pub struct ItemEntity {
base: EntityBase,
entity_type: EntityTypeRef,
entity_data: SyncMutex<ItemEntityData>,
item_state: SyncMutex<ItemEntityState>,
}Expand description
A dropped item entity.
Mirrors vanilla’s ItemEntity behavior:
- Falls with gravity (0.04 per tick)
- Applies friction when on ground (0.98)
- Despawns after 5 minutes (6000 ticks)
- Has pickup delay before players can collect it
Fields§
§base: EntityBaseCommon entity fields (id, uuid, position, etc.).
entity_type: EntityTypeRefVanilla entity type registered for this implementation.
entity_data: SyncMutex<ItemEntityData>Entity data containing the ItemStack.
item_state: SyncMutex<ItemEntityState>Item-specific mutable state.
Implementations§
Source§impl ItemEntity
impl ItemEntity
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 item entity with an empty item.
Use set_item() to set the actual item after creation, or use with_item().
Sourcepub fn with_item(
entity_type: EntityTypeRef,
id: i32,
position: DVec3,
item: ItemStack,
world: Weak<World>,
) -> Self
pub fn with_item( entity_type: EntityTypeRef, id: i32, position: DVec3, item: ItemStack, world: Weak<World>, ) -> Self
Creates a new item entity with the specified item.
Sourcepub fn with_item_and_velocity(
entity_type: EntityTypeRef,
id: i32,
position: DVec3,
item: ItemStack,
velocity: DVec3,
world: Weak<World>,
) -> Self
pub fn with_item_and_velocity( entity_type: EntityTypeRef, id: i32, position: DVec3, item: ItemStack, velocity: DVec3, world: Weak<World>, ) -> Self
Creates a new item entity with the specified item and initial velocity.
pub(crate) fn default_spawn_velocity() -> DVec3
Sourcepub fn from_saved(entity_type: EntityTypeRef, load: EntityBaseLoad) -> Self
pub fn from_saved(entity_type: EntityTypeRef, load: EntityBaseLoad) -> Self
Creates an item entity from saved data with restored base state.
Used when loading entities from disk. Type-specific data (item, age, etc.)
is restored via load_additional() after this constructor.
Sourcepub fn make_fake_item(&self)
pub fn make_fake_item(&self)
Makes this a one-tick visual pickup item that cannot be collected.
Sourcepub fn get_pickup_delay(&self) -> i32
pub fn get_pickup_delay(&self) -> i32
Gets the pickup delay in ticks.
Sourcepub fn set_default_pickup_delay(&self)
pub fn set_default_pickup_delay(&self)
Sets the default pickup delay (10 ticks = 0.5 seconds).
Sourcepub fn set_no_pickup_delay(&self)
pub fn set_no_pickup_delay(&self)
Sets the pickup delay to zero (immediately pickupable).
Sourcepub fn set_pickup_delay(&self, delay: i32)
pub fn set_pickup_delay(&self, delay: i32)
Sets a custom pickup delay in ticks.
Sourcepub fn has_pickup_delay(&self) -> bool
pub fn has_pickup_delay(&self) -> bool
Returns true if the item has a pickup delay (cannot be picked up yet).
Sourcepub fn get_health(&self) -> i32
pub fn get_health(&self) -> i32
Gets the health (damage resistance).
Sourcepub fn set_health(&self, health: i32)
pub fn set_health(&self, health: i32)
Sets the health.
Sourcepub fn set_thrower(&self, uuid: Uuid)
pub fn set_thrower(&self, uuid: Uuid)
Sets the entity that threw/dropped this item.
Sourcepub fn get_thrower(&self) -> Option<Uuid>
pub fn get_thrower(&self) -> Option<Uuid>
Gets the UUID of the entity that threw/dropped this item.
Sourcepub fn set_owner(&self, uuid: Option<Uuid>)
pub fn set_owner(&self, uuid: Option<Uuid>)
Sets the owner (the only entity that can pick up this item).
Pass None to allow any player to pick it up.
Vanilla calls this target.
Sourcepub fn get_owner(&self) -> Option<Uuid>
pub fn get_owner(&self) -> Option<Uuid>
Gets the owner UUID (the only entity that can pick up this item).
Returns None if any player can pick it up.
Sourcepub fn try_pickup(&self, player: &Arc<Player>) -> bool
pub fn try_pickup(&self, player: &Arc<Player>) -> bool
Attempts to have a player pick up this item.
Returns true if the item was fully picked up (and the entity should be removed),
false if pickup failed or was only partial.
Sourcepub fn is_mergeable(&self) -> bool
pub fn is_mergeable(&self) -> bool
Returns true if this item entity can be merged with others.
An item is mergeable if:
- It’s not removed
- It doesn’t have infinite pickup delay (32767)
- It doesn’t have infinite lifetime (-32768)
- Its age is less than the despawn threshold (6000)
- Its count is less than max stack size
Sourcepub fn are_mergeable(this_stack: &ItemStack, other_stack: &ItemStack) -> bool
pub fn are_mergeable(this_stack: &ItemStack, other_stack: &ItemStack) -> bool
Checks if two item stacks can be merged together.
