeze_state(&self) -> EntityFireFreezeState
fn fire_freeze_state(&self) -> EntityFireFreezeState
Returns the current vanilla fire/freeze state.
Source§fn remaining_fire_ticks(&self) -> i32
fn remaining_fire_ticks(&self) -> i32
Returns vanilla
remainingFireTicks.Source§fn set_remaining_fire_ticks(&self, remaining_fire_ticks: i32)
fn set_remaining_fire_ticks(&self, remaining_fire_ticks: i32)
Sets vanilla
remainingFireTicks.Source§fn ticks_frozen(&self) -> i32
fn ticks_frozen(&self) -> i32
Returns synchronized vanilla
TicksFrozen.Source§fn set_ticks_frozen(&self, ticks_frozen: i32)
fn set_ticks_frozen(&self, ticks_frozen: i32)
Sets synchronized vanilla
TicksFrozen.Source§fn fire_immune(&self) -> bool
fn fire_immune(&self) -> bool
Returns whether this entity is immune to fire effects and fire damage.
Source§fn fire_immune_ticks(&self) -> i32
fn fire_immune_ticks(&self) -> i32
Returns vanilla fire immunity cooldown ticks after not being ignited.
Source§fn should_play_lava_hurt_sound(&self) -> bool
fn should_play_lava_hurt_sound(&self) -> bool
Returns whether vanilla should play this entity’s lava hurt sound.
Source§fn remaining_fire_ticks_cap(&self) -> Option<i32>
fn remaining_fire_ticks_cap(&self) -> Option<i32>
Maximum vanilla
remainingFireTicks this entity can store.Source§fn fire_ignite_extra_ticks(&self) -> i32
fn fire_ignite_extra_ticks(&self) -> i32
Returns extra ticks added by fire-block ignition before 8-second ignition.
Source§fn is_on_fire(&self) -> bool
fn is_on_fire(&self) -> bool
Returns whether the entity is on fire on the server.
Source§fn has_visual_fire(&self) -> bool
fn has_visual_fire(&self) -> bool
Returns vanilla
hasVisualFire.Source§fn is_freezing(&self) -> bool
fn is_freezing(&self) -> bool
Returns whether the entity has any frozen ticks.
Source§fn default_can_freeze(&self) -> bool
fn default_can_freeze(&self) -> bool
Returns vanilla
Entity.canFreeze() without living-equipment overrides.Source§fn can_freeze(&self) -> bool
fn can_freeze(&self) -> bool
Returns whether this entity may accumulate frozen ticks.
Source§fn ticks_required_to_freeze(&self) -> i32
fn ticks_required_to_freeze(&self) -> i32
Returns vanilla
getTicksRequiredToFreeze.Source§fn is_fully_frozen(&self) -> bool
fn is_fully_frozen(&self) -> bool
Returns whether this entity has reached full-freeze duration.
Source§fn percent_frozen(&self) -> f32
fn percent_frozen(&self) -> f32
Returns vanilla
Entity.getPercentFrozen.Source§fn clear_freeze(&self)
fn clear_freeze(&self)
Clears accumulated freezing.
Source§fn clear_fire(&self)
fn clear_fire(&self)
Clears fire without resetting the vanilla fire immunity cooldown.
Source§fn ignite_for_ticks(&self, number_of_ticks: i32)
fn ignite_for_ticks(&self, number_of_ticks: i32)
Ignites this entity for a vanilla tick duration.
Source§fn sync_base_fire_freeze_entity_data(&self)
fn sync_base_fire_freeze_entity_data(&self)
Projects base fire/freeze state into generated synced entity data.
Source§fn sync_base_entity_data(&self)
fn sync_base_entity_data(&self)
Projects all base-owned synchronized fields into generated entity data.
Source§fn is_in_water(&self) -> bool
fn is_in_water(&self) -> bool
Returns true if this entity is currently touching water.
Source§fn is_in_lava(&self) -> bool
fn is_in_lava(&self) -> bool
Returns true if this entity is currently touching lava.
Source§fn is_eye_in_water(&self) -> bool
fn is_eye_in_water(&self) -> bool
Returns true if this entity’s eyes are currently inside water.
Source§fn is_eye_in_lava(&self) -> bool
fn is_eye_in_lava(&self) -> bool
Returns true if this entity’s eyes are currently inside lava.
