pub struct ChickenEntity {
base: EntityBase,
entity_type: EntityTypeRef,
living_base: LivingEntityBase,
mob_base: MobBase,
ageable_base: AgeableMobBase,
animal_base: AnimalBase,
chicken_state: SyncMutex<ChickenState>,
entity_data: SyncMutex<ChickenEntityData>,
}Expand description
Vanilla chicken entity.
Fields§
§base: EntityBase§entity_type: EntityTypeRef§living_base: LivingEntityBase§mob_base: MobBase§ageable_base: AgeableMobBase§animal_base: AnimalBase§chicken_state: SyncMutex<ChickenState>§entity_data: SyncMutex<ChickenEntityData>Implementations§
Source§impl ChickenEntity
impl ChickenEntity
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 a new chicken at runtime.
Sourcepub fn from_saved(entity_type: EntityTypeRef, load: EntityBaseLoad) -> Self
pub fn from_saved(entity_type: EntityTypeRef, load: EntityBaseLoad) -> Self
Reconstructs a chicken from persisted base entity state.
fn new_with_base(base: EntityBase, entity_type: EntityTypeRef) -> Self
Sourcepub fn set_variant(&self, variant: ChickenVariantRef)
pub fn set_variant(&self, variant: ChickenVariantRef)
Sets the active chicken variant by registry entry.
Sourcepub fn variant(&self) -> ChickenVariantRef
pub fn variant(&self) -> ChickenVariantRef
Returns the active chicken variant, falling back to temperate when invalid.
Sourcepub fn set_sound_variant(&self, sound_variant: ChickenSoundVariantRef)
pub fn set_sound_variant(&self, sound_variant: ChickenSoundVariantRef)
Sets the active chicken sound variant by registry entry.
Sourcepub fn sound_variant(&self) -> ChickenSoundVariantRef
pub fn sound_variant(&self) -> ChickenSoundVariantRef
Returns the active chicken sound variant, falling back to classic when invalid.
fn set_variant_by_key(&self, key: &Identifier) -> bool
fn set_sound_variant_by_key(&self, key: &Identifier)
Sourcefn current_sound_set(&self) -> &'static ChickenAge
fn current_sound_set(&self) -> &'static ChickenAge
Returns the sound set for this chicken’s current age (vanilla Chicken.getSoundSet).
fn update_dirty_mob_effect_entity_data(&self)
Sourcepub fn is_food(item_stack: &ItemStack) -> bool
pub fn is_food(item_stack: &ItemStack) -> bool
Returns whether an item stack matches the vanilla chicken food tag.
Sourcepub fn is_chicken_jockey(&self) -> bool
pub fn is_chicken_jockey(&self) -> bool
Returns vanilla Chicken.isChickenJockey.
Sourcepub fn set_chicken_jockey(&self, is_chicken_jockey: bool)
pub fn set_chicken_jockey(&self, is_chicken_jockey: bool)
Sets vanilla Chicken.isChickenJockey.
Sourcefn set_egg_time(&self, egg_time: i32)
fn set_egg_time(&self, egg_time: i32)
Sets the remaining ticks before the next egg is laid.
Sourcefn roll_egg_lay_time() -> i32
fn roll_egg_lay_time() -> i32
Rolls the vanilla randomized delay before the next egg lay.
Sourcefn tick_flapping(&self)
fn tick_flapping(&self)
Runs vanilla Chicken.aiStep wing-flap and slow-fall side effects.
Sourcefn tick_egg_laying(&self)
fn tick_egg_laying(&self)
Runs vanilla Chicken.aiStep egg-laying side effects.
Sourcefn drop_gift_loot_table(&self, loot_table: LootTableRef) -> bool
fn drop_gift_loot_table(&self, loot_table: LootTableRef) -> bool
Rolls a gift loot table at this entity’s position and drops each result.
Mirrors vanilla LivingEntity.dropFromGiftLootTable for the
gameplay/chicken_lay table, returning whether any item was dropped.
Trait Implementations§
Source§impl AgeableMob for ChickenEntity
impl AgeableMob for ChickenEntity
Source§fn ageable_base(&self) -> &AgeableMobBase
fn ageable_base(&self) -> &AgeableMobBase
Source§fn is_age_locked(&self) -> bool
fn is_age_locked(&self) -> bool
Source§fn set_age_locked(&self, age_locked: bool)
fn set_age_locked(&self, age_locked: bool)
Source§fn set_synced_baby(&self, baby: bool)
fn set_synced_baby(&self, baby: bool)
Source§fn age_boundary_changed(&self, _baby: bool)
fn age_boundary_changed(&self, _baby: bool)
Source§fn breed_variant_key(&self) -> Option<&Identifier>
fn breed_variant_key(&self) -> Option<&Identifier>
Source§fn set_breed_variant_key(&self, key: &Identifier) -> bool
fn set_breed_variant_key(&self, key: &Identifier) -> bool
Source§fn initialize_breed_offspring(
&self,
partner: &dyn AgeableMob,
offspring: &dyn AgeableMob,
)
fn initialize_breed_offspring( &self, partner: &dyn AgeableMob, offspring: &dyn AgeableMob, )
Source§fn get_baby_start_age(&self) -> i32
fn get_baby_start_age(&self) -> i32
AgeableMob.getBabyStartAge.Source§fn forced_age(&self) -> i32
fn forced_age(&self) -> i32
AgeableMob.forcedAge.Source§fn set_forced_age(&self, forced_age: i32)
fn set_forced_age(&self, forced_age: i32)
AgeableMob.forcedAge.Source§fn forced_age_timer(&self) -> i32
fn forced_age_timer(&self) -> i32
AgeableMob.forcedAgeTimer.Source§fn set_forced_age_timer(&self, forced_age_timer: i32)
fn set_forced_age_timer(&self, forced_age_timer: i32)
AgeableMob.forcedAgeTimer.Source§fn age_lock_particle_timer(&self) -> i32
fn age_lock_particle_timer(&self) -> i32
AgeableMob.ageLockParticleTimer.Source§fn set_age_lock_particle_timer(&self, timer: i32)
fn set_age_lock_particle_timer(&self, timer: i32)
AgeableMob.ageLockParticleTimer.Source§fn can_age_up(&self) -> bool
fn can_age_up(&self) -> bool
Source§fn get_speed_up_seconds_when_feeding(ticks_until_adult: i32) -> i32where
Self: Sized,
fn get_speed_up_seconds_when_feeding(ticks_until_adult: i32) -> i32where
Self: Sized,
AgeableMob.getSpeedUpSecondsWhenFeeding.Source§fn finalize_spawn_ageable_mob(
&self,
world: &Arc<World>,
spawn_reason: EntitySpawnReason,
group_data: Option<SpawnGroupData>,
) -> Option<SpawnGroupData>
fn finalize_spawn_ageable_mob( &self, world: &Arc<World>, spawn_reason: EntitySpawnReason, group_data: Option<SpawnGroupData>, ) -> Option<SpawnGroupData>
AgeableMob.finalizeSpawn, then delegates to Mob.finalizeSpawn.Source§fn mob_interact_ageable(
&self,
player: &Player,
hand: InteractionHand,
) -> InteractionResult
fn mob_interact_ageable( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult
AgeableMob.mobInteract.Source§fn create_breed_offspring(&self, world: &Arc<World>) -> Option<SharedEntity>
fn create_breed_offspring(&self, world: &Arc<World>) -> Option<SharedEntity>
Source§fn get_breed_offspring(
&self,
world: &Arc<World>,
partner: &dyn AgeableMob,
) -> Option<SharedEntity>
fn get_breed_offspring( &self, world: &Arc<World>, partner: &dyn AgeableMob, ) -> Option<SharedEntity>
Source§fn tick_ageable_mob(&self)
fn tick_ageable_mob(&self)
Source§fn save_ageable_mob(&self, nbt: &mut NbtCompound)
fn save_ageable_mob(&self, nbt: &mut NbtCompound)
Source§fn load_ageable_mob(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
fn load_ageable_mob(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
Source§impl Animal for ChickenEntity
impl Animal for ChickenEntity
Source§fn animal_base(&self) -> &AnimalBase
fn animal_base(&self) -> &AnimalBase
Source§fn is_food(&self, item_stack: &ItemStack) -> bool
fn is_food(&self, item_stack: &ItemStack) -> bool
Source§fn in_love_time(&self) -> i32
fn in_love_time(&self) -> i32
Animal.inLove.Source§fn set_in_love_time(&self, in_love: i32)
fn set_in_love_time(&self, in_love: i32)
Animal.inLove.Source§fn love_cause_uuid(&self) -> Option<Uuid>
fn love_cause_uuid(&self) -> Option<Uuid>
Animal.loveCause as a persisted UUID.Source§fn set_love_cause_uuid(&self, love_cause: Option<Uuid>)
fn set_love_cause_uuid(&self, love_cause: Option<Uuid>)
Animal.loveCause as a persisted UUID.Source§fn is_in_love(&self) -> bool
fn is_in_love(&self) -> bool
Animal.isInLove.Source§fn can_fall_in_love(&self) -> bool
fn can_fall_in_love(&self) -> bool
Animal.canFallInLove.Source§fn set_in_love(&self, player: Option<&Player>)
fn set_in_love(&self, player: Option<&Player>)
Source§fn reset_love(&self)
fn reset_love(&self)
Source§fn base_experience_reward_animal(&self) -> i32
fn base_experience_reward_animal(&self) -> i32
Animal.getBaseExperienceReward.Source§fn ambient_sound_interval_animal(&self) -> i32
fn ambient_sound_interval_animal(&self) -> i32
Animal.getAmbientSoundInterval.Source§fn animal_walk_target_value(&self, pos: BlockPos) -> f32
fn animal_walk_target_value(&self, pos: BlockPos) -> f32
Animal.getWalkTargetValue.Source§fn is_bright_enough_to_spawn(level: &dyn LevelReader, pos: BlockPos) -> boolwhere
Self: Sized,
fn is_bright_enough_to_spawn(level: &dyn LevelReader, pos: BlockPos) -> boolwhere
Self: Sized,
Animal.isBrightEnoughToSpawn.Source§fn check_animal_spawn_rules(
level: &dyn LevelReader,
spawn_reason: EntitySpawnReason,
pos: BlockPos,
) -> boolwhere
Self: Sized,
fn check_animal_spawn_rules(
level: &dyn LevelReader,
spawn_reason: EntitySpawnReason,
pos: BlockPos,
) -> boolwhere
Self: Sized,
Animal.checkAnimalSpawnRules.Source§fn play_eating_sound(&self)
fn play_eating_sound(&self)
Source§fn mob_interact_animal(
&self,
player: &Player,
hand: InteractionHand,
) -> InteractionResult
fn mob_interact_animal( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult
Animal.mobInteract.Source§fn spawn_child_from_breeding(&self, world: &Arc<World>, partner: &dyn Animal)
fn spawn_child_from_breeding(&self, world: &Arc<World>, partner: &dyn Animal)
Source§fn finalize_spawn_child_from_breeding(
&self,
world: &Arc<World>,
partner: &dyn Animal,
_offspring: Option<&dyn Animal>,
)
fn finalize_spawn_child_from_breeding( &self, world: &Arc<World>, partner: &dyn Animal, _offspring: Option<&dyn Animal>, )
Source§fn tick_animal_love(&self)
fn tick_animal_love(&self)
Source§fn custom_server_ai_step_animal(&self)
fn custom_server_ai_step_animal(&self)
Animal.customServerAiStep.Source§fn remove_when_far_away_animal(&self, _dist_sqr: f64) -> bool
