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phpdoc armageddon for master, pass 1
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@ -217,10 +217,6 @@ abstract class Living extends Entity{
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/**
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* Causes the mob to consume the given Consumable object, applying applicable effects, health bonuses, food bonuses,
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* etc.
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*
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* @param Consumable $consumable
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*
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* @return bool
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*/
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public function consumeObject(Consumable $consumable) : bool{
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foreach($consumable->getAdditionalEffects() as $effect){
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@ -234,7 +230,6 @@ abstract class Living extends Entity{
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/**
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* Returns the initial upwards velocity of a jumping entity in blocks/tick, including additional velocity due to effects.
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* @return float
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*/
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public function getJumpVelocity() : float{
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return $this->jumpVelocity + ($this->effectManager->has(VanillaEffects::JUMP_BOOST()) ? ($this->effectManager->get(VanillaEffects::JUMP_BOOST())->getEffectLevel() / 10) : 0);
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@ -261,8 +256,6 @@ abstract class Living extends Entity{
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* Returns how many armour points this mob has. Armour points provide a percentage reduction to damage.
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* For mobs which can wear armour, this should return the sum total of the armour points provided by their
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* equipment.
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*
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* @return int
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*/
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public function getArmorPoints() : int{
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$total = 0;
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@ -275,10 +268,6 @@ abstract class Living extends Entity{
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/**
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* Returns the highest level of the specified enchantment on any armour piece that the entity is currently wearing.
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*
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* @param Enchantment $enchantment
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*
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* @return int
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*/
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public function getHighestArmorEnchantmentLevel(Enchantment $enchantment) : int{
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$result = 0;
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@ -289,9 +278,6 @@ abstract class Living extends Entity{
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return $result;
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}
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/**
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* @return ArmorInventory
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*/
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public function getArmorInventory() : ArmorInventory{
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return $this->armorInventory;
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}
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@ -303,8 +289,6 @@ abstract class Living extends Entity{
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/**
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* Called prior to EntityDamageEvent execution to apply modifications to the event's damage, such as reduction due
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* to effects or armour.
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*
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* @param EntityDamageEvent $source
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*/
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public function applyDamageModifiers(EntityDamageEvent $source) : void{
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if($source->canBeReducedByArmor()){
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@ -332,8 +316,6 @@ abstract class Living extends Entity{
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* Called after EntityDamageEvent execution to apply post-hurt effects, such as reducing absorption or modifying
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* armour durability.
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* This will not be called by damage sources causing death.
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*
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* @param EntityDamageEvent $source
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*/
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protected function applyPostDamageEffects(EntityDamageEvent $source) : void{
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$this->setAbsorption(max(0, $this->getAbsorption() + $source->getModifier(EntityDamageEvent::MODIFIER_ABSORPTION)));
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@ -363,8 +345,6 @@ abstract class Living extends Entity{
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/**
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* Damages the worn armour according to the amount of damage given. Each 4 points (rounded down) deals 1 damage
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* point to each armour piece, but never less than 1 total.
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*
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* @param float $damage
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*/
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public function damageArmor(float $damage) : void{
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$durabilityRemoved = (int) max(floor($damage / 4), 1);
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@ -544,10 +524,6 @@ abstract class Living extends Entity{
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/**
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* Ticks the entity's air supply, consuming it when underwater and regenerating it when out of water.
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*
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* @param int $tickDiff
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*
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* @return bool
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*/
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protected function doAirSupplyTick(int $tickDiff) : bool{
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$ticks = $this->getAirSupplyTicks();
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@ -583,7 +559,6 @@ abstract class Living extends Entity{
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/**
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* Returns whether the entity can currently breathe.
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* @return bool
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*/
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public function canBreathe() : bool{
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return $this->effectManager->has(VanillaEffects::WATER_BREATHING()) or $this->effectManager->has(VanillaEffects::CONDUIT_POWER()) or !$this->isUnderwater();
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@ -591,7 +566,6 @@ abstract class Living extends Entity{
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/**
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* Returns whether the entity is currently breathing or not. If this is false, the entity's air supply will be used.
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* @return bool
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*/
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public function isBreathing() : bool{
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return $this->breathing;
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@ -600,8 +574,6 @@ abstract class Living extends Entity{
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/**
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* Sets whether the entity is currently breathing. If false, it will cause the entity's air supply to be used.
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* For players, this also shows the oxygen bar.
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*
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* @param bool $value
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*/
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public function setBreathing(bool $value = true) : void{
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$this->breathing = $value;
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@ -610,8 +582,6 @@ abstract class Living extends Entity{
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/**
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* Returns the number of ticks remaining in the entity's air supply. Note that the entity may survive longer than
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* this amount of time without damage due to enchantments such as Respiration.
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*
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* @return int
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*/
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public function getAirSupplyTicks() : int{
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return $this->breathTicks;
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@ -619,8 +589,6 @@ abstract class Living extends Entity{
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/**
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* Sets the number of air ticks left in the entity's air supply.
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*
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* @param int $ticks
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*/
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public function setAirSupplyTicks(int $ticks) : void{
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$this->breathTicks = $ticks;
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@ -628,7 +596,6 @@ abstract class Living extends Entity{
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/**
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* Returns the maximum amount of air ticks the entity's air supply can contain.
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* @return int
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*/
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public function getMaxAirSupplyTicks() : int{
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return $this->maxBreathTicks;
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@ -636,8 +603,6 @@ abstract class Living extends Entity{
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/**
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* Sets the maximum amount of air ticks the air supply can hold.
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*
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* @param int $ticks
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*/
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public function setMaxAirSupplyTicks(int $ticks) : void{
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$this->maxBreathTicks = $ticks;
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@ -661,17 +626,12 @@ abstract class Living extends Entity{
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/**
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* Returns the amount of XP this mob will drop on death.
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* @return int
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*/
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public function getXpDropAmount() : int{
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return 0;
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}
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/**
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* @param int $maxDistance
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* @param int $maxLength
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* @param array $transparent
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*
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* @return Block[]
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*/
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public function getLineOfSight(int $maxDistance, int $maxLength = 0, array $transparent = []) : array{
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@ -711,12 +671,6 @@ abstract class Living extends Entity{
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return $blocks;
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}
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/**
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* @param int $maxDistance
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* @param array $transparent
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*
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* @return Block|null
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*/
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public function getTargetBlock(int $maxDistance, array $transparent = []) : ?Block{
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$line = $this->getLineOfSight($maxDistance, 1, $transparent);
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if(count($line) > 0){
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@ -729,8 +683,6 @@ abstract class Living extends Entity{
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/**
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* Changes the entity's yaw and pitch to make it look at the specified Vector3 position. For mobs, this will cause
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* their heads to turn.
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*
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* @param Vector3 $target
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*/
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public function lookAt(Vector3 $target) : void{
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$horizontal = sqrt(($target->x - $this->location->x) ** 2 + ($target->z - $this->location->z) ** 2);
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