Source§fn is_under_water(&self) -> bool
fn is_under_water(&self) -> bool
Returns vanilla underwater state.
Source§fn fluid_contact(&self) -> EntityFluidContact
fn fluid_contact(&self) -> EntityFluidContact
Returns cached fluid contact from the last entity fluid refresh.
Source§fn refresh_fluid_contact(&self) -> EntityFluidContact
fn refresh_fluid_contact(&self) -> EntityFluidContact
Refreshes cached fluid contact from this entity’s current bounding box.
Source§fn refresh_fluid_contact_for_base_tick(&self) -> EntityFluidContact
fn refresh_fluid_contact_for_base_tick(&self) -> EntityFluidContact
Refreshes cached fluid contact with vanilla base-tick eye-water history.
Source§fn scan_and_store_fluid_contact(
&self,
advance_eye_water_history: bool,
) -> EntityFluidContact
fn scan_and_store_fluid_contact( &self, advance_eye_water_history: bool, ) -> EntityFluidContact
Scans current fluid contact and stores it on the entity base.
Source§fn apply_fluid_current_for_base_tick(
&self,
world: &Arc<World>,
contact: EntityFluidContact,
)
fn apply_fluid_current_for_base_tick( &self, world: &Arc<World>, contact: EntityFluidContact, )
Applies vanilla water/lava current impulses from the base-tick fluid scan.
Source§fn apply_fluid_current_impulse(&self, impulse: DVec3)
fn apply_fluid_current_impulse(&self, impulse: DVec3)
Applies a non-zero fluid current impulse and marks velocity sync.
Source§fn is_fall_damage_immune(&self) -> bool
fn is_fall_damage_immune(&self) -> bool
Returns true if this entity type ignores vanilla fall damage.
Source§fn propagate_fall_to_passengers(
&self,
fall_distance: f64,
damage_modifier: f32,
source: &DamageSource,
)
fn propagate_fall_to_passengers( &self, fall_distance: f64, damage_modifier: f32, source: &DamageSource, )
Propagates vanilla fall-damage handling to passengers.
Source§fn cause_fall_damage(
&self,
fall_distance: f64,
damage_modifier: f32,
source: &DamageSource,
) -> bool
fn cause_fall_damage( &self, fall_distance: f64, damage_modifier: f32, source: &DamageSource, ) -> bool
Applies vanilla fall damage. Read more
Source§fn horizontal_collision(&self) -> bool
fn horizontal_collision(&self) -> bool
Returns true if the last movement was clipped horizontally.
Source§fn vertical_collision(&self) -> bool
fn vertical_collision(&self) -> bool
Returns true if the last movement was clipped vertically.
Source§fn vertical_collision_below(&self) -> bool
fn vertical_collision_below(&self) -> bool
Returns true if the last vertical collision was below the entity.
Source§fn no_physics(&self) -> bool
fn no_physics(&self) -> bool
Returns true when movement bypasses collision physics.
Source§fn is_affected_by_blocks(&self) -> bool
fn is_affected_by_blocks(&self) -> bool
Returns true when vanilla block-contact effects may run for this entity.
Source§fn set_no_physics(&self, no_physics: bool)
fn set_no_physics(&self, no_physics: bool)
Sets whether this entity bypasses collision physics.
Source§fn update_no_physics_from_current_collision(&self)
fn update_no_physics_from_current_collision(&self)
Updates item-style
noPhysics from the entity’s current collision state.Source§fn move_towards_closest_space(&self, x: f64, y: f64, z: f64)
fn move_towards_closest_space(&self, x: f64, y: f64, z: f64)
Nudges velocity toward the closest non-full collision block.
Source§fn default_make_stuck_in_block(
&self,
_state: BlockStateId,
speed_multiplier: DVec3,
)
fn default_make_stuck_in_block( &self, _state: BlockStateId, speed_multiplier: DVec3, )
Default vanilla stuck-in-block movement for the next movement pass.
Source§fn make_stuck_in_block(&self, state: BlockStateId, speed_multiplier: DVec3)
fn make_stuck_in_block(&self, state: BlockStateId, speed_multiplier: DVec3)
Applies vanilla stuck-in-block movement for the next movement pass.