fn remove_when_far_away_animal(&self, _dist_sqr: f64) -> bool
Source§fn save_animal(&self, nbt: &mut NbtCompound)
fn save_animal(&self, nbt: &mut NbtCompound)
Source§fn load_animal(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
fn load_animal(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
Source§impl DowncastType for ChickenEntity
impl DowncastType for ChickenEntity
Source§const TYPE_KEY: DowncastTypeKey
const TYPE_KEY: DowncastTypeKey
Source§impl Entity for ChickenEntity
impl Entity for ChickenEntity
Source§fn base(&self) -> &EntityBase
fn base(&self) -> &EntityBase
Source§fn entity_type(&self) -> EntityTypeRef
fn entity_type(&self) -> EntityTypeRef
Source§fn apply_implicit_item_components(&self, item_stack: &ItemStack)
fn apply_implicit_item_components(&self, item_stack: &ItemStack)
Source§fn dimensions_for_pose(&self, _pose: EntityPose) -> EntityDimensions
fn dimensions_for_pose(&self, _pose: EntityPose) -> EntityDimensions
Source§fn synced_data(&self) -> Option<&dyn EntitySyncedData>
fn synced_data(&self) -> Option<&dyn EntitySyncedData>
Source§fn update_data_before_sync(&self)
fn update_data_before_sync(&self)
Source§fn play_step_sound(&self, _pos: BlockPos, _block_state: BlockStateId)
fn play_step_sound(&self, _pos: BlockPos, _block_state: BlockStateId)
Source§fn is_flapping(&self) -> bool
fn is_flapping(&self) -> bool
Source§fn position_rider(&self, passenger: &dyn Entity)
fn position_rider(&self, passenger: &dyn Entity)
Source§fn save_additional(&self, nbt: &mut NbtCompound)
fn save_additional(&self, nbt: &mut NbtCompound)
Source§fn load_additional(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
fn load_additional(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
Source§fn is_always_ticking(&self) -> bool
fn is_always_ticking(&self) -> bool
Source§fn broadcast_to_player(&self, _player: &Player) -> bool
fn broadcast_to_player(&self, _player: &Player) -> bool
Source§fn generation(&self) -> EntityGeneration
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Source§fn scoreboard_name(&self) -> String
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Source§fn spawn_position(&self) -> DVec3
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Source§fn block_position(&self) -> BlockPos
fn block_position(&self) -> BlockPos
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fn projectile_owner_uuid(&self) -> Option<Uuid>
Projectile owner UUID when this entity exposes one.Source§fn projectile_owner(&self) -> Option<SharedEntity>
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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
Source§fn shear_off_all_leash_connections(&self, player: Option<&Player>) -> bool
fn shear_off_all_leash_connections(&self, player: Option<&Player>) -> bool
Source§fn attempt_to_shear_equipment(
&self,
player: &Player,
hand: InteractionHand,
) -> bool
fn attempt_to_shear_equipment( &self, player: &Player, hand: InteractionHand, ) -> bool
Entity.attemptToShearEquipment.Source§fn interact(
&self,
player: &Player,
hand: InteractionHand,
location: DVec3,
) -> InteractionResult
fn interact( &self, player: &Player, hand: InteractionHand, location: DVec3, ) -> InteractionResult
Source§fn interact_entity(
&self,
player: &Player,
hand: InteractionHand,
_location: DVec3,
) -> InteractionResult
fn interact_entity( &self, player: &Player, hand: InteractionHand, _location: DVec3, ) -> InteractionResult
Entity.interact behavior.Source§fn is_living_entity(&self) -> bool
fn is_living_entity(&self) -> bool
Source§fn is_abstract_arrow(&self) -> bool
fn is_abstract_arrow(&self) -> bool
AbstractArrow hierarchy.Source§fn as_projectile(&self) -> Option<&dyn Projectile>
fn as_projectile(&self) -> Option<&dyn Projectile>
Source§fn as_living_entity(&self) -> Option<&dyn LivingEntity>
fn as_living_entity(&self) -> Option<&dyn LivingEntity>
Source§fn as_item_frame(&self) -> Option<&dyn ItemFrame>
fn as_item_frame(&self) -> Option<&dyn ItemFrame>
Source§fn as_player(&self) -> Option<&Player>
fn as_player(&self) -> Option<&Player>
Source§fn with_weapon_item(&self, visitor: &mut dyn FnMut(Option<&ItemStack>))
fn with_weapon_item(&self, visitor: &mut dyn FnMut(Option<&ItemStack>))
Entity.getWeaponItem without copying inventory state.Source§fn is_pathfinder_mob(&self) -> bool
fn is_pathfinder_mob(&self) -> bool
Source§fn as_pathfinder_mob(&self) -> Option<&dyn PathfinderMob>
fn as_pathfinder_mob(&self) -> Option<&dyn PathfinderMob>
Source§fn as_mob(&self) -> Option<&dyn Mob>
fn as_mob(&self) -> Option<&dyn Mob>
Source§fn as_leashable(&self) -> Option<&dyn Leashable>
fn as_leashable(&self) -> Option<&dyn Leashable>
Leashable if it has Leashable behavior.Source§fn as_animal(&self) -> Option<&dyn Animal>
fn as_animal(&self) -> Option<&dyn Animal>
Source§fn is_ageable_mob(&self) -> bool
fn is_ageable_mob(&self) -> bool
Source§fn as_ageable_mob(&self) -> Option<&dyn AgeableMob>
fn as_ageable_mob(&self) -> Option<&dyn AgeableMob>
Source§fn is_item_steerable(&self) -> bool
fn is_item_steerable(&self) -> bool
Source§fn as_item_steerable(&self) -> Option<&dyn ItemSteerable>
fn as_item_steerable(&self) -> Option<&dyn ItemSteerable>
Source§fn forces_fall_flying_velocity_sync(&self) -> bool
fn forces_fall_flying_velocity_sync(&self) -> bool
ServerEntity should force velocity sync for fall flying.Source§fn uses_client_movement_packets(&self) -> bool
fn uses_client_movement_packets(&self) -> bool
Source§fn is_server_driven_movement(&self) -> bool
fn is_server_driven_movement(&self) -> bool
Source§fn can_simulate_movement(&self) -> bool
fn can_simulate_movement(&self) -> bool
Source§fn is_effective_ai(&self) -> bool
fn is_effective_ai(&self) -> bool
Source§fn is_suppressing_bounce(&self) -> bool
fn is_suppressing_bounce(&self) -> bool
Source§fn is_stepping_carefully(&self) -> bool
fn is_stepping_carefully(&self) -> bool
Source§fn is_descending(&self) -> bool
fn is_descending(&self) -> bool
Source§fn update_swimming(&self)
fn update_swimming(&self)
Source§fn default_update_swimming(&self)
fn default_update_swimming(&self)
Entity.updateSwimming for player overrides.Source§fn is_flying_vehicle(&self) -> bool
fn is_flying_vehicle(&self) -> bool
Source§fn on_climbable(&self) -> bool
fn on_climbable(&self) -> bool
Source§fn known_movement(&self) -> DVec3
fn known_movement(&self) -> DVec3
Source§fn known_speed(&self) -> DVec3
fn known_speed(&self) -> DVec3
getKnownSpeed.Source§fn tick_count(&self) -> i32
fn tick_count(&self) -> i32
Entity.tickCount.Source§fn is_first_tick(&self) -> bool
fn is_first_tick(&self) -> bool
Source§fn set_first_tick(&self, first_tick: bool)
fn set_first_tick(&self, first_tick: bool)
Source§fn advance_tick_count(&self)
fn advance_tick_count(&self)
Entity.tickCount.Source§fn fall_sounds(&self) -> (SoundEventRef, SoundEventRef)
fn fall_sounds(&self) -> (SoundEventRef, SoundEventRef)
Source§fn rotation(&self) -> (f32, f32)
fn rotation(&self) -> (f32, f32)
Source§fn set_rotation(&self, rotation: (f32, f32))
fn set_rotation(&self, rotation: (f32, f32))
Source§fn direction_yaw(&self) -> Direction
fn direction_yaw(&self) -> Direction
Source§fn look_at(&self, from_anchor: EntityAnchor, target: DVec3)
fn look_at(&self, from_anchor: EntityAnchor, target: DVec3)
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, )
Source§fn spawn_data(&self) -> i32
fn spawn_data(&self) -> i32
Source§fn get_eye_height(&self) -> f64
fn get_eye_height(&self) -> f64
Source§fn get_fluid_jump_threshold(&self) -> f64
fn get_fluid_jump_threshold(&self) -> f64
Entity.getFluidJumpThreshold().Source§fn is_in_wall(&self) -> bool
fn is_in_wall(&self) -> bool
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
Entity.calculateViewVector().Source§fn look_angle(&self) -> DVec3
fn look_angle(&self) -> DVec3
Entity.getLookAngle().Source§fn hand_holding_item_angle(&self, item: ItemRef) -> DVec3
fn hand_holding_item_angle(&self, item: ItemRef) -> DVec3
item. Read moreSource§fn set_velocity(&self, velocity: DVec3)
fn set_velocity(&self, velocity: DVec3)
Source§fn needs_velocity_sync(&self) -> bool
fn needs_velocity_sync(&self) -> bool
ServerEntity should consider sending velocity.Source§fn mark_velocity_sync(&self)
fn mark_velocity_sync(&self)
ServerEntity synchronization.Source§fn clear_velocity_sync(&self)
fn clear_velocity_sync(&self)
Source§fn hurt_marked(&self) -> bool
fn hurt_marked(&self) -> bool
Source§fn clear_hurt_mark(&self)
fn clear_hurt_mark(&self)
Source§fn fall_distance(&self) -> f64
fn fall_distance(&self) -> f64
Source§fn is_in_powder_snow(&self) -> bool
fn is_in_powder_snow(&self) -> bool
Source§fn was_in_powder_snow(&self) -> bool
fn was_in_powder_snow(&self) -> bool
Source§fn set_fall_distance(&self, fall_distance: f64)
fn set_fall_distance(&self, fall_distance: f64)
Source§fn reset_fall_distance(&self)
fn reset_fall_distance(&self)
Source§fn check_fall_distance_accumulation(&self)
fn check_fall_distance_accumulation(&self)
Entity.checkFallDistanceAccumulation().Source§fn fire_freeze_state(&self) -> EntityFireFreezeState
fn fire_freeze_state(&self) -> EntityFireFreezeState
Source§fn remaining_fire_ticks(&self) -> i32
fn remaining_fire_ticks(&self) -> i32
remainingFireTicks.Source§fn set_remaining_fire_ticks(&self, remaining_fire_ticks: i32)
fn set_remaining_fire_ticks(&self, remaining_fire_ticks: i32)
remainingFireTicks.Source§fn ticks_frozen(&self) -> i32
fn ticks_frozen(&self) -> i32
TicksFrozen.Source§fn set_ticks_frozen(&self, ticks_frozen: i32)
fn set_ticks_frozen(&self, ticks_frozen: i32)
TicksFrozen.Source§fn fire_immune(&self) -> bool
fn fire_immune(&self) -> bool
