程序包 org.bukkit.entity

# 接口 AbstractHorse

所有超级接口:
  `Ageable`, `Animals`, `Attributable`, `Breedable`, `CommandSender`, `Creature`, `Damageable`, `Entity`, `InventoryHolder`, `LivingEntity`, `Lootable`, `Metadatable`, `Mob`, `Nameable`, `Permissible`, `PersistentDataHolder`, `ProjectileSource`, `ServerOperator`, `Tameable`, `Vehicle`

所有已知子接口:
  `Camel`, `ChestedHorse`, `Donkey`, `Horse`, `Llama`, `Mule`, `SkeletonHorse`, `TraderLlama`, `ZombieHorse`

public interface AbstractHorse extends Vehicle, InventoryHolder, Tameable
代表一个马基对象. 译注: 基于马的对象,比如羊驼,驴.

原文: Represents a Horse-like creature.

- ## 嵌套类概要

  ## 从接口继承的嵌套类/接口 org.bukkit.entity.Entity

  `Entity.Spigot`

- ## 方法概要

  修饰符和类型
  方法
  说明
  `int`
  `getDomestication()`
  获得此马的驯化等级.
  `@NotNull AbstractHorseInventory`
  `getInventory()`
  获取该对象的用户界面项目.
  `double`
  `getJumpStrength()`
  获得此马的跳跃强度.
  `int`
  `getMaxDomestication()`
  获得此马的最高驯化等级.
  `Horse.Variant`
  `getVariant()`
  已过时。
  different variants are different classes
  `boolean`
  `isEatingHaystack()`
  Gets whether the horse is currently grazing hay.
  `void`
  `setDomestication(int level)`
  设置此马的驯化等级.
  `void`
  `setEatingHaystack(boolean eatingHaystack)`
  Sets whether the horse is grazing hay.
  `void`
  `setJumpStrength(double strength)`
  设置此马的跳跃强度.
  `void`
  `setMaxDomestication(int level)`
  设置此马的最高驯化等级.
  `void`
  `setVariant(Horse.Variant variant)`
  已过时。
  you are required to spawn a different entity

  ### 从接口继承的方法 org.bukkit.entity.Ageable

  `getAge, isAdult, setAdult, setAge, setBaby`

  ### 从接口继承的方法 org.bukkit.entity.Animals

  `getBreedCause, getLoveModeTicks, isBreedItem, isBreedItem, isLoveMode, setBreedCause, setLoveModeTicks`

  ### 从接口继承的方法 org.bukkit.attribute.Attributable

  `getAttribute`

  ### 从接口继承的方法 org.bukkit.entity.Breedable

  `canBreed, getAgeLock, setAgeLock, setBreed`

  ### 从接口继承的方法 org.bukkit.command.CommandSender

  `getName, sendMessage, sendMessage, sendMessage, sendMessage`

  ### 从接口继承的方法 org.bukkit.entity.Damageable

  `damage, damage, damage, getAbsorptionAmount, getHealth, getMaxHealth, resetMaxHealth, setAbsorptionAmount, setHealth, setMaxHealth`

  ### 从接口继承的方法 org.bukkit.entity.Entity

  `addPassenger, addScoreboardTag, copy, copy, createSnapshot, eject, getAsString, getBoundingBox, getEntityId, getFacing, getFallDistance, getFireTicks, getFreezeTicks, getHeight, getLastDamageCause, getLocation, getLocation, getMaxFireTicks, getMaxFreezeTicks, getNearbyEntities, getPassenger, getPassengers, getPistonMoveReaction, getPortalCooldown, getPose, getScoreboardTags, getServer, getSpawnCategory, getSwimHighSpeedSplashSound, getSwimSound, getSwimSplashSound, getTicksLived, getTrackedBy, getType, getUniqueId, getVehicle, getWidth, getWorld, hasGravity, isCustomNameVisible, isDead, isEmpty, isFrozen, isGlowing, isInsideVehicle, isInvulnerable, isInWater, isInWorld, isOnGround, isPersistent, isSilent, isValid, isVisibleByDefault, isVisualFire, leaveVehicle, playEffect, remove, removePassenger, removeScoreboardTag, setCustomNameVisible, setFallDistance, setFireTicks, setFreezeTicks, setGlowing, setGravity, setInvulnerable, setLastDamageCause, setPassenger, setPersistent, setPortalCooldown, setRotation, setSilent, setTicksLived, setVisibleByDefault, setVisualFire, spigot, teleport, teleport, teleport, teleport`