Source§fn apply_effects_from_blocks(&self)
fn apply_effects_from_blocks(&self)
Applies current block-contact effects to this entity. Read more
Source§fn apply_effects_from_blocks_between(&self, from: DVec3, to: DVec3)
fn apply_effects_from_blocks_between(&self, from: DVec3, to: DVec3)
Applies block-contact effects for one explicit movement segment. Read more
Source§fn apply_effects_from_blocks_for_last_movements(&self)
fn apply_effects_from_blocks_for_last_movements(&self)
Replays the last finalized block-contact movement list.
Source§fn set_on_ground(&self, on_ground: bool)
fn set_on_ground(&self, on_ground: bool)
Sets whether the entity is on the ground.
Source§fn set_on_ground_with_movement(
&self,
on_ground: bool,
horizontal_collision: bool,
movement: DVec3,
)
fn set_on_ground_with_movement( &self, on_ground: bool, horizontal_collision: bool, movement: DVec3, )
Sets ground and horizontal collision flags from accepted movement.
Source§fn default_apply_accepted_client_movement(
&self,
world: &Arc<World>,
accepted: AcceptedClientMovement,
) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
fn default_apply_accepted_client_movement( &self, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
Default final state application for accepted client-authored movement. Read more
Source§fn apply_accepted_client_movement(
&self,
world: &Arc<World>,
accepted: AcceptedClientMovement,
) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
fn apply_accepted_client_movement( &self, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
Applies final state accepted from a client-authored movement packet.
Source§fn apply_accepted_client_vehicle_movement(
&self,
world: &Arc<World>,
accepted: AcceptedClientMovement,
) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
fn apply_accepted_client_vehicle_movement( &self, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
Applies final state accepted from a controlled-vehicle movement packet.
Source§fn try_set_position(&self, pos: DVec3) -> Result<(), EntityMoveError>
fn try_set_position(&self, pos: DVec3) -> Result<(), EntityMoveError>
Attempts to set the entity’s position through world lifecycle validation.
Source§fn set_old_position_to_current(&self)
fn set_old_position_to_current(&self)
Sets the vanilla movement-trace old position to the current position.
Source§fn set_old_position(&self, old_position: DVec3)
fn set_old_position(&self, old_position: DVec3)
Sets the vanilla movement-trace old position explicitly.
Source§fn remove_latest_movement_recording(&self)
fn remove_latest_movement_recording(&self)
Removes the latest movement segment recorded this tick.
Source§fn on_pos(&self, offset: f32) -> Option<BlockPos>
fn on_pos(&self, offset: f32) -> Option<BlockPos>
Returns the block position this entity is standing on.
Source§fn block_pos_below_that_affects_movement(&self) -> Option<BlockPos>
fn block_pos_below_that_affects_movement(&self) -> Option<BlockPos>
Returns the block position used for movement-affecting block properties.
Source§fn on_pos_legacy(&self) -> Option<BlockPos>
fn on_pos_legacy(&self) -> Option<BlockPos>
Returns vanilla
getOnPosLegacy(), used by fall/step block hooks.Source§fn block_speed_factor(&self) -> f32
fn block_speed_factor(&self) -> f32
Returns the vanilla block speed factor applied after movement.
Source§fn block_jump_factor(&self) -> f32
fn block_jump_factor(&self) -> f32
Returns vanilla
Entity.getBlockJumpFactor().Source§fn dimensions_for_pose(&self, _pose: EntityPose) -> EntityDimensions
fn dimensions_for_pose(&self, _pose: EntityPose) -> EntityDimensions
Returns vanilla dimensions for a physical pose.
Source§fn refresh_dimensions(&self)
fn refresh_dimensions(&self)
Refreshes dimensions for the current physical pose.
Source§fn is_crouching(&self) -> bool
fn is_crouching(&self) -> bool
Returns whether vanilla currently considers this entity crouching.
Source§fn is_swimming(&self) -> bool
fn is_swimming(&self) -> bool
Returns whether vanilla currently considers this entity swimming.
Source§fn is_on_rails(&self) -> bool
fn is_on_rails(&self) -> bool
Returns whether this entity is on rails.
Source§fn is_state_climbable(&self, state: BlockStateId) -> bool
fn is_state_climbable(&self, state: BlockStateId) -> bool
Returns whether a block state is climbable for base movement effects.
Source§fn movement_emission(&self) -> EntityMovementEmission
fn movement_emission(&self) -> EntityMovementEmission
Returns vanilla movement side effects emitted by this entity.