Source§fn fire_immune_ticks(&self) -> i32
fn fire_immune_ticks(&self) -> i32
Source§fn should_play_lava_hurt_sound(&self) -> bool
fn should_play_lava_hurt_sound(&self) -> bool
Source§fn remaining_fire_ticks_cap(&self) -> Option<i32>
fn remaining_fire_ticks_cap(&self) -> Option<i32>
remainingFireTicks this entity can store.Source§fn fire_ignite_extra_ticks(&self) -> i32
fn fire_ignite_extra_ticks(&self) -> i32
Source§fn is_on_fire(&self) -> bool
fn is_on_fire(&self) -> bool
Source§fn has_visual_fire(&self) -> bool
fn has_visual_fire(&self) -> bool
hasVisualFire.Source§fn is_freezing(&self) -> bool
fn is_freezing(&self) -> bool
Source§fn default_can_freeze(&self) -> bool
fn default_can_freeze(&self) -> bool
Entity.canFreeze() without living-equipment overrides.Source§fn can_freeze(&self) -> bool
fn can_freeze(&self) -> bool
Source§fn ticks_required_to_freeze(&self) -> i32
fn ticks_required_to_freeze(&self) -> i32
getTicksRequiredToFreeze.Source§fn is_fully_frozen(&self) -> bool
fn is_fully_frozen(&self) -> bool
Source§fn percent_frozen(&self) -> f32
fn percent_frozen(&self) -> f32
Entity.getPercentFrozen.Source§fn clear_freeze(&self)
fn clear_freeze(&self)
Source§fn clear_fire(&self)
fn clear_fire(&self)
Source§fn ignite_for_ticks(&self, number_of_ticks: i32)
fn ignite_for_ticks(&self, number_of_ticks: i32)
Source§fn sync_base_fire_freeze_entity_data(&self)
fn sync_base_fire_freeze_entity_data(&self)
Source§fn sync_base_entity_data(&self)
fn sync_base_entity_data(&self)
Source§fn is_in_water(&self) -> bool
fn is_in_water(&self) -> bool
Source§fn is_in_lava(&self) -> bool
fn is_in_lava(&self) -> bool
Source§fn is_eye_in_water(&self) -> bool
fn is_eye_in_water(&self) -> bool
Source§fn is_eye_in_lava(&self) -> bool
fn is_eye_in_lava(&self) -> bool
Source§fn is_under_water(&self) -> bool
fn is_under_water(&self) -> bool
Source§fn fluid_contact(&self) -> EntityFluidContact
fn fluid_contact(&self) -> EntityFluidContact
Source§fn refresh_fluid_contact(&self) -> EntityFluidContact
fn refresh_fluid_contact(&self) -> EntityFluidContact
Source§fn refresh_fluid_contact_for_base_tick(&self) -> EntityFluidContact
fn refresh_fluid_contact_for_base_tick(&self) -> EntityFluidContact
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
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, )
Source§fn apply_fluid_current_impulse(&self, impulse: DVec3)
fn apply_fluid_current_impulse(&self, impulse: DVec3)
Source§fn is_fall_damage_immune(&self) -> bool
fn is_fall_damage_immune(&self) -> bool
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, )
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
Source§fn horizontal_collision(&self) -> bool
fn horizontal_collision(&self) -> bool
Source§fn vertical_collision(&self) -> bool
fn vertical_collision(&self) -> bool
Source§fn vertical_collision_below(&self) -> bool
fn vertical_collision_below(&self) -> bool
Source§fn no_physics(&self) -> bool
fn no_physics(&self) -> bool
Source§fn is_affected_by_blocks(&self) -> bool
fn is_affected_by_blocks(&self) -> bool
Source§fn set_no_physics(&self, no_physics: bool)
fn set_no_physics(&self, no_physics: bool)
Source§fn update_no_physics_from_current_collision(&self)
fn update_no_physics_from_current_collision(&self)
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)
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, )
Source§fn make_stuck_in_block(&self, state: BlockStateId, speed_multiplier: DVec3)
fn make_stuck_in_block(&self, state: BlockStateId, speed_multiplier: DVec3)
Source§fn apply_effects_from_blocks(&self)
fn apply_effects_from_blocks(&self)
Source§fn apply_effects_from_blocks_between(&self, from: DVec3, to: DVec3)
fn apply_effects_from_blocks_between(&self, from: DVec3, to: DVec3)
Source§fn apply_effects_from_blocks_for_last_movements(&self)
fn apply_effects_from_blocks_for_last_movements(&self)
Source§fn set_on_ground(&self, on_ground: bool)
fn set_on_ground(&self, on_ground: bool)
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, )
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>
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>
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>
Source§fn try_set_position(&self, pos: DVec3) -> Result<(), EntityMoveError>
fn try_set_position(&self, pos: DVec3) -> Result<(), EntityMoveError>
Source§fn teleport_to(&self, pos: DVec3) -> Result<(), EntityMoveError>
fn teleport_to(&self, pos: DVec3) -> Result<(), EntityMoveError>
pos, keeping its current rotation. Mirrors
vanilla Entity.teleportTo(x, y, z)Source§fn set_old_position_to_current(&self)
fn set_old_position_to_current(&self)
Source§fn set_old_position(&self, old_position: DVec3)
fn set_old_position(&self, old_position: DVec3)
Source§fn remove_latest_movement_recording(&self)
fn remove_latest_movement_recording(&self)
Source§fn on_pos(&self, offset: f32) -> Option<BlockPos>
fn on_pos(&self, offset: f32) -> Option<BlockPos>
Source§fn block_pos_below_that_affects_movement(&self) -> Option<BlockPos>
fn block_pos_below_that_affects_movement(&self) -> Option<BlockPos>
Source§fn on_pos_legacy(&self) -> Option<BlockPos>
fn on_pos_legacy(&self) -> Option<BlockPos>
getOnPosLegacy(), used by fall/step block hooks.Source§fn block_speed_factor(&self) -> f32
fn block_speed_factor(&self) -> f32
Source§fn block_jump_factor(&self) -> f32
fn block_jump_factor(&self) -> f32
Entity.getBlockJumpFactor().Source§fn pose(&self) -> EntityPose
fn pose(&self) -> EntityPose
Source§fn refresh_dimensions(&self)
fn refresh_dimensions(&self)
Source§fn fudge_position_after_size_change(
&self,
previous_dimensions: EntityDimensions,
) -> bool
fn fudge_position_after_size_change( &self, previous_dimensions: EntityDimensions, ) -> bool
Entity.fudgePositionAfterSizeChange. Read moreSource§fn set_pose(&self, pose: EntityPose)
fn set_pose(&self, pose: EntityPose)
Source§fn is_crouching(&self) -> bool
fn is_crouching(&self) -> bool
Source§fn is_swimming(&self) -> bool
fn is_swimming(&self) -> bool
Source§fn is_on_rails(&self) -> bool
fn is_on_rails(&self) -> bool
Source§fn is_state_climbable(&self, state: BlockStateId) -> bool
fn is_state_climbable(&self, state: BlockStateId) -> bool
Source§fn movement_emission(&self) -> EntityMovementEmission
fn movement_emission(&self) -> EntityMovementEmission
Source§fn may_interact(&self, _world: &World, _pos: BlockPos) -> bool
fn may_interact(&self, _world: &World, _pos: BlockPos) -> bool
Source§fn air_supply(&self) -> i32
fn air_supply(&self) -> i32
Air value.Source§fn set_air_supply(&self, air_supply: i32)
fn set_air_supply(&self, air_supply: i32)
Air value.Source§fn max_air_supply(&self) -> i32
fn max_air_supply(&self) -> i32
Source§fn portal_cooldown(&self) -> i32
fn portal_cooldown(&self) -> i32
Source§fn set_portal_cooldown(&self, portal_cooldown: i32)
fn set_portal_cooldown(&self, portal_cooldown: i32)
Source§fn is_on_portal_cooldown(&self) -> bool
fn is_on_portal_cooldown(&self) -> bool
Source§fn reset_portal_cooldown(&self)
fn reset_portal_cooldown(&self)
Source§fn set_as_inside_portal(&self, portal: PortalKind, entry_position: BlockPos)
fn set_as_inside_portal(&self, portal: PortalKind, entry_position: BlockPos)
Source§fn custom_name(&self) -> Option<TextComponent>
fn custom_name(&self) -> Option<TextComponent>
Source§fn set_custom_name(&self, custom_name: Option<TextComponent>)
fn set_custom_name(&self, custom_name: Option<TextComponent>)
Source§fn is_custom_name_visible(&self) -> bool
fn is_custom_name_visible(&self) -> bool
Source§fn set_custom_name_visible(&self, visible: bool)
fn set_custom_name_visible(&self, visible: bool)
Source§fn has_glowing_tag(&self) -> bool
fn has_glowing_tag(&self) -> bool
Source§fn set_glowing_tag(&self, glowing: bool)
fn set_glowing_tag(&self, glowing: bool)
Source§fn remove_tag(&self, tag: &str) -> bool
fn remove_tag(&self, tag: &str) -> bool
Source§fn custom_data(&self) -> NbtCompound
fn custom_data(&self) -> NbtCompound
Source§fn set_custom_data(&self, custom_data: NbtCompound)
fn set_custom_data(&self, custom_data: NbtCompound)
Source§fn sound_source(&self) -> SoundSource
fn sound_source(&self) -> SoundSource
Source§fn swim_sound(&self) -> SoundEventRef
fn swim_sound(&self) -> SoundEventRef
Source§fn set_silent(&self, silent: bool)
fn set_silent(&self, silent: bool)
Source§fn broadcast_entity_event(&self, event: EntityStatus)
fn broadcast_entity_event(&self, event: EntityStatus)
Source§fn play_sound(&self, sound: SoundEventRef, volume: f32, pitch: f32)
fn play_sound(&self, sound: SoundEventRef, volume: f32, pitch: f32)
Source§fn play_entity_on_fire_extinguished_sound(&self)
fn play_entity_on_fire_extinguished_sound(&self)
Source§fn play_block_step_sound(&self, block_state: BlockStateId)
fn play_block_step_sound(&self, block_state: BlockStateId)
Source§fn play_muffled_step_sound(&self, block_state: BlockStateId)
fn play_muffled_step_sound(&self, block_state: BlockStateId)
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, )
Source§fn walking_step_sound(&self, pos: BlockPos, block_state: BlockStateId)
fn walking_step_sound(&self, pos: BlockPos, block_state: BlockStateId)
Source§fn play_amethyst_step_sound(&self)
fn play_amethyst_step_sound(&self)
Source§fn water_swim_sound(&self)
fn water_swim_sound(&self)
Source§fn play_swim_sound(&self, volume: f32)
fn play_swim_sound(&self, volume: f32)
Source§fn process_flapping_movement(&self)
fn process_flapping_movement(&self)
Source§fn next_step(&self) -> f32
fn next_step(&self) -> f32
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, )
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, )