Returns true if the items are the same type with the same components, and their combined count wouldn’t exceed max stack size.
Sourcefn try_to_merge(&self, other: &Self)
fn try_to_merge(&self, other: &Self)
Attempts to merge with another item entity.
The item with fewer items is merged into the one with more.
Sourcefn merge_stacks(
to_item: &Self,
to_stack: &ItemStack,
from_item: &Self,
from_stack: &ItemStack,
)
fn merge_stacks( to_item: &Self, to_stack: &ItemStack, from_item: &Self, from_stack: &ItemStack, )
Merges the from_item’s stack into the to_item’s stack.
Sourcepub fn merge_with_neighbors(&self, world: &Arc<World>)
pub fn merge_with_neighbors(&self, world: &Arc<World>)
Attempts to merge this item with nearby item entities.
Searches for other mergeable item entities within 0.5 blocks horizontally and attempts to merge with them.
fn apply_fluid_movement_or_gravity(&self)
fn apply_fluid_movement(&self, horizontal_drag: f64)
Trait Implementations§
Source§impl DefaultEntityPush for ItemEntity
impl DefaultEntityPush for ItemEntity
Source§fn push_snapshot(&self, known_pushable: bool) -> Option<EntityPushSnapshot>
fn push_snapshot(&self, known_pushable: bool) -> Option<EntityPushSnapshot>
None while riding. known_pushable skips the
is_pushable check when the selector has already passed this entity.Source§impl DowncastType for ItemEntity
impl DowncastType for ItemEntity
Source§const TYPE_KEY: DowncastTypeKey
const TYPE_KEY: DowncastTypeKey
Source§impl Entity for ItemEntity
impl Entity for ItemEntity
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fn is_hard_collision_relevant(&self) -> bool
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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
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 default_known_movement(&self) -> DVec3
fn default_known_movement(&self) -> DVec3
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
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)
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 motion_direction(&self) -> Direction
fn motion_direction(&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
Source§fn is_in_wall(&self) -> bool
fn is_in_wall(&self) -> bool
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
Source§fn look_angle(&self) -> DVec3
fn look_angle(&self) -> DVec3
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
Source§fn mark_velocity_sync(&self)
fn mark_velocity_sync(&self)
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)
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
Source§fn set_remaining_fire_ticks(&self, remaining_fire_ticks: i32)
fn set_remaining_fire_ticks(&self, remaining_fire_ticks: i32)
Source§fn ticks_frozen(&self) -> i32
fn ticks_frozen(&self) -> i32
Source§fn set_ticks_frozen(&self, ticks_frozen: i32)
fn set_ticks_frozen(&self, ticks_frozen: i32)
Source§fn fire_immune_ticks(&self) -> i32
fn fire_immune_ticks(&self) -> i32
Source§fn lava_ignite(&self)
fn lava_ignite(&self)
Source§fn remaining_fire_ticks_cap(&self) -> Option<i32>
fn remaining_fire_ticks_cap(&self) -> Option<i32>
None means unlimited.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
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
Source§fn is_fully_frozen(&self) -> bool
fn is_fully_frozen(&self) -> bool
Source§fn percent_frozen(&self) -> f32
fn percent_frozen(&self) -> f32
Source§fn clear_freeze(&self)
fn clear_freeze(&self)
Source§fn clear_fire(&self)
fn clear_fire(&self)
Source§fn extinguish_fire(&self)
fn extinguish_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_rain(&self) -> bool
fn is_in_rain(&self) -> bool
Source§fn is_in_water_or_rain(&self) -> bool
fn is_in_water_or_rain(&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 update_fluid_interaction(&self) -> bool
fn update_fluid_interaction(&self) -> bool
Entity.updateFluidInteraction: refreshes cached contact,
emits the water-entry splash on transition, resets fall distance in
water, and applies fluid currents. Read moreSource§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_impulses(
&self,
world: &Arc<World>,
contact: EntityFluidContact,
)
fn apply_fluid_current_impulses( &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: Arc<Self>,
fall_distance: f64,
damage_modifier: f32,
source: &DamageSource,
) -> bool
fn cause_fall_damage( self: Arc<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 land_after_teleport(&self)
fn land_after_teleport(&self)
/teleport does once an entity has moved: unless it is gliding, it ends up
on the ground without vertical motion.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: Arc<Self>,
world: &Arc<World>,
accepted: AcceptedClientMovement,
) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
fn default_apply_accepted_client_movement( self: Arc<Self>, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
Source§fn apply_accepted_client_movement(
self: Arc<Self>,
world: &Arc<World>,
accepted: AcceptedClientMovement,
) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
fn apply_accepted_client_movement( self: Arc<Self>, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
Source§fn apply_accepted_client_vehicle_movement(
self: Arc<Self>,
world: &Arc<World>,