Source§fn may_interact(&self, _world: &World, _pos: BlockPos) -> bool
fn may_interact(&self, _world: &World, _pos: BlockPos) -> bool
Returns whether this entity may modify the world at a position. Read more
Source§fn air_supply(&self) -> i32
fn air_supply(&self) -> i32
Returns the synchronized vanilla
Air value.Source§fn set_air_supply(&self, air_supply: i32)
fn set_air_supply(&self, air_supply: i32)
Sets the synchronized vanilla
Air value.Source§fn max_air_supply(&self) -> i32
fn max_air_supply(&self) -> i32
Returns this entity’s maximum vanilla air supply.
Source§fn portal_cooldown(&self) -> i32
fn portal_cooldown(&self) -> i32
Returns the vanilla portal cooldown in ticks.
Source§fn set_portal_cooldown(&self, portal_cooldown: i32)
fn set_portal_cooldown(&self, portal_cooldown: i32)
Sets the vanilla portal cooldown in ticks.
Source§fn is_on_portal_cooldown(&self) -> bool
fn is_on_portal_cooldown(&self) -> bool
Returns whether the entity is on vanilla portal cooldown.
Source§fn reset_portal_cooldown(&self)
fn reset_portal_cooldown(&self)
Resets vanilla portal cooldown to this entity’s dimension-changing delay. Read more
Source§fn set_as_inside_portal(&self, portal: PortalKind, entry_position: BlockPos)
fn set_as_inside_portal(&self, portal: PortalKind, entry_position: BlockPos)
Marks this entity as inside a vanilla portal during the current tick. Read more
Source§fn custom_name(&self) -> Option<TextComponent>
fn custom_name(&self) -> Option<TextComponent>
Returns this entity’s optional vanilla custom name.
Source§fn set_custom_name(&self, custom_name: Option<TextComponent>)
fn set_custom_name(&self, custom_name: Option<TextComponent>)
Sets this entity’s optional vanilla custom name.
Source§fn is_custom_name_visible(&self) -> bool
fn is_custom_name_visible(&self) -> bool
Returns whether vanilla renders this entity’s custom name.
Source§fn set_custom_name_visible(&self, visible: bool)
fn set_custom_name_visible(&self, visible: bool)
Sets whether vanilla renders this entity’s custom name.
Source§fn has_glowing_tag(&self) -> bool
fn has_glowing_tag(&self) -> bool
Returns whether this entity has the server-owned vanilla glowing tag.
Source§fn set_glowing_tag(&self, glowing: bool)
fn set_glowing_tag(&self, glowing: bool)
Sets this entity’s server-owned vanilla glowing tag.
Returns a snapshot of this entity’s vanilla scoreboard tags.
Source§fn remove_tag(&self, tag: &str) -> bool
fn remove_tag(&self, tag: &str) -> bool
Removes a vanilla scoreboard tag.
Source§fn custom_data(&self) -> NbtCompound
fn custom_data(&self) -> NbtCompound
Returns a snapshot of this entity’s vanilla custom data.
Source§fn set_custom_data(&self, custom_data: NbtCompound)
fn set_custom_data(&self, custom_data: NbtCompound)
Replaces this entity’s vanilla custom data.
Source§fn sound_source(&self) -> SoundSource
fn sound_source(&self) -> SoundSource
Returns this entity’s vanilla sound source category.
Source§fn swim_sound(&self) -> SoundEventRef
fn swim_sound(&self) -> SoundEventRef
Returns this entity’s vanilla swim sound.
Source§fn set_silent(&self, silent: bool)
fn set_silent(&self, silent: bool)
Sets whether sounds from this entity are suppressed.
Source§fn broadcast_entity_event(&self, event: EntityStatus)
fn broadcast_entity_event(&self, event: EntityStatus)
Broadcasts a vanilla entity event/status packet near this entity.
Source§fn play_sound(&self, sound: SoundEventRef, volume: f32, pitch: f32)
fn play_sound(&self, sound: SoundEventRef, volume: f32, pitch: f32)
Plays an entity sound at the entity’s exact position.
Source§fn play_entity_on_fire_extinguished_sound(&self)
fn play_entity_on_fire_extinguished_sound(&self)
Plays vanilla’s extinguished-on-fire entity sound.
Source§fn play_step_sound(&self, _pos: BlockPos, block_state: BlockStateId)
fn play_step_sound(&self, _pos: BlockPos, block_state: BlockStateId)
Plays the base vanilla step sound for a block.