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
Source§fn max_up_step(&self) -> f32
fn max_up_step(&self) -> f32
Source§fn backs_off_from_edge(&self) -> bool
fn backs_off_from_edge(&self) -> bool
Source§fn get_default_gravity(&self) -> f64
fn get_default_gravity(&self) -> f64
Source§fn is_no_gravity(&self) -> bool
fn is_no_gravity(&self) -> bool
Source§fn set_no_gravity(&self, no_gravity: bool)
fn set_no_gravity(&self, no_gravity: bool)
NoGravity flag.Source§fn is_invulnerable(&self) -> bool
fn is_invulnerable(&self) -> bool
Invulnerable flag.Source§fn set_invulnerable(&self, invulnerable: bool)
fn set_invulnerable(&self, invulnerable: bool)
Invulnerable flag.Source§fn get_gravity(&self) -> f64
fn get_gravity(&self) -> f64
Source§fn apply_gravity(&self)
fn apply_gravity(&self)
Source§fn move_relative(&self, speed: f32, input: DVec3)
fn move_relative(&self, speed: f32, input: DVec3)
Entity.moveRelative().Source§fn move_without_physics(&self, delta: DVec3) -> Option<MoveResult>
fn move_without_physics(&self, delta: DVec3) -> Option<MoveResult>
Source§fn move_entity(&self, mover_type: MoverType, delta: DVec3) -> Option<MoveResult>
fn move_entity(&self, mover_type: MoverType, delta: DVec3) -> Option<MoveResult>
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
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, )
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
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, )
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>, )
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
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
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>>
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>>
Source§fn apply_spawn_data(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
fn apply_spawn_data(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
TypedEntityData.loadInto. Read moreSource§fn is_invulnerable_to_base(&self, source: &DamageSource) -> bool
fn is_invulnerable_to_base(&self, source: &DamageSource) -> bool
Entity.isInvulnerableToBase.Source§fn source_is_creative_player(&self, source: &DamageSource) -> bool
fn source_is_creative_player(&self, source: &DamageSource) -> bool
DamageSource.isCreativePlayer: whether the damage’s
causing entity is a player with infinite materials.Source§fn hurt(&self, world: &World, source: &DamageSource, amount: f32) -> bool
fn hurt(&self, world: &World, source: &DamageSource, amount: f32) -> bool
Source§fn distance_to_sqr(&self, pos: DVec3) -> f64
fn distance_to_sqr(&self, pos: DVec3) -> f64
Source§fn snap_to(&self, position: DVec3, yaw: f32, pitch: f32)
fn snap_to(&self, position: DVec3, yaw: f32, pitch: f32)
Entity.snapTo. Read moreSource§fn killed_entity(
&self,
_world: &World,
_entity: &dyn LivingEntity,
_source: &DamageSource,
) -> bool
fn killed_entity( &self, _world: &World, _entity: &dyn LivingEntity, _source: &DamageSource, ) -> bool
Source§fn award_kill_score(&self, _victim: &dyn Entity, _killing_blow: &DamageSource)
fn award_kill_score(&self, _victim: &dyn Entity, _killing_blow: &DamageSource)
Source§impl LivingEntity for ChickenEntity
impl LivingEntity for ChickenEntity
Source§fn living_base(&self) -> &LivingEntityBase
fn living_base(&self) -> &LivingEntityBase
LivingEntityBase that holds
living runtime state such as attributes, cached movement speed,
damage cooldown, and death animation counters.Source§fn get_health(&self) -> f32
fn get_health(&self) -> f32
Source§fn set_health(&self, health: f32)
fn set_health(&self, health: f32)
Source§fn hurt_sound(&self, _source: &DamageSource) -> Option<SoundEventRef>
fn hurt_sound(&self, _source: &DamageSource) -> Option<SoundEventRef>
LivingEntity.getHurtSound.Source§fn death_sound(&self) -> Option<SoundEventRef>
fn death_sound(&self) -> Option<SoundEventRef>
LivingEntity.getDeathSound.Source§fn chicken_loot_variant(&self) -> Option<&Identifier>
fn chicken_loot_variant(&self) -> Option<&Identifier>
minecraft:components.chicken/variant key for the
entity loot context, when it is a chicken. Read moreSource§fn base_experience_reward(&self) -> i32
fn base_experience_reward(&self) -> i32
LivingEntity.getBaseExperienceReward.Source§fn server_ai_step(&self)
fn server_ai_step(&self)
LivingEntity.aiStep().Source§fn ai_step(&self) -> Option<MoveResult>
fn ai_step(&self) -> Option<MoveResult>
LivingEntity.aiStep().Source§fn living_rotation_state(&self) -> LivingRotationState
fn living_rotation_state(&self) -> LivingRotationState
Source§fn y_body_rot(&self) -> f32
fn y_body_rot(&self) -> f32
LivingEntity.yBodyRot.Source§fn set_y_body_rot(&self, y_body_rot: f32)
fn set_y_body_rot(&self, y_body_rot: f32)
LivingEntity.yBodyRot.Source§fn y_head_rot(&self) -> f32
fn y_head_rot(&self) -> f32
LivingEntity.yHeadRot.Source§fn set_y_head_rot(&self, y_head_rot: f32)
fn set_y_head_rot(&self, y_head_rot: f32)
LivingEntity.yHeadRot.Source§fn advance_living_rotation_for_base_tick(&self)
fn advance_living_rotation_for_base_tick(&self)
Source§fn advance_attack_animation_for_base_tick(&self)
fn advance_attack_animation_for_base_tick(&self)
Source§fn base_tick_living_entity(&self)
fn base_tick_living_entity(&self)
LivingEntity.baseTick.Source§fn living_swing_state(&self) -> LivingSwingState
fn living_swing_state(&self) -> LivingSwingState
Source§fn current_swing_duration(&self) -> i32
fn current_swing_duration(&self) -> i32
LivingEntity.getCurrentSwingDuration.Source§fn swing(&self, hand: InteractionHand, update_self: bool)
fn swing(&self, hand: InteractionHand, update_self: bool)
LivingEntity.swing.Source§fn update_swing_time(&self)
fn update_swing_time(&self)
LivingEntity.updateSwingTime.Source§fn attributes(&self) -> &SyncMutex<AttributeMap>
fn attributes(&self) -> &SyncMutex<AttributeMap>
Source§fn get_luck(&self) -> f32
fn get_luck(&self) -> f32
LivingEntity.getLuck - non-players contribute no luck to loot.Source§fn pack_syncable_attributes(&self) -> Vec<AttributeSnapshot>
fn pack_syncable_attributes(&self) -> Vec<AttributeSnapshot>
Source§fn drain_dirty_syncable_attributes(&self) -> Vec<AttributeSnapshot>
fn drain_dirty_syncable_attributes(&self) -> Vec<AttributeSnapshot>
Source§fn drain_dirty_mob_effects(&self) -> Vec<MobEffectSyncChange>
fn drain_dirty_mob_effects(&self) -> Vec<MobEffectSyncChange>
Source§fn pack_all_equipment(&self) -> Vec<EquipmentSlotItem>
fn pack_all_equipment(&self) -> Vec<EquipmentSlotItem>
Source§fn drain_dirty_equipment(&self) -> Vec<EquipmentSlotItem>
fn drain_dirty_equipment(&self) -> Vec<EquipmentSlotItem>
Source§fn save_equipment(&self, nbt: &mut NbtCompound)
fn save_equipment(&self, nbt: &mut NbtCompound)
Source§fn load_equipment(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
fn load_equipment(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
Source§fn save_command_nbt(&self, nbt: &mut NbtCompound)
fn save_command_nbt(&self, nbt: &mut NbtCompound)
Source§fn get_max_health(&self) -> f32
fn get_max_health(&self) -> f32
Source§fn no_action_time(&self) -> i32
fn no_action_time(&self) -> i32
LivingEntity.noActionTime.Source§fn set_no_action_time(&self, no_action_time: i32)
fn set_no_action_time(&self, no_action_time: i32)
LivingEntity.noActionTime.Source§fn increment_no_action_time(&self)
fn increment_no_action_time(&self)
LivingEntity.noActionTime.Source§fn is_dead_or_dying(&self) -> bool
fn is_dead_or_dying(&self) -> bool
Source§fn sheep_loot_state(&self) -> Option<(DyeColor, bool)>
fn sheep_loot_state(&self) -> Option<(DyeColor, bool)>
minecraft:components.sheep/color
together with minecraft:type_specific/sheep.sheared), when this entity is a sheep. Read moreSource§fn sound_volume(&self) -> f32
fn sound_volume(&self) -> f32
LivingEntity.getSoundVolume.Source§fn voice_pitch(&self) -> f32
fn voice_pitch(&self) -> f32
LivingEntity.getVoicePitch.Source§fn make_sound(&self, sound: Option<SoundEventRef>)
fn make_sound(&self, sound: Option<SoundEventRef>)
LivingEntity.makeSound.Source§fn play_hurt_sound(&self, source: &DamageSource)
fn play_hurt_sound(&self, source: &DamageSource)
LivingEntity.playHurtSound.Source§fn play_death_sound(&self)
fn play_death_sound(&self)
Source§fn get_age_scale(&self) -> f32
fn get_age_scale(&self) -> f32
LivingEntity.getAgeScale().Source§fn get_armor_cover_percentage(&self) -> f32
fn get_armor_cover_percentage(&self) -> f32
LivingEntity.getArmorCoverPercentage().Source§fn get_visibility_percent(&self, targeting_entity: Option<&dyn Entity>) -> f64
fn get_visibility_percent(&self, targeting_entity: Option<&dyn Entity>) -> f64
LivingEntity.getVisibilityPercent().Source§fn disguise_head_matches_targeting_entity(
&self,
targeting_entity: Option<&dyn Entity>,
) -> bool
fn disguise_head_matches_targeting_entity( &self, targeting_entity: Option<&dyn Entity>, ) -> bool
targeting_entity.Source§fn can_be_seen_by_anyone(&self) -> bool
fn can_be_seen_by_anyone(&self) -> bool
LivingEntity.canBeSeenByAnyone().Source§fn can_be_seen_as_enemy(&self) -> bool
fn can_be_seen_as_enemy(&self) -> bool
LivingEntity.canBeSeenAsEnemy().Source§fn can_attack(&self, target: &dyn LivingEntity) -> bool
fn can_attack(&self, target: &dyn LivingEntity) -> bool
LivingEntity.canAttack().Source§fn last_damage_source(&self) -> Option<DamageSource>
fn last_damage_source(&self) -> Option<DamageSource>
LivingEntity.getLastDamageSource().Source§fn set_last_hurt_by_player(&self, player_uuid: Uuid, time_to_remember: i32)
fn set_last_hurt_by_player(&self, player_uuid: Uuid, time_to_remember: i32)
LivingEntity.lastHurtByPlayer.Source§fn last_hurt_by_player_memory_time(&self) -> i32
fn last_hurt_by_player_memory_time(&self) -> i32
