IPlayerEntity

Represents an instance of a player entity. This can also include other bots.

Methods

Properties

GetName

EntityId

GetUuid

Position

IsBot

Rotation

GetHealth

Effects

IsDead

Equipment

GetAge

HasDespawned

IsCrouched

HasMoved

IsSwimming

IsSprinting

HasLineOfSight

Attack

Interact

LookAt

LookAtSmooth

MoveTo

MoveToRange

Follow

Methods

GetName

Returns the name of this player.

string GetName();

GetUuid

Returns the uuid of this player. You can use https://mcuuid.net/ to convert a username to an uuid manually. The returned value is in the format of `91a546fca6fe44c99550ab2291f28760` (does not have dashes).

string GetUuid();

IsBot

Returns true if the given player is a bot, otherwise returns false. This function will only return accurate results if the bots are from your personal OQ.MineBot client (You will not be able to detect other people's bots).

bool IsBot();

GetHealth

Returns the health of this player. Note: the Health is measured 0 (aka dead) up to 20 (full health), not up to 10 like Minecraft's visual indicators.

float GetHealth();

IsDead

Returns whether this player is dead.

bool IsDead();

GetAge

Returns the number of ticks that this player has existed for. This starts counting up as soon as this player is sent to the bot by the server (time since render). Each tick in this case refers to a Minecraft tick, which is 50ms per tick.

int GetAge();

IsCrouched

Returns whether this player is crouched or not.

bool IsCrouched();

IsSwimming

Returns whether this player is swimming or not. This only works on 1.13 and above and is used by the vanilla client to render to player the swimming animation.

bool IsSwimming();

IsSprinting

Returns whether this player is sprinting or not.

bool IsSprinting();

HasLineOfSight

Returns whether the bot has direct line of sight to this player. This only works if the player is within 64 blocks of the bot. You can optionally specify a specific body part to test against (default is BodyParts.Body).

bool HasLineOfSight(BodyParts bodyPart = BodyParts.Body);

Attack

Attacks this player. This does not move the bot to range, nor does it rotate the bots head to face the player. Note: To be anti-cheat compliant, you must first use the LookAt function to look at the player before hitting it.

void Attack();
void Attack(Hands hand);

Interact

Right-clicks this player. This does not move the bot to range, nor does it rotate the bots head to face the player. Note: To be anti-cheat compliant, you must first use the LookAt function to look at the player before hitting it.

void Interact();
void Interact(Hands hand);

LookAt

Rotates the bots head to look at the player. This can be used to look at a specific part of the player, such as the head, feet, or the body (default is BodyParts.Body). Returns a Task that lasts around 1 tick, which is how long it takes the server to update the players rotation.

Task LookAt(BodyParts bodyPart = BodyParts.Body);

LookAtSmooth

Smoothly (slowly, per multiple ticks) rotates the bots head to look at the player. This can be used to look at a specific part of the player, such as the head, feet, or the body (default is BodyParts.Body). You should await for this function to complete, as the rotation time is dynamic. You can optionally specify the look speed, however it is recommended to leave it as 'auto'.

Task LookAtSmooth(BodyParts bodyPart = BodyParts.Body, LookSpeed speed = LookSpeed.auto);

MoveTo

Attempts to move the location of this player. This is a wrapper function for Player.MoveTo, for more information check that.

IMoveTask MoveTo();

MoveToRange

Attempts to move the bot into the specified range of this player. You must specify the max distance that we can be from this player to still be considered in range. This is a wrapper function for Player.MoveToRange, for more information check that.

IMoveTask MoveToRange(int maxRange, MapOptions options = null);

Follow

Attempts to move the location of this player, if the player moves then the path is recalculated and updated. This is a wrapper function for Player.FollowEntity, for more information check that.

IMoveTask Follow(MapOptions options = null)
IMoveTask Follow(int maxRange, MapOptions options = null)
IMoveTask Follow(int maxRange, int minRange, MapOptions options = null)

Last updated