Source§fn play_block_step_sound(&self, block_state: BlockStateId)
fn play_block_step_sound(&self, block_state: BlockStateId)
Plays a vanilla block step sound at this entity’s current position.
Source§fn play_muffled_step_sound(&self, block_state: BlockStateId)
fn play_muffled_step_sound(&self, block_state: BlockStateId)
Plays vanilla’s muffled secondary step sound.
Source§fn play_combination_step_sounds(
&self,
primary_step_sound: BlockStateId,
secondary_step_sound: BlockStateId,
)
fn play_combination_step_sounds( &self, primary_step_sound: BlockStateId, secondary_step_sound: BlockStateId, )
Plays vanilla’s combination primary and secondary step sounds.
Source§fn walking_step_sound(&self, pos: BlockPos, block_state: BlockStateId)
fn walking_step_sound(&self, pos: BlockPos, block_state: BlockStateId)
Plays vanilla walking step sounds, including amethyst chimes.
Source§fn play_amethyst_step_sound(&self)
fn play_amethyst_step_sound(&self)
Plays vanilla amethyst step chime when its cooldown permits it.
Source§fn water_swim_sound(&self)
fn water_swim_sound(&self)
Plays vanilla swim sound from movement emission.
Source§fn play_swim_sound(&self, volume: f32)
fn play_swim_sound(&self, volume: f32)
Plays this entity’s swim sound at the given volume.
Source§fn is_flapping(&self) -> bool
fn is_flapping(&self) -> bool
Returns whether the entity is currently flapping.
Source§fn process_flapping_movement(&self)
fn process_flapping_movement(&self)
Processes vanilla flap movement side effects.
Source§fn next_step(&self) -> f32
fn next_step(&self) -> f32
Returns the next step threshold after movement side effects are produced.
Source§fn apply_movement_emission_and_play_sound(
&self,
emission: EntityMovementEmission,
clipped_movement: DVec3,
effect_pos: BlockPos,
effect_state: BlockStateId,
)
fn apply_movement_emission_and_play_sound( &self, emission: EntityMovementEmission, clipped_movement: DVec3, effect_pos: BlockPos, effect_state: BlockStateId, )
Applies vanilla movement sounds and game events after a completed move.
Source§fn apply_movement_side_effects_after_move(
&self,
world: &World,
actual_movement: DVec3,
)
fn apply_movement_side_effects_after_move( &self, world: &World, actual_movement: DVec3, )
Applies movement side effects after vanilla collision and landing updates.
Source§fn vibration_and_sound_effects_from_block(
&self,
pos: BlockPos,
block_state: BlockStateId,
should_sound: bool,
should_vibrate: bool,
clipped_movement: DVec3,
) -> bool
fn vibration_and_sound_effects_from_block( &self, pos: BlockPos, block_state: BlockStateId, should_sound: bool, should_vibrate: bool, clipped_movement: DVec3, ) -> bool
Emits step side effects from a candidate movement-effect block.
Source§fn max_up_step(&self) -> f32
fn max_up_step(&self) -> f32
Maximum height this entity can step up during normal movement.
Source§fn backs_off_from_edge(&self) -> bool
fn backs_off_from_edge(&self) -> bool
Whether movement should apply player-style sneak edge prevention.
Source§fn get_default_gravity(&self) -> f64
fn get_default_gravity(&self) -> f64
Gets the default gravity for this entity type. Read more
Source§fn is_no_gravity(&self) -> bool
fn is_no_gravity(&self) -> bool
Returns true if gravity is disabled for this entity.
Source§fn set_no_gravity(&self, no_gravity: bool)
fn set_no_gravity(&self, no_gravity: bool)
Sets the shared vanilla
NoGravity flag.Source§fn is_invulnerable(&self) -> bool
fn is_invulnerable(&self) -> bool
Returns the shared vanilla
Invulnerable flag.Source§fn set_invulnerable(&self, invulnerable: bool)
fn set_invulnerable(&self, invulnerable: bool)
Sets the shared vanilla
Invulnerable flag.Source§fn get_gravity(&self) -> f64
fn get_gravity(&self) -> f64
Gets the current gravity value. Read more
Source§fn apply_gravity(&self)
fn apply_gravity(&self)
Applies gravity to the entity’s velocity. Read more
Source§fn move_relative(&self, speed: f32, input: DVec3)
fn move_relative(&self, speed: f32, input: DVec3)
Applies vanilla
Entity.moveRelative().Source§fn move_without_physics(&self, delta: DVec3) -> Option<MoveResult>
fn move_without_physics(&self, delta: DVec3) -> Option<MoveResult>
Moves the entity without collision physics.