LivingEntity.lastHurtByPlayerMemoryTime.Source§fn last_hurt_by_player_uuid(&self) -> Option<Uuid>
fn last_hurt_by_player_uuid(&self) -> Option<Uuid>
LivingEntity.lastHurtByPlayer, if still remembered.Source§fn last_hurt_by_mob(&self) -> Option<SharedEntity>
fn last_hurt_by_mob(&self) -> Option<SharedEntity>
LivingEntity.lastHurtByMob.Source§fn last_hurt_by_mob_timestamp(&self) -> i32
fn last_hurt_by_mob_timestamp(&self) -> i32
LivingEntity.lastHurtByMobTimestamp.Source§fn set_last_hurt_by_mob(&self, target: Option<&SharedEntity>)
fn set_last_hurt_by_mob(&self, target: Option<&SharedEntity>)
LivingEntity.lastHurtByMob.Source§fn last_hurt_mob(&self) -> Option<SharedEntity>
fn last_hurt_mob(&self) -> Option<SharedEntity>
LivingEntity.lastHurtMob.Source§fn last_hurt_mob_timestamp(&self) -> i32
fn last_hurt_mob_timestamp(&self) -> i32
LivingEntity.lastHurtMobTimestamp.Source§fn set_last_hurt_mob(&self, target: Option<&SharedEntity>)
fn set_last_hurt_mob(&self, target: Option<&SharedEntity>)
LivingEntity.lastHurtMob.Source§fn resolve_mob_responsible_for_damage(
&self,
world: &World,
source: &DamageSource,
)
fn resolve_mob_responsible_for_damage( &self, world: &World, source: &DamageSource, )
LivingEntity.resolveMobResponsibleForDamage.Source§fn resolve_player_responsible_for_damage(
&self,
world: &World,
source: &DamageSource,
)
fn resolve_player_responsible_for_damage( &self, world: &World, source: &DamageSource, )
LivingEntity.resolvePlayerResponsibleForDamage.Source§fn has_line_of_sight(&self, target: &dyn Entity) -> bool
fn has_line_of_sight(&self, target: &dyn Entity) -> bool
LivingEntity.hasLineOfSight().Source§fn has_line_of_sight_with(
&self,
target: &dyn Entity,
block_shape: ClipBlockShape,
fluid: ClipFluid,
target_eye_y: f64,
) -> bool
fn has_line_of_sight_with( &self, target: &dyn Entity, block_shape: ClipBlockShape, fluid: ClipFluid, target_eye_y: f64, ) -> bool
Source§fn default_is_invulnerable_to(&self, source: &DamageSource) -> bool
fn default_is_invulnerable_to(&self, source: &DamageSource) -> bool
Source§fn is_invulnerable_to(&self, world: &World, source: &DamageSource) -> bool
fn is_invulnerable_to(&self, world: &World, source: &DamageSource) -> bool
Source§fn hurt_server(&self, world: &World, source: &DamageSource, amount: f32) -> bool
fn hurt_server(&self, world: &World, source: &DamageSource, amount: f32) -> bool
Source§fn before_actually_hurt(&self, _source: &DamageSource, _amount: f32)
fn before_actually_hurt(&self, _source: &DamageSource, _amount: f32)
Source§fn hurt_armor(&self, _source: &DamageSource, _damage: f32)
fn hurt_armor(&self, _source: &DamageSource, _damage: f32)
Source§fn do_hurt_equipment(
&self,
source: &DamageSource,
damage: f32,
slots: &[EquipmentSlot],
)
fn do_hurt_equipment( &self, source: &DamageSource, damage: f32, slots: &[EquipmentSlot], )
LivingEntity.doHurtEquipment.Source§fn get_damage_after_armor_absorb(
&self,
source: &DamageSource,
damage: f32,
) -> f32
fn get_damage_after_armor_absorb( &self, source: &DamageSource, damage: f32, ) -> f32
LivingEntity.getDamageAfterArmorAbsorb.Source§fn get_damage_after_magic_absorb(
&self,
source: &DamageSource,
damage: f32,
) -> f32
fn get_damage_after_magic_absorb( &self, source: &DamageSource, damage: f32, ) -> f32
LivingEntity.getDamageAfterMagicAbsorb.Source§fn actually_hurt(&self, world: &World, source: &DamageSource, amount: f32)
fn actually_hurt(&self, world: &World, source: &DamageSource, amount: f32)
Source§fn apply_damage_knockback(&self, source: &DamageSource)
fn apply_damage_knockback(&self, source: &DamageSource)
Source§fn damage_knockback_direction(&self, source: &DamageSource) -> (f64, f64)
fn damage_knockback_direction(&self, source: &DamageSource) -> (f64, f64)
Source§fn knockback_resistance(&self) -> f64
fn knockback_resistance(&self) -> f64
Source§fn indicate_damage(&self, _xd: f64, _zd: f64)
fn indicate_damage(&self, _xd: f64, _zd: f64)
LivingEntity.indicateDamage.Source§fn hurt_broadcast_chunk(&self) -> ChunkPos
fn hurt_broadcast_chunk(&self) -> ChunkPos
Source§fn broadcast_damage_event(&self, world: &World, source: &DamageSource)
fn broadcast_damage_event(&self, world: &World, source: &DamageSource)
Source§fn broadcast_hurt_animation(&self, world: &World)
fn broadcast_hurt_animation(&self, world: &World)
Source§fn die(&self, source: &DamageSource)
fn die(&self, source: &DamageSource)
Source§fn should_drop_loot(&self, world: &World) -> bool
fn should_drop_loot(&self, world: &World) -> bool
LivingEntity.shouldDropLoot.Source§fn should_drop_experience(&self) -> bool
fn should_drop_experience(&self) -> bool
LivingEntity.shouldDropExperience.Source§fn is_always_experience_dropper(&self) -> bool
fn is_always_experience_dropper(&self) -> bool
LivingEntity.isAlwaysExperienceDropper.Source§fn skip_drop_experience(&self)
fn skip_drop_experience(&self)
LivingEntity.skipDropExperience.Source§fn was_experience_consumed(&self) -> bool
fn was_experience_consumed(&self) -> bool
LivingEntity.wasExperienceConsumed.Source§fn experience_reward(
&self,
_world: &World,
_killer_entity_id: Option<i32>,
) -> i32
fn experience_reward( &self, _world: &World, _killer_entity_id: Option<i32>, ) -> i32
LivingEntity.getExperienceReward.Source§fn drop_all_death_loot(&self, source: &DamageSource)
fn drop_all_death_loot(&self, source: &DamageSource)
LivingEntity.dropAllDeathLoot.Source§fn drop_experience(&self, world: &Arc<World>, killer_entity_id: Option<i32>)
fn drop_experience(&self, world: &Arc<World>, killer_entity_id: Option<i32>)
LivingEntity.dropExperience.Source§fn death_loot_table(&self) -> Option<LootTableRef>
fn death_loot_table(&self) -> Option<LootTableRef>
LivingEntity.dropFromLootTable.Source§fn death_loot_table_seed(&self) -> i64
fn death_loot_table_seed(&self) -> i64
Entity.getLootTableSeed for death loot.Source§fn drop_from_loot_table(&self, source: &DamageSource, killed_by_player: bool)
fn drop_from_loot_table(&self, source: &DamageSource, killed_by_player: bool)
LivingEntity.dropFromLootTable.Source§fn drop_custom_death_loot(
&self,
_source: &DamageSource,
_killed_by_player: bool,
)
fn drop_custom_death_loot( &self, _source: &DamageSource, _killed_by_player: bool, )
Source§fn tick_death(&self)
fn tick_death(&self)
Source§fn get_absorption_amount(&self) -> f32
fn get_absorption_amount(&self) -> f32
Source§fn set_absorption_amount(&self, amount: f32)
fn set_absorption_amount(&self, amount: f32)
Source§fn fall_damage_sound(&self, damage: i32) -> SoundEventRef
fn fall_damage_sound(&self, damage: i32) -> SoundEventRef
LivingEntity.getFallDamageSound().Source§fn play_block_fall_sound(&self)
fn play_block_fall_sound(&self)
LivingEntity.playBlockFallSound().Source§fn cause_living_fall_damage(
&self,
fall_distance: f64,
damage_modifier: f32,
source: &DamageSource,
) -> bool
fn cause_living_fall_damage( &self, fall_distance: f64, damage_modifier: f32, source: &DamageSource, ) -> bool
LivingEntity.causeFallDamage.Source§fn get_armor_value(&self) -> i32
fn get_armor_value(&self) -> i32
Source§fn get_attribute_gravity(&self) -> f64
fn get_attribute_gravity(&self) -> f64
Source§fn get_effective_gravity(&self) -> f64
fn get_effective_gravity(&self) -> f64
LivingEntity.getEffectiveGravity().Source§fn is_affected_by_potions(&self) -> bool
fn is_affected_by_potions(&self) -> bool
Source§fn is_inverted_heal_and_harm(&self) -> bool
fn is_inverted_heal_and_harm(&self) -> bool
LivingEntity.isInvertedHealAndHarm().Source§fn default_can_be_affected(&self, effect: &MobEffectInstance) -> bool
fn default_can_be_affected(&self, effect: &MobEffectInstance) -> bool
LivingEntity.canBeAffected eligibility.Source§fn can_be_affected(&self, effect: &MobEffectInstance) -> bool
fn can_be_affected(&self, effect: &MobEffectInstance) -> bool
Source§fn has_mob_effect(&self, effect: MobEffectRef) -> bool
fn has_mob_effect(&self, effect: MobEffectRef) -> bool
LivingEntity.hasEffect().Source§fn mob_effect(&self, effect: MobEffectRef) -> Option<ActiveMobEffect>
fn mob_effect(&self, effect: MobEffectRef) -> Option<ActiveMobEffect>
LivingEntity.getEffect().Source§fn active_mob_effects(&self) -> Vec<ActiveMobEffect> ⓘ
fn active_mob_effects(&self) -> Vec<ActiveMobEffect> ⓘ
Source§fn set_mob_effect(&self, effect: MobEffectRef, amplifier: i32)
fn set_mob_effect(&self, effect: MobEffectRef, amplifier: i32)
Source§fn add_mob_effect(&self, effect: MobEffectInstance) -> bool
fn add_mob_effect(&self, effect: MobEffectInstance) -> bool
Source§fn set_mob_effect_active(&self, effect: MobEffectRef, active: bool)
fn set_mob_effect_active(&self, effect: MobEffectRef, active: bool)
Source§fn remove_mob_effect(&self, effect: MobEffectRef) -> bool
fn remove_mob_effect(&self, effect: MobEffectRef) -> bool
Source§fn tick_mob_effects(&self)
fn tick_mob_effects(&self)
Source§fn has_water_breathing(&self) -> bool
fn has_water_breathing(&self) -> bool
Source§fn should_effects_refill_air_supply(&self) -> bool
fn should_effects_refill_air_supply(&self) -> bool
Source§fn can_breathe_underwater(&self) -> bool
fn can_breathe_underwater(&self) -> bool
LivingEntity.canBreatheUnderwater.Source§fn can_drown_in_water(&self) -> bool
fn can_drown_in_water(&self) -> bool
Source§fn is_eye_in_bubble_column(&self) -> bool
fn is_eye_in_bubble_column(&self) -> bool
Source§fn decrease_air_supply(&self, current_supply: i32) -> i32
fn decrease_air_supply(&self, current_supply: i32) -> i32
LivingEntity.decreaseAirSupply.Source§fn increase_air_supply(&self, current_supply: i32) -> i32
fn increase_air_supply(&self, current_supply: i32) -> i32
