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EntityContext

Trait EntityContext 

Source
pub trait EntityContext {
    // Required methods
    fn spawn_dropped_item(
        &self,
        x: i32,
        y: i32,
        z: i32,
        item_id: i32,
        count: i32,
    );
    fn broadcast_block_change(&self, x: i32, y: i32, z: i32, block_state: i32);
    fn broadcast_entity_moved(
        &self,
        entity_id: i32,
        x: f64,
        y: f64,
        z: f64,
        yaw: f32,
        pitch: f32,
        on_ground: bool,
    );
    fn broadcast_player_joined(&self);
    fn broadcast_player_left(&self);
    fn broadcast_raw(&self, msg: BroadcastMessage);
    fn broadcast_block_action(
        &self,
        x: i32,
        y: i32,
        z: i32,
        action_id: u8,
        action_param: u8,
        block_id: i32,
    );
}
Expand description

Entity management: spawn, despawn, broadcast.

Required Methods§

Source

fn spawn_dropped_item(&self, x: i32, y: i32, z: i32, item_id: i32, count: i32)

Spawns a dropped item entity at the given block coordinates.

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fn broadcast_block_change(&self, x: i32, y: i32, z: i32, block_state: i32)

Broadcasts a block change to all connected players.

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fn broadcast_entity_moved( &self, entity_id: i32, x: f64, y: f64, z: f64, yaw: f32, pitch: f32, on_ground: bool, )

Broadcasts an entity movement to all connected players.

Source

fn broadcast_player_joined(&self)

Broadcasts that the current player has joined the server.

The server constructs the broadcast payload (including skin data) from the context’s player state.

Source

fn broadcast_player_left(&self)

Broadcasts that the current player has left the server.

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fn broadcast_raw(&self, msg: BroadcastMessage)

Sends a raw broadcast message to all connected players.

Prefer the typed broadcast methods when possible. This method is for server-internal broadcasts that don’t have typed wrappers.

Source

fn broadcast_block_action( &self, x: i32, y: i32, z: i32, action_id: u8, action_param: u8, block_id: i32, )

Broadcasts a BlockAction packet to all connected players.

Used for state-change animations driven by plugins (chest lid open/close, door swing, note-block pitch chime, etc.). The meaning of action_id and action_param is block-specific — see the wiki for the full table.

Implementors§