Source§fn move_entity(&self, mover_type: MoverType, delta: DVec3) -> Option<MoveResult>
fn move_entity(&self, mover_type: MoverType, delta: DVec3) -> Option<MoveResult>
Moves the entity with collision detection. Read more
Source§fn apply_fall_damage_after_move(
&self,
result: &MoveResult,
world: &Arc<World>,
) -> bool
fn apply_fall_damage_after_move( &self, result: &MoveResult, world: &Arc<World>, ) -> bool
Applies vanilla fall-distance bookkeeping after accepted movement.
Source§fn reset_fall_distance_on_resetting_clip(
&self,
world: &Arc<World>,
movement: DVec3,
)
fn reset_fall_distance_on_resetting_clip( &self, world: &Arc<World>, movement: DVec3, )
Resets fall distance when vanilla’s fall-damage-resetting clip hits.
Source§fn do_check_fall_damage(
&self,
movement: DVec3,
on_ground: bool,
world: &Arc<World>,
) -> bool
fn do_check_fall_damage( &self, movement: DVec3, on_ground: bool, world: &Arc<World>, ) -> bool
Mirrors vanilla
Entity.doCheckFallDamage. Read moreSource§fn refresh_supporting_block_for_fall_damage(
&self,
movement: DVec3,
on_ground: bool,
)
fn refresh_supporting_block_for_fall_damage( &self, movement: DVec3, on_ground: bool, )
Refreshes vanilla supporting-block state before fall-damage side effects.
Source§fn check_fall_damage(
&self,
vertical_movement: f64,
on_ground: bool,
on_state: BlockStateId,
pos: BlockPos,
world: &Arc<World>,
)
fn check_fall_damage( &self, vertical_movement: f64, on_ground: bool, on_state: BlockStateId, pos: BlockPos, world: &Arc<World>, )
Mirrors vanilla
Entity.checkFallDamage.Source§fn ground_contact_after_movement(
&self,
on_ground: bool,
movement: Option<DVec3>,
) -> EntityGroundContact
fn ground_contact_after_movement( &self, on_ground: bool, movement: Option<DVec3>, ) -> EntityGroundContact
Computes vanilla support state for an on-ground update.
Source§fn check_supporting_block(
&self,
on_ground: bool,
movement: Option<DVec3>,
world: &Arc<World>,
) -> EntityGroundContact
fn check_supporting_block( &self, on_ground: bool, movement: Option<DVec3>, world: &Arc<World>, ) -> EntityGroundContact
Mirrors vanilla
Entity.checkSupportingBlock.Source§fn spawn_at_location(
&self,
item: ItemStack,
y_offset: f64,
) -> Option<Arc<ItemEntity>>
fn spawn_at_location( &self, item: ItemStack, y_offset: f64, ) -> Option<Arc<ItemEntity>>
Spawns an item at this entity’s location. Read more
Source§fn spawn_at_location_with_offset(
&self,
item: ItemStack,
offset: DVec3,
) -> Option<Arc<ItemEntity>>
fn spawn_at_location_with_offset( &self, item: ItemStack, offset: DVec3, ) -> Option<Arc<ItemEntity>>
Spawns an item at this entity’s location plus a vanilla attachment offset.
Source§impl Projectile for FireworkRocketEntity
impl Projectile for FireworkRocketEntity
Source§fn projectile_base(&self) -> &ProjectileBase
fn projectile_base(&self) -> &ProjectileBase
Returns shared projectile runtime state.
Source§fn calculate_horizontal_hurt_knockback_direction(
&self,
hurt_entity: &dyn LivingEntity,
_damage_source: &DamageSource,
) -> (f64, f64)
fn calculate_horizontal_hurt_knockback_direction( &self, hurt_entity: &dyn LivingEntity, _damage_source: &DamageSource, ) -> (f64, f64)
Returns the horizontal hurt-knockback vector used for this projectile.