LivingEntity.increaseAirSupply.Source§fn should_take_drowning_damage(&self) -> bool
fn should_take_drowning_damage(&self) -> bool
LivingEntity.shouldTakeDrowningDamage.Source§fn tick_living_air_supply(&self)
fn tick_living_air_supply(&self)
baseTick.Source§fn is_in_wall(&self) -> bool
fn is_in_wall(&self) -> bool
LivingEntity.isInWall.Source§fn tick_in_wall_damage(&self)
fn tick_in_wall_damage(&self)
baseTick.Source§fn tick_living_environmental_damage(&self)
fn tick_living_environmental_damage(&self)
LivingEntity.baseTick order.Source§fn is_affected_by_fluids(&self) -> bool
fn is_affected_by_fluids(&self) -> bool
LivingEntity.isAffectedByFluids().Source§fn can_stand_on_fluid(&self, _fluid_state: FluidState) -> bool
fn can_stand_on_fluid(&self, _fluid_state: FluidState) -> bool
LivingEntity.canStandOnFluid().Source§fn is_using_item(&self) -> bool
fn is_using_item(&self) -> bool
Source§fn is_blocking(&self) -> bool
fn is_blocking(&self) -> bool
Source§fn is_fall_flying(&self) -> bool
fn is_fall_flying(&self) -> bool
Source§fn set_fall_flying(&self, fall_flying: bool)
fn set_fall_flying(&self, fall_flying: bool)
Source§fn fall_flying_ticks(&self) -> i32
fn fall_flying_ticks(&self) -> i32
LivingEntity.getFallFlyingTicks().Source§fn with_equipment_slot(
&self,
slot: EquipmentSlot,
visitor: &mut dyn FnMut(&ItemStack),
)
fn with_equipment_slot( &self, slot: EquipmentSlot, visitor: &mut dyn FnMut(&ItemStack), )
Source§fn is_holding(&self, predicate: &mut dyn FnMut(&ItemStack) -> bool) -> bool
fn is_holding(&self, predicate: &mut dyn FnMut(&ItemStack) -> bool) -> bool
LivingEntity.isHolding.Source§fn with_equipment_slot_mut(
&self,
slot: EquipmentSlot,
visitor: &mut dyn FnMut(&mut ItemStack),
)
fn with_equipment_slot_mut( &self, slot: EquipmentSlot, visitor: &mut dyn FnMut(&mut ItemStack), )
Source§fn has_item_in_slot(&self, slot: EquipmentSlot) -> bool
fn has_item_in_slot(&self, slot: EquipmentSlot) -> bool
slot.Source§fn can_use_slot(&self, _slot: EquipmentSlot) -> bool
fn can_use_slot(&self, _slot: EquipmentSlot) -> bool
slot.Source§fn can_dispenser_equip_into_slot(&self, _slot: EquipmentSlot) -> bool
fn can_dispenser_equip_into_slot(&self, _slot: EquipmentSlot) -> bool
Source§fn can_equip_with_dispenser(&self, item_stack: &ItemStack) -> bool
fn can_equip_with_dispenser(&self, item_stack: &ItemStack) -> bool
LivingEntity.canEquipWithDispenser.Source§fn is_equippable_in_slot(
&self,
item_stack: &ItemStack,
slot: EquipmentSlot,
) -> bool
fn is_equippable_in_slot( &self, item_stack: &ItemStack, slot: EquipmentSlot, ) -> bool
LivingEntity.isEquippableInSlot.Source§fn equip_sound(
&self,
slot: EquipmentSlot,
stack: &ItemStack,
) -> Option<SoundEventRef>
fn equip_sound( &self, slot: EquipmentSlot, stack: &ItemStack, ) -> Option<SoundEventRef>
Source§fn interact_living_entity_with_equippable(
&self,
player: &Player,
hand: InteractionHand,
) -> InteractionResult
fn interact_living_entity_with_equippable( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult
ItemStack.interactLivingEntity branch.Source§fn refresh_equipment_attribute_modifiers(&self, slot: EquipmentSlot)
fn refresh_equipment_attribute_modifiers(&self, slot: EquipmentSlot)
Source§fn detect_equipment_updates(&self)
fn detect_equipment_updates(&self)
Source§fn pack_living_equipment(&self) -> Vec<EquipmentSlotItem>
fn pack_living_equipment(&self) -> Vec<EquipmentSlotItem>
Source§fn drain_dirty_living_equipment(&self) -> Vec<EquipmentSlotItem>
fn drain_dirty_living_equipment(&self) -> Vec<EquipmentSlotItem>
Source§fn has_infinite_materials(&self) -> bool
fn has_infinite_materials(&self) -> bool
Source§fn handle_extra_items_created_on_use(&self, _extra: ItemStack)
fn handle_extra_items_created_on_use(&self, _extra: ItemStack)
LivingEntity.handleExtraItemsCreatedOnUse,
which is a no-op for non-player mobs.Source§fn on_equipped_item_broken(&self, _item: ItemRef, slot: EquipmentSlot)
fn on_equipped_item_broken(&self, _item: ItemRef, slot: EquipmentSlot)
Source§fn default_living_can_freeze(&self) -> bool
fn default_living_can_freeze(&self) -> bool
LivingEntity.canFreeze() after concrete entity exemptions. Read moreSource§fn is_on_non_air_block_for_frost(&self) -> bool
fn is_on_non_air_block_for_frost(&self) -> bool
tryAddFrost sees a non-air block below.Source§fn remove_frost(&self)
fn remove_frost(&self)
LivingEntity.removeFrost.Source§fn try_add_frost(&self)
fn try_add_frost(&self)
LivingEntity.tryAddFrost.Source§fn tick_freezing(&self)
fn tick_freezing(&self)
LivingEntity.aiStep freezing effects.Source§fn tick_living_entity(&self)
fn tick_living_entity(&self)
LivingEntity.tick. Read moreSource§fn tick_living_state(&self)
fn tick_living_state(&self)
Source§fn can_glide_using(&self, item_stack: &ItemStack, slot: EquipmentSlot) -> bool
fn can_glide_using(&self, item_stack: &ItemStack, slot: EquipmentSlot) -> bool
LivingEntity.canGlideUsing().Source§fn can_glide_using_equipment_slot(&self, slot: EquipmentSlot) -> bool
fn can_glide_using_equipment_slot(&self, slot: EquipmentSlot) -> bool
slot can be used for vanilla gliding.Source§fn damage_random_glider(&self)
fn damage_random_glider(&self)
LivingEntity.updateFallFlying().Source§fn default_can_glide(&self) -> bool
fn default_can_glide(&self) -> bool
LivingEntity.canGlide() implementation for overrides.Source§fn start_fall_flying(&self)
fn start_fall_flying(&self)
Player.startFallFlying().Source§fn try_to_start_fall_flying(&self) -> bool
fn try_to_start_fall_flying(&self) -> bool
Player.tryToStartFallFlying().Source§fn last_climbable_pos(&self) -> Option<BlockPos>
fn last_climbable_pos(&self) -> Option<BlockPos>
Source§fn set_last_climbable_pos(&self, pos: BlockPos)
fn set_last_climbable_pos(&self, pos: BlockPos)
Source§fn default_living_on_climbable(&self) -> bool
fn default_living_on_climbable(&self) -> bool
LivingEntity.onClimbable() behavior.Source§fn should_discard_friction(&self) -> bool
fn should_discard_friction(&self) -> bool
Source§fn set_discard_friction(&self, discard_friction: bool)
fn set_discard_friction(&self, discard_friction: bool)
Source§fn is_jumping(&self) -> bool
fn is_jumping(&self) -> bool
Source§fn set_jumping(&self, jumping: bool)
fn set_jumping(&self, jumping: bool)
Source§fn travel_input(&self) -> LivingTravelInput
fn travel_input(&self) -> LivingTravelInput
Source§fn set_travel_input(&self, input: LivingTravelInput)
fn set_travel_input(&self, input: LivingTravelInput)
Source§fn apply_input(&self)
fn apply_input(&self)
LivingEntity.applyInput() damping.Source§fn no_jump_delay(&self) -> i32
fn no_jump_delay(&self) -> i32
Source§fn set_no_jump_delay(&self, ticks: i32)
fn set_no_jump_delay(&self, ticks: i32)
Source§fn tick_no_jump_delay(&self)
fn tick_no_jump_delay(&self)
Source§fn default_is_immobile(&self) -> bool
fn default_is_immobile(&self) -> bool
LivingEntity.isImmobile().Source§fn is_immobile(&self) -> bool
fn is_immobile(&self) -> bool
LivingEntity.isImmobile().Source§fn apply_living_velocity_thresholds(&self)
fn apply_living_velocity_thresholds(&self)
LivingEntity.aiStep() velocity thresholds.Source§fn get_jump_boost_power(&self) -> f32
fn get_jump_boost_power(&self) -> f32
LivingEntity.getJumpBoostPower().Source§fn get_jump_power_with_multiplier(&self, multiplier: f32) -> f32
fn get_jump_power_with_multiplier(&self, multiplier: f32) -> f32
LivingEntity.getJumpPower(float).Source§fn get_jump_power(&self) -> f32
fn get_jump_power(&self) -> f32
LivingEntity.getJumpPower().Source§fn default_jump_from_ground(&self)
fn default_jump_from_ground(&self)
LivingEntity.jumpFromGround() implementation for overrides.Source§fn jump_from_ground(&self)
fn jump_from_ground(&self)
LivingEntity.jumpFromGround().Source§fn go_down_in_water(&self)
fn go_down_in_water(&self)
LivingEntity.goDownInWater().Source§fn jump_in_liquid(&self, _fluid_tag: &Identifier)
fn jump_in_liquid(&self, _fluid_tag: &Identifier)
LivingEntity.jumpInLiquid().Source§fn handle_living_jump(&self)
fn handle_living_jump(&self)
LivingEntity.aiStep() jump handling.Source§fn tick_ridden(&self, _controller: &Player, _ridden_input: DVec3)
fn tick_ridden(&self, _controller: &Player, _ridden_input: DVec3)
LivingEntity.tickRidden().Source§fn ridden_input(&self, _controller: &Player, self_input: DVec3) -> DVec3
fn ridden_input(&self, _controller: &Player, self_input: DVec3) -> DVec3
LivingEntity.getRiddenInput().Source§fn ridden_speed(&self, _controller: &Player) -> f32
fn ridden_speed(&self, _controller: &Player) -> f32
LivingEntity.getRiddenSpeed().Source§fn travel_ridden(
&self,
controller: &Player,
self_input: DVec3,
) -> Option<MoveResult>
fn travel_ridden( &self, controller: &Player, self_input: DVec3, ) -> Option<MoveResult>
LivingEntity.travelRidden().Source§fn default_ai_step(&self) -> Option<MoveResult>
fn default_ai_step(&self) -> Option<MoveResult>
LivingEntity.aiStep() movement foundation for overrides. Read moreSource§fn push_entities(&self)
fn push_entities(&self)
LivingEntity.pushEntities().Source§fn apply_entity_cramming_damage(
&self,
world: &World,
pushable_entities: &[SharedEntity],
)
fn apply_entity_cramming_damage( &self, world: &World, pushable_entities: &[SharedEntity], )
LivingEntity.pushEntities().Source§fn is_suppressing_sliding_down_ladder(&self) -> bool
fn is_suppressing_sliding_down_ladder(&self) -> bool
LivingEntity.isSuppressingSlidingDownLadder().Source§fn levitation_travel_y_delta(&self, movement_y: f64) -> Option<f64>
fn levitation_travel_y_delta(&self, movement_y: f64) -> Option<f64>
travelInAir.Source§fn should_travel_in_fluid(&self, fluid_state: FluidState) -> bool
fn should_travel_in_fluid(&self, fluid_state: FluidState) -> bool