accepted: AcceptedClientMovement,
) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
fn apply_accepted_client_vehicle_movement( self: Arc<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 try_set_position_base(&self, pos: DVec3) -> Result<(), EntityMoveError>
fn try_set_position_base(&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.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 on_pos_legacy(&self) -> Option<BlockPos>
fn on_pos_legacy(&self) -> Option<BlockPos>
getOnPosLegacy(), used by fall/step block hooks.Source§fn default_block_speed_factor(&self) -> f32
fn default_block_speed_factor(&self) -> f32
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
Source§fn pose(&self) -> EntityPose
fn pose(&self) -> EntityPose
Source§fn dimensions_for_pose(&self, _pose: EntityPose) -> EntityDimensions
fn dimensions_for_pose(&self, _pose: EntityPose) -> EntityDimensions
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
ThrownEgg hatchlings also use it to fit a newborn chick at the
egg’s impact point.Source§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 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
Source§fn set_air_supply(&self, air_supply: i32)
fn set_air_supply(&self, air_supply: i32)
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 swim_splash_sound(&self) -> SoundEventRef
fn swim_splash_sound(&self) -> SoundEventRef
Source§fn swim_high_speed_splash_sound(&self) -> SoundEventRef
fn swim_high_speed_splash_sound(&self) -> SoundEventRef
Source§fn do_water_splash_effect(&self)
fn do_water_splash_effect(&self)
SPLASH.Source§fn default_do_water_splash_effect(&self)
fn default_do_water_splash_effect(&self)
Entity.doWaterSplashEffect when not overridden.Source§fn play_entity_on_fire_extinguished_sound(&self)
fn play_entity_on_fire_extinguished_sound(&self)
Source§fn play_step_sound(&self, _pos: BlockPos, block_state: BlockStateId)
fn play_step_sound(&self, _pos: BlockPos, block_state: BlockStateId)
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 is_flapping(&self) -> bool
fn is_flapping(&self) -> bool
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 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)
Source§fn is_invulnerable(&self) -> bool
fn is_invulnerable(&self) -> bool
Source§fn set_invulnerable(&self, invulnerable: bool)
fn set_invulnerable(&self, invulnerable: bool)
Source§fn get_gravity(&self) -> f64
fn get_gravity(&self) -> f64
Source§fn get_air_drag(&self) -> f64
fn get_air_drag(&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)
input scaled by speed, rotated to face this entity’s current
yaw, to its velocity.Source§fn move_without_physics(&self, delta: DVec3) -> Option<MoveResult>
fn move_without_physics(&self, delta: DVec3) -> Option<MoveResult>
Source§fn default_move_entity(
self: Arc<Self>,
mover_type: MoverType,
delta: DVec3,
) -> Option<MoveResult>
fn default_move_entity( self: Arc<Self>, mover_type: MoverType, delta: DVec3, ) -> Option<MoveResult>
Source§fn move_entity(
self: Arc<Self>,
mover_type: MoverType,
delta: DVec3,
) -> Option<MoveResult>
fn move_entity( self: Arc<Self>, mover_type: MoverType, delta: DVec3, ) -> Option<MoveResult>
Source§fn apply_fall_damage_after_move(
self: Arc<Self>,
result: &MoveResult,
world: &Arc<World>,
) -> bool
fn apply_fall_damage_after_move( self: Arc<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: Arc<Self>,
movement: DVec3,
on_ground: bool,
world: &Arc<World>,
) -> bool
fn do_check_fall_damage( self: Arc<Self>, movement: DVec3, on_ground: bool, world: &Arc<World>, ) -> bool
Source§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 send_landing_particles(
&self,
world: &World,
on_state: BlockStateId,
pos: BlockPos,
)
fn send_landing_particles( &self, world: &World, on_state: BlockStateId, pos: BlockPos, )
Source§fn check_fall_damage(
self: Arc<Self>,
vertical_movement: f64,
on_ground: bool,
on_state: BlockStateId,
pos: BlockPos,
world: &Arc<World>,
)
fn check_fall_damage( self: Arc<Self>, vertical_movement: f64, on_ground: bool, on_state: BlockStateId, pos: BlockPos, world: &Arc<World>, )
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
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_implicit_item_components(&self, _item_stack: &ItemStack)
fn apply_implicit_item_components(&self, _item_stack: &ItemStack)
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Source§fn is_invulnerable_to_base(&self, source: &DamageSource) -> bool
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Source§fn award_kill_score(&self, _victim: &dyn Entity, _killing_blow: &DamageSource)
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Auto Trait Implementations§
impl !Freeze for ItemEntity
impl !RefUnwindSafe for ItemEntity
impl !UnwindSafe for ItemEntity
impl Send for ItemEntity
impl Sync for ItemEntity
impl Unpin for ItemEntity
impl UnsafeUnpin for ItemEntity
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Source§impl<T> BorrowMut<T> for Twhere
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impl<T> ErasedType for Twhere
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Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
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 moreArc<SyncMutex<>>