Source§fn on_hit_entity(&self, _entity: &SharedEntity, _location: DVec3)
fn on_hit_entity(&self, _entity: &SharedEntity, _location: DVec3)
Vanilla
Projectile.onHitEntity (no-op by default).Source§fn on_hit_block(&self, hit: &ClipHitResult)
fn on_hit_block(&self, hit: &ClipHitResult)
Vanilla
Projectile.onHitBlock.Source§fn set_owner_uuid(&self, owner: Option<Uuid>)
fn set_owner_uuid(&self, owner: Option<Uuid>)
Sets the owner UUID. Vanilla stores an
EntityReference; Steel stores the
UUID and resolves lazily.Source§fn set_owner_entity(&self, owner: Option<&SharedEntity>)
fn set_owner_entity(&self, owner: Option<&SharedEntity>)
Sets the owning entity and caches its live reference.
Source§fn cache_owner_entity(&self, owner: &SharedEntity)
fn cache_owner_entity(&self, owner: &SharedEntity)
Caches a live owner reference when it matches the saved owner UUID.
Source§fn owner_uuid(&self) -> Option<Uuid>
fn owner_uuid(&self) -> Option<Uuid>
Returns the owner UUID, if any.
Source§fn get_owner(&self) -> Option<SharedEntity>
fn get_owner(&self) -> Option<SharedEntity>
Resolves the owning entity in the current world (vanilla
Projectile.getOwner).Source§fn projectile_may_interact(&self, world: &World, pos: BlockPos) -> bool
fn projectile_may_interact(&self, world: &World, pos: BlockPos) -> bool
Returns vanilla
Projectile.mayInteract for a block position.Source§fn has_been_shot(&self) -> bool
fn has_been_shot(&self) -> bool
Returns vanilla
Projectile.hasBeenShot.Source§fn set_has_been_shot(&self, value: bool)
fn set_has_been_shot(&self, value: bool)
Sets vanilla
Projectile.hasBeenShot.Source§fn left_owner(&self) -> bool
fn left_owner(&self) -> bool
Returns vanilla
Projectile.leftOwner.Source§fn check_left_owner(&self)
fn check_left_owner(&self)
Runs vanilla
Projectile.checkLeftOwner.Source§fn reset_left_owner_checked(&self)
fn reset_left_owner_checked(&self)
Resets the per-tick left-owner check flag (vanilla clears it after
tick).Source§fn is_outside_owner_collision_range(&self) -> bool
fn is_outside_owner_collision_range(&self) -> bool
Returns vanilla
Projectile.isOutsideOwnerCollisionRange.Source§fn can_hit_entity(&self, entity: &dyn Entity) -> bool
fn can_hit_entity(&self, entity: &dyn Entity) -> bool
Returns vanilla
Projectile.canHitEntity.Source§fn get_movement_to_shoot(
&self,
direction: DVec3,
power: f32,
uncertainty: f32,
) -> DVec3
fn get_movement_to_shoot( &self, direction: DVec3, power: f32, uncertainty: f32, ) -> DVec3
Returns vanilla
Projectile.getMovementToShoot.Source§fn shoot(&self, direction: DVec3, power: f32, uncertainty: f32)
fn shoot(&self, direction: DVec3, power: f32, uncertainty: f32)
Runs vanilla
Projectile.shoot.Source§fn shoot_from_rotation(
&self,
source: &dyn Entity,
x_rot: f32,
y_rot: f32,
y_offset: f32,
power: f32,
uncertainty: f32,
)
fn shoot_from_rotation( &self, source: &dyn Entity, x_rot: f32, y_rot: f32, y_offset: f32, power: f32, uncertainty: f32, )
Runs vanilla
Projectile.shootFromRotation.Source§fn update_rotation(&self)
fn update_rotation(&self)
Runs vanilla
Projectile.updateRotation (lerped toward the movement vector).Source§fn deflect(
&self,
deflection: ProjectileDeflection,
deflecting_entity: Option<&dyn Entity>,
new_owner_uuid: Option<Uuid>,
new_owner_entity: Option<&SharedEntity>,
by_attack: bool,
) -> bool
fn deflect( &self, deflection: ProjectileDeflection, deflecting_entity: Option<&dyn Entity>, new_owner_uuid: Option<Uuid>, new_owner_entity: Option<&SharedEntity>, by_attack: bool, ) -> bool
Applies a Vanilla projectile deflection.
Source§fn on_deflection(&self, _by_attack: bool)
fn on_deflection(&self, _by_attack: bool)
Called after a successful Vanilla projectile deflection.
Source§fn should_bounce_on_world_border(&self) -> bool
fn should_bounce_on_world_border(&self) -> bool
Returns whether this projectile bounces from the world border.