LivingEntity.travel() should use fluid movement.Source§fn get_water_slow_down(&self) -> f32
fn get_water_slow_down(&self) -> f32
LivingEntity.getWaterSlowDown().Source§fn water_movement_efficiency(&self) -> f32
fn water_movement_efficiency(&self) -> f32
Source§fn has_dolphins_grace(&self) -> bool
fn has_dolphins_grace(&self) -> bool
Source§fn get_flying_speed(&self) -> f32
fn get_flying_speed(&self) -> f32
LivingEntity.getFlyingSpeed().Source§fn get_friction_influenced_speed(&self, block_friction: f32) -> f32
fn get_friction_influenced_speed(&self, block_friction: f32) -> f32
LivingEntity.getFrictionInfluencedSpeed().Source§fn air_travel_vertical_friction(&self, _horizontal_friction: f32) -> f32
fn air_travel_vertical_friction(&self, _horizontal_friction: f32) -> f32
travelInAir.Source§fn handle_on_climbable(&self, movement: DVec3) -> DVec3
fn handle_on_climbable(&self, movement: DVec3) -> DVec3
LivingEntity.handleOnClimbable().Source§fn apply_living_travel_gravity(&self)
fn apply_living_travel_gravity(&self)
Source§fn handle_relative_friction_and_calculate_movement(
&self,
input: DVec3,
block_friction: f32,
) -> Option<(DVec3, MoveResult)>
fn handle_relative_friction_and_calculate_movement( &self, input: DVec3, block_friction: f32, ) -> Option<(DVec3, MoveResult)>
LivingEntity.handleRelativeFrictionAndCalculateMovement().Source§fn travel_in_air(&self, input: DVec3) -> Option<MoveResult>
fn travel_in_air(&self, input: DVec3) -> Option<MoveResult>
LivingEntity.travelInAir().Source§fn get_fluid_falling_adjusted_movement(
&self,
base_gravity: f64,
is_falling: bool,
movement: DVec3,
) -> DVec3
fn get_fluid_falling_adjusted_movement( &self, base_gravity: f64, is_falling: bool, movement: DVec3, ) -> DVec3
LivingEntity.getFluidFallingAdjustedMovement().Source§fn jump_out_of_fluid(&self, old_y: f64)
fn jump_out_of_fluid(&self, old_y: f64)
LivingEntity.jumpOutOfFluid().Source§fn float_in_water_while_ridden(&self)
fn float_in_water_while_ridden(&self)
LivingEntity.floatInWaterWhileRidden().Source§fn travel_in_water(
&self,
input: DVec3,
base_gravity: f64,
is_falling: bool,
old_y: f64,
) -> Option<MoveResult>
fn travel_in_water( &self, input: DVec3, base_gravity: f64, is_falling: bool, old_y: f64, ) -> Option<MoveResult>
LivingEntity.travelInWater().Source§fn travel_in_lava(
&self,
input: DVec3,
base_gravity: f64,
is_falling: bool,
old_y: f64,
) -> Option<MoveResult>
fn travel_in_lava( &self, input: DVec3, base_gravity: f64, is_falling: bool, old_y: f64, ) -> Option<MoveResult>
LivingEntity.travelInLava().Source§fn travel_in_fluid(&self, input: DVec3) -> Option<MoveResult>
fn travel_in_fluid(&self, input: DVec3) -> Option<MoveResult>
LivingEntity.travelInFluid().Source§fn update_fall_flying(&self)
fn update_fall_flying(&self)
LivingEntity.updateFallFlying().Source§fn update_fall_flying_movement(&self, movement: DVec3) -> DVec3
fn update_fall_flying_movement(&self, movement: DVec3) -> DVec3
LivingEntity.updateFallFlyingMovement().Source§fn stop_fall_flying(&self)
fn stop_fall_flying(&self)
LivingEntity.stopFallFlying().Source§fn handle_fall_flying_collisions(
&self,
previous_horizontal_speed: f64,
new_horizontal_speed: f64,
)
fn handle_fall_flying_collisions( &self, previous_horizontal_speed: f64, new_horizontal_speed: f64, )
LivingEntity.handleFallFlyingCollisions().Source§fn travel_fall_flying(&self, input: DVec3) -> Option<MoveResult>
fn travel_fall_flying(&self, input: DVec3) -> Option<MoveResult>
LivingEntity.travelFallFlying().Source§fn default_travel(&self, input: DVec3) -> Option<MoveResult>
fn default_travel(&self, input: DVec3) -> Option<MoveResult>
LivingEntity.travel() implementation for overrides.Source§fn sleeping_pos(&self) -> Option<BlockPos>
fn sleeping_pos(&self) -> Option<BlockPos>
Source§fn set_sleeping_pos(&self, bed_position: BlockPos)
fn set_sleeping_pos(&self, bed_position: BlockPos)
Source§fn clear_sleeping_pos(&self)
fn clear_sleeping_pos(&self)
Source§fn is_sleeping(&self) -> bool
fn is_sleeping(&self) -> bool
Source§fn living_synced_data(&self) -> Option<&dyn LivingEntitySyncedData>
fn living_synced_data(&self) -> Option<&dyn LivingEntitySyncedData>
LivingEntity.Source§fn start_sleeping(&self, bed_position: BlockPos) -> Result<(), EntityMoveError>
fn start_sleeping(&self, bed_position: BlockPos) -> Result<(), EntityMoveError>
Source§fn default_stop_sleeping(&self)
fn default_stop_sleeping(&self)
super.stopSleeping().Source§fn stop_sleeping(&self)
fn stop_sleeping(&self)
Source§fn is_sprinting(&self) -> bool
fn is_sprinting(&self) -> bool
Source§fn set_sprinting(&self, sprinting: bool)
fn set_sprinting(&self, sprinting: bool)
Source§fn apply_post_impulse_grace_time(&self, ticks: i32)
fn apply_post_impulse_grace_time(&self, ticks: i32)
Source§fn set_ignore_fall_damage_from_current_impulse(
&self,
ignore_fall_damage: bool,
new_impulse_impact_pos: DVec3,
)
fn set_ignore_fall_damage_from_current_impulse( &self, ignore_fall_damage: bool, new_impulse_impact_pos: DVec3, )
LivingEntity.setIgnoreFallDamageFromCurrentImpulse.Source§fn is_ignoring_fall_damage_from_current_impulse(&self) -> bool
fn is_ignoring_fall_damage_from_current_impulse(&self) -> bool
LivingEntity.isIgnoringFallDamageFromCurrentImpulse.Source§fn current_impulse_impact_pos(&self) -> Option<DVec3>
fn current_impulse_impact_pos(&self) -> Option<DVec3>
LivingEntity.currentImpulseImpactPos.Source§fn try_reset_current_impulse_context(&self)
fn try_reset_current_impulse_context(&self)
LivingEntity.tryResetCurrentImpulseContext.Source§fn reset_current_impulse_context(&self)
fn reset_current_impulse_context(&self)
LivingEntity.resetCurrentImpulseContext.Source§fn is_in_post_impulse_grace_time(&self) -> bool
fn is_in_post_impulse_grace_time(&self) -> bool
Source§fn tick_post_impulse_grace_time(&self)
fn tick_post_impulse_grace_time(&self)
Source§fn refresh_dirty_attributes(&self)
fn refresh_dirty_attributes(&self)
Source§impl Mob for ChickenEntity
impl Mob for ChickenEntity
fn mob_base(&self) -> &MobBase
fn tick_goal_selectors(&self)
fn custom_server_ai_step(&self)
fn ambient_sound(&self) -> Option<SoundEventRef>
fn remove_when_far_away(&self, _dist_sqr: f64) -> bool
fn finalize_spawn( &self, world: &Arc<World>, spawn_reason: EntitySpawnReason, group_data: Option<SpawnGroupData>, ) -> Option<SpawnGroupData>
Source§fn mob_interact(
&self,
player: &Player,
hand: InteractionHand,
) -> InteractionResult
fn mob_interact( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult
Mob.mobInteract.fn mob_flags(&self) -> i8
fn set_mob_flags(&self, flags: i8)
Source§fn is_saddled(&self) -> bool
fn is_saddled(&self) -> bool
Mob.isSaddled.fn xp_reward(&self) -> i32
fn set_xp_reward(&self, xp_reward: i32)
Source§fn target(&self) -> Option<SharedEntity>
fn target(&self) -> Option<SharedEntity>
Mob.getTarget.Source§fn set_target(&self, target: Option<&SharedEntity>) -> bool
fn set_target(&self, target: Option<&SharedEntity>) -> bool
Mob.target. Read morefn is_valid_target(&self, target: &dyn LivingEntity) -> bool
Source§fn can_attack(&self, target: &dyn LivingEntity) -> bool
fn can_attack(&self, target: &dyn LivingEntity) -> bool
Mob.canAttack.fn base_experience_reward_mob(&self) -> i32
fn ambient_sound_interval(&self) -> i32
fn play_ambient_sound(&self)
fn reset_ambient_sound_time(&self)
Source§fn base_tick_mob(&self)
fn base_tick_mob(&self)
Mob.baseTick.Source§fn mob_base_tick(&self)
fn mob_base_tick(&self)
Mob.baseTick.fn finalize_spawn_mob_base( &self, _world: &Arc<World>, _spawn_reason: EntitySpawnReason, group_data: Option<SpawnGroupData>, ) -> Option<SpawnGroupData>
Source§fn interact_mob(
&self,
player: &Player,
hand: InteractionHand,
location: DVec3,
) -> InteractionResult
fn interact_mob( &self, player: &Player, hand: InteractionHand, location: DVec3, ) -> InteractionResult
Mob.interact.Source§fn check_and_handle_important_interactions(
&self,
player: &Player,
hand: InteractionHand,
) -> InteractionResult
fn check_and_handle_important_interactions( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult
Mob.checkAndHandleImportantInteractions.Source§fn can_shear_equipment(&self, _player: &Player) -> bool
fn can_shear_equipment(&self, _player: &Player) -> bool
Mob.canShearEquipment.Source§fn use_player_item(&self, player: &Player, hand: InteractionHand)
fn use_player_item(&self, player: &Player, hand: InteractionHand)
Mob.usePlayerItem.fn requires_custom_persistence(&self) -> bool
fn is_persistence_required(&self) -> bool
fn set_persistence_required(&self)
Source§fn mob_can_be_leashed(&self) -> bool
fn mob_can_be_leashed(&self) -> bool
Source§fn can_pick_up_loot(&self) -> bool
fn can_pick_up_loot(&self) -> bool
Mob.canPickUpLoot.fn set_can_pick_up_loot(&self, can_pick_up_loot: bool)
fn equipment_drop_chance(&self, slot: EquipmentSlot) -> f32
fn is_equipment_drop_preserved(&self, slot: EquipmentSlot) -> bool
fn set_guaranteed_drop(&self, slot: EquipmentSlot)
Source§fn get_pickup_reach(&self) -> DVec3
fn get_pickup_reach(&self) -> DVec3
Mob.getPickupReach: the per-axis distance the item-pickup search
box is inflated by. Overridable so mobs with a longer reach can widen it.Source§fn wants_to_pick_up(&self, item_stack: &ItemStack) -> bool
fn wants_to_pick_up(&self, item_stack: &ItemStack) -> bool
Mob.wantsToPickUp: whether this mob wants to collect the item it
just walked over. Defaults to whatever the mob is willing to hold.Source§fn can_hold_item(&self, _item_stack: &ItemStack) -> bool
fn can_hold_item(&self, _item_stack: &ItemStack) -> bool
Mob.canHoldItem: whether this mob is willing to hold the item.
