/* * This file is part of Limbo. * * Copyright (C) 2026. LoohpJames * Copyright (C) 2026. Contributors * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.loohp.limbo.entity; import com.loohp.limbo.inventory.EquipmentSlot; import com.loohp.limbo.inventory.ItemStack; /** * An interface to a creatures inventory */ public interface EntityEquipment { /** * Stores the ItemStack at the given equipment slot in the inventory. * * @param slot the slot to put the ItemStack * @param item the ItemStack to set */ void setItem(EquipmentSlot slot, ItemStack item); /** * Gets the ItemStack at the given equipment slot in the inventory. * * @param slot the slot to get the ItemStack * @return the ItemStack in the given slot */ ItemStack getItem(EquipmentSlot slot); /** * Gets a copy of the item the entity is currently holding * in their main hand. * * @return the currently held item */ ItemStack getItemInMainHand(); /** * Sets the item the entity is holding in their main hand. * * @param item The item to put into the entities hand */ void setItemInMainHand(ItemStack item); /** * Gets a copy of the item the entity is currently holding * in their off hand. * * @return the currently held item */ ItemStack getItemInOffHand(); /** * Sets the item the entity is holding in their off hand. * * @param item The item to put into the entities hand */ void setItemInOffHand(ItemStack item); /** * Gets a copy of the helmet currently being worn by the entity * * @return The helmet being worn */ ItemStack getHelmet(); /** * Sets the helmet worn by the entity * * @param helmet The helmet to put on the entity */ void setHelmet(ItemStack helmet); /** * Gets a copy of the chest plate currently being worn by the entity * * @return The chest plate being worn */ ItemStack getChestplate(); /** * Sets the chest plate worn by the entity * * @param chestplate The chest plate to put on the entity */ void setChestplate(ItemStack chestplate); /** * Gets a copy of the leggings currently being worn by the entity * * @return The leggings being worn */ ItemStack getLeggings(); /** * Sets the leggings worn by the entity * * @param leggings The leggings to put on the entity */ void setLeggings(ItemStack leggings); /** * Gets a copy of the boots currently being worn by the entity * * @return The boots being worn */ ItemStack getBoots(); /** * Sets the boots worn by the entity * * @param boots The boots to put on the entity */ void setBoots(ItemStack boots); /** * Gets a copy of all worn armor * * @return The array of worn armor. Individual items may be null. */ ItemStack[] getArmorContents(); /** * Sets the entities armor to the provided array of ItemStacks * * @param items The items to set the armor as. Individual items may be null. */ void setArmorContents(ItemStack[] items); /** * Clears the entity of all armor and held items */ void clear(); /** * Get the entity this EntityEquipment belongs to * * @return the entity this EntityEquipment belongs to */ Entity getHolder(); }