Source§fn get_hit_result_on_move_vector(&self) -> Option<ProjectileHit>
fn get_hit_result_on_move_vector(&self) -> Option<ProjectileHit>
Casts the move vector and returns the nearest block/entity hit (vanilla
ProjectileUtil.getHitResultOnMoveVector with this::canHitEntity).Source§fn hit_target_or_deflect_self(
&self,
hit: &ProjectileHit,
) -> ProjectileDeflection
fn hit_target_or_deflect_self( &self, hit: &ProjectileHit, ) -> ProjectileDeflection
Vanilla
Projectile.hitTargetOrDeflectSelf.Source§fn on_hit(&self, hit: &ProjectileHit)
fn on_hit(&self, hit: &ProjectileHit)
Vanilla
Projectile.onHit. Subclasses override this and call
Projectile::projectile_on_hit for the base dispatch (super.onHit()).Source§fn projectile_on_hit(&self, hit: &ProjectileHit)
fn projectile_on_hit(&self, hit: &ProjectileHit)
The base
Projectile.onHit dispatch to block/entity handlers. Not meant to
be overridden — override Projectile::on_hit and delegate here instead.Source§fn projectile_on_hit_block(&self, hit: &ClipHitResult)
fn projectile_on_hit_block(&self, hit: &ClipHitResult)
The base
Projectile.onHitBlock implementation. Concrete projectiles
that override the hook call this to preserve the Java super dispatch.Source§fn projectile_base_tick(&self)
fn projectile_base_tick(&self)
Vanilla
Projectile.tick (the super.tick() reached from subclasses).Source§fn save_projectile(&self, nbt: &mut NbtCompound)
fn save_projectile(&self, nbt: &mut NbtCompound)
Saves vanilla
Projectile fields (Owner, LeftOwner, HasBeenShot).Source§fn load_projectile(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
fn load_projectile(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
Loads vanilla
Projectile fields.Auto Trait Implementations§
impl !Freeze for FireworkRocketEntity
impl !RefUnwindSafe for FireworkRocketEntity
impl !UnwindSafe for FireworkRocketEntity
impl Send for FireworkRocketEntity
impl Sync for FireworkRocketEntity
impl Unpin for FireworkRocketEntity
impl UnsafeUnpin for FireworkRocketEntity
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> Downcast for Twhere
T: ErasedType + ?Sized,
impl<T> Downcast for Twhere
T: ErasedType + ?Sized,
Source§fn is<T>(&self) -> boolwhere
T: DowncastType,
fn is<T>(&self) -> boolwhere
T: DowncastType,
Returns whether the erased value has concrete type
T.Source§fn downcast_ref<T>(&self) -> Option<&T>where
T: DowncastType,
fn downcast_ref<T>(&self) -> Option<&T>where
T: DowncastType,
Returns the erased value as
T when its key matches.Source§fn downcast_mut<T>(&mut self) -> Option<&mut T>where
T: DowncastType,
fn downcast_mut<T>(&mut self) -> Option<&mut T>where
T: DowncastType,
Returns the erased value as mutable
T when its key matches.Source§impl<T> EntityEventSource for Twhere
T: Entity,
impl<T> EntityEventSource for Twhere
T: Entity,
Source§fn as_entity_event_source(&self) -> &(dyn Entity + 'static)
fn as_entity_event_source(&self) -> &(dyn Entity + 'static)
Returns this entity as a game-event source.
Source§impl<T> ErasedType for Twhere
T: DowncastType,
impl<T> ErasedType for Twhere
T: DowncastType,
fn downcast_type_key(&self) -> DowncastTypeKey
fn downcast_data(&self) -> *const ()
fn downcast_data_mut(&mut self) -> *mut ()
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreWraps this value in an
Arc<SyncMutex<>>§impl<T> Pointable for T
impl<T> Pointable for T
§impl<T> PolicyExt for Twhere
T: ?Sized,
impl<T> PolicyExt for Twhere
T: ?Sized,
Source§impl<T> ProjectileEventSource for Twhere
T: Projectile,
impl<T> ProjectileEventSource for Twhere
T: Projectile,
Source§fn as_projectile_event_source(&self) -> &(dyn Projectile + 'static)
fn as_projectile_event_source(&self) -> &(dyn Projectile + 'static)
Returns this entity as a projectile.