The base mob holds anything; specific mobs narrow this down.Source§fn pick_up_item(&self, world: &Arc<World>, item_entity: &ItemEntity)
fn pick_up_item(&self, world: &Arc<World>, item_entity: &ItemEntity)
Mob.pickUpItem: take a dropped item into this mob’s equipment. Read moreSource§fn equip_item_if_possible(&self, item_stack: ItemStack) -> ItemStack
fn equip_item_if_possible(&self, item_stack: ItemStack) -> ItemStack
Mob.equipItemIfPossible: route item_stack to the slot its
equippable component asks for (main hand otherwise), swap up when the
target slot already holds worse gear, and drop the replaced piece by its
drop chance. Returns the stack that was equipped, or empty when nothing
was taken.Source§fn get_equipment_slot_for_item(&self, item_stack: &ItemStack) -> EquipmentSlot
fn get_equipment_slot_for_item(&self, item_stack: &ItemStack) -> EquipmentSlot
LivingEntity.getEquipmentSlotForItem: the slot an item wants to
occupy, falling back to the main hand when it is not equippable or the mob
cannot use that slot.Source§fn equipment_in_slot(&self, slot: EquipmentSlot) -> ItemStack
fn equipment_in_slot(&self, slot: EquipmentSlot) -> ItemStack
slot.Source§fn can_replace_current_item(
&self,
new_item_stack: &ItemStack,
current_item_stack: &ItemStack,
slot: EquipmentSlot,
) -> bool
fn can_replace_current_item( &self, new_item_stack: &ItemStack, current_item_stack: &ItemStack, slot: EquipmentSlot, ) -> bool
Mob.canReplaceCurrentItem: whether the freshly picked-up item
should displace what is already in slot.Source§fn compare_armor(
&self,
new_item_stack: &ItemStack,
current_item_stack: &ItemStack,
slot: EquipmentSlot,
) -> bool
fn compare_armor( &self, new_item_stack: &ItemStack, current_item_stack: &ItemStack, slot: EquipmentSlot, ) -> bool
Mob.compareArmor: prefer the piece granting more armor, then
more toughness, then the equal-item tiebreak, unless the worn piece is
protected against removal.Source§fn get_preferred_weapon_type(&self) -> Option<Identifier>
fn get_preferred_weapon_type(&self) -> Option<Identifier>
Mob.getPreferredWeaponType: the item tag a mob favors for its
main hand regardless of raw damage (a skeleton keeps its bow over a
stronger sword). The base mob has no preference; specific mobs override it.Source§fn compare_weapons(
&self,
new_item_stack: &ItemStack,
current_item_stack: &ItemStack,
slot: EquipmentSlot,
) -> bool
fn compare_weapons( &self, new_item_stack: &ItemStack, current_item_stack: &ItemStack, slot: EquipmentSlot, ) -> bool
Mob.compareWeapons: keep a piece of the mob’s preferred weapon
type over one that is not, otherwise prefer more attack damage, then the
equal-item tiebreak.Source§fn approximate_attribute_with(
&self,
item_stack: &ItemStack,
attribute: AttributeRef,
slot: EquipmentSlot,
) -> f64
fn approximate_attribute_with( &self, item_stack: &ItemStack, attribute: AttributeRef, slot: EquipmentSlot, ) -> f64
Mob.getApproximateAttributeWith: the value of attribute this
mob would have in slot while wearing item_stack, taking the mob’s base
value (zero when it lacks the attribute) and folding in the item’s
attribute modifiers.Source§fn can_replace_equal_item(
&self,
new_item_stack: &ItemStack,
current_item_stack: &ItemStack,
) -> bool
fn can_replace_equal_item( &self, new_item_stack: &ItemStack, current_item_stack: &ItemStack, ) -> bool
Mob.canReplaceEqualItem: the tiebreak when two pieces grade out
equally, favoring more enchantments, then less damage, then a custom name.Source§fn tick_looting(&self)
fn tick_looting(&self)
Mob.aiStep looting loop: while this mob may pick up loot and the
mobGriefing game rule allows it, collect nearby dropped items in reach.fn drop_custom_death_loot_mob( &self, _source: &DamageSource, killed_by_player: bool, )
fn save_mob(&self, nbt: &mut NbtCompound)
fn load_mob(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
fn set_death_loot_table(&self, loot_table: Option<Identifier>)
fn set_death_loot_table_seed(&self, seed: i64)
fn custom_death_loot_table(&self) -> Option<LootTableRef>
fn has_custom_death_loot_table(&self) -> bool
fn death_loot_table_seed(&self) -> i64
fn clear_custom_death_loot_table(&self)
fn is_within_home(&self) -> bool
fn is_within_home_pos(&self, pos: BlockPos) -> bool
fn is_within_home_vec(&self, pos: DVec3) -> bool
fn set_home_to(&self, position: BlockPos, radius: i32)
fn home_position(&self) -> BlockPos
fn home_radius(&self) -> i32
fn clear_home(&self)
fn has_home(&self) -> bool
fn check_mob_despawn(&self)
fn nearest_player_distance_sqr(&self) -> Option<f64>
fn controlling_passenger_mob(&self) -> Option<SharedEntity>
fn get_pathfinding_malus(&self, path_type: PathType) -> f32
Source§fn max_fall_distance(&self) -> i32
fn max_fall_distance(&self) -> i32
Entity.getMaxFallDistance baseline.fn set_pathfinding_malus(&self, path_type: PathType, malus: f32)
fn is_no_ai(&self) -> bool
fn set_no_ai(&self, no_ai: bool)
fn is_left_handed(&self) -> bool
fn set_left_handed(&self, left_handed: bool)
fn is_aggressive(&self) -> bool
Source§fn has_line_of_sight_cached(&self, target: &dyn Entity) -> bool
fn has_line_of_sight_cached(&self, target: &dyn Entity) -> bool
target.Source§fn max_head_x_rot(&self) -> f32
fn max_head_x_rot(&self) -> f32
Mob.getMaxHeadXRot.Source§fn max_head_y_rot(&self) -> f32
fn max_head_y_rot(&self) -> f32
Mob.getMaxHeadYRot.Source§fn do_hurt_target(&self, world: &World, target: &SharedEntity) -> bool
fn do_hurt_target(&self, world: &World, target: &SharedEntity) -> bool
Mob.doHurtTarget.Source§fn mob_attack_damage_source(
&self,
weapon_item: &ItemStack,
attacker: &dyn LivingEntity,
) -> DamageSource
fn mob_attack_damage_source( &self, weapon_item: &ItemStack, attacker: &dyn LivingEntity, ) -> DamageSource
ItemStack.getDamageSource.Source§fn get_attack_knockback(
&self,
target: &dyn Entity,
weapon_item: &ItemStack,
damage_source: &DamageSource,
) -> f64
fn get_attack_knockback( &self, target: &dyn Entity, weapon_item: &ItemStack, damage_source: &DamageSource, ) -> f64
LivingEntity.getKnockback for mob attacks.Source§fn cause_extra_knockback(
&self,
target: &dyn Entity,
knockback_amount: f64,
_old_movement: DVec3,
)
fn cause_extra_knockback( &self, target: &dyn Entity, knockback_amount: f64, _old_movement: DVec3, )
LivingEntity.causeExtraKnockback.Source§fn play_attack_sound(&self)
fn play_attack_sound(&self)
LivingEntity.playAttackSound.Source§fn is_within_melee_attack_range(&self, target: &dyn LivingEntity) -> bool
fn is_within_melee_attack_range(&self, target: &dyn LivingEntity) -> bool
Mob.isWithinMeleeAttackRange.Source§fn attack_bounding_box(&self, horizontal_expansion: f64) -> WorldAabb
fn attack_bounding_box(&self, horizontal_expansion: f64) -> WorldAabb
Mob.getAttackBoundingBox.fn set_aggressive(&self, aggressive: bool)
fn set_mob_flag(&self, flag: i8, enabled: bool)
fn controlled_mob_vehicle(&self) -> Option<SharedEntity>
fn set_wanted_position(&self, position: DVec3, speed_modifier: f64)
fn jump_control_jump(&self)
Source§fn set_mob_speed(&self, speed: f32)
fn set_mob_speed(&self, speed: f32)
Mob.setSpeed: update cached speed and forward AI input.fn mob_server_ai_step(&self)
Source§fn mob_ai_step(&self) -> Option<MoveResult>
fn mob_ai_step(&self) -> Option<MoveResult>
Mob.aiStep: the LivingEntity.aiStep movement foundation followed
by the item-pickup looting loop. Read morefn tick_move_control(&self)
fn tick_move_to_control(&self, wanted_position: DVec3, speed_modifier: f64)
fn tick_strafe_control(&self, forward: f32, right: f32)
fn is_strafe_walkable(&self, dx: f32, dz: f32) -> bool
fn tick_jumping_control(&self, speed_modifier: f64)
fn tick_look_control(&self)
fn clamp_head_rotation_to_body_when_pathing(&self)
fn tick_jump_control(&self)
fn update_control_flags(&self)
fn tick_body_rotation_control(&self)
Source§impl PathfinderMob for ChickenEntity
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impl !Freeze for ChickenEntity
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