  ### 从接口继承的方法 org.bukkit.entity.LivingEntity

  `addPotionEffect, addPotionEffect, addPotionEffects, attack, canBreatheUnderwater, getActivePotionEffects, getArrowCooldown, getArrowsInBody, getCanPickupItems, getCategory, getCollidableExemptions, getDeathSound, getDrinkingSound, getEatingSound, getEquipment, getEyeHeight, getEyeHeight, getEyeLocation, getFallDamageSound, getFallDamageSoundBig, getFallDamageSoundSmall, getHurtSound, getItemInUse, getItemInUseTicks, getKiller, getLastDamage, getLastTwoTargetBlocks, getLeashHolder, getLineOfSight, getMaximumAir, getMaximumNoDamageTicks, getMemory, getNoActionTicks, getNoDamageTicks, getPotionEffect, getRemainingAir, getRemoveWhenFarAway, getTargetBlock, getTargetBlockExact, getTargetBlockExact, hasAI, hasLineOfSight, hasPotionEffect, isClimbing, isCollidable, isGliding, isInvisible, isLeashed, isRiptiding, isSleeping, isSwimming, playHurtAnimation, rayTraceBlocks, rayTraceBlocks, removePotionEffect, setAI, setArrowCooldown, setArrowsInBody, setCanPickupItems, setCollidable, setGliding, setInvisible, setItemInUseTicks, setLastDamage, setLeashHolder, setMaximumAir, setMaximumNoDamageTicks, setMemory, setNoActionTicks, setNoDamageTicks, setRemainingAir, setRemoveWhenFarAway, setSwimming, swingMainHand, swingOffHand`

  ### 从接口继承的方法 org.bukkit.loot.Lootable

  `getLootTable, getSeed, setLootTable, setSeed`

  ### 从接口继承的方法 org.bukkit.metadata.Metadatable

  `getMetadata, hasMetadata, removeMetadata, setMetadata`

  ### 从接口继承的方法 org.bukkit.entity.Mob

  `getAmbientSound, getTarget, isAware, setAware, setTarget`

  ### 从接口继承的方法 org.bukkit.Nameable

  `getCustomName, setCustomName`

  ### 从接口继承的方法 org.bukkit.permissions.Permissible

  `addAttachment, addAttachment, addAttachment, addAttachment, getEffectivePermissions, hasPermission, hasPermission, isPermissionSet, isPermissionSet, recalculatePermissions, removeAttachment`

  ### 从接口继承的方法 org.bukkit.persistence.PersistentDataHolder

  `getPersistentDataContainer`

  ### 从接口继承的方法 org.bukkit.projectiles.ProjectileSource

  `launchProjectile, launchProjectile`

  ### 从接口继承的方法 org.bukkit.permissions.ServerOperator

  `isOp, setOp`

  ### 从接口继承的方法 org.bukkit.entity.Tameable

  `getOwner, isTamed, setOwner, setTamed`

  ### 从接口继承的方法 org.bukkit.entity.Vehicle

  `getVelocity, setVelocity`

- ## 方法详细资料

  - ### getVariant

    @Deprecated @NotNull Horse.Variant getVariant()
    已过时。
    different variants are different classes
    Gets the horse's variant.

    A horse's variant defines its physical appearance and capabilities. Whether a horse is a regular horse, donkey, mule, or other kind of horse is determined using the variant.

    返回:
      a `Horse.Variant` representing the horse's variant

  - ### setVariant

    @Deprecated @Contract("_ -> fail") void setVariant(Horse.Variant variant)
    已过时。
    you are required to spawn a different entity
    参数:
      `variant` - variant

  - ### getDomestication

    int getDomestication()
    获得此马的驯化等级.

    更高的驯化等级表明此马更容易被驯服, 当此马的驯化等级接近最高驯化等级时,驯服的几率会增加.

    原文: Gets the domestication level of this horse.

    A higher domestication level indicates that the horse is closer to becoming tame. As the domestication level gets closer to the max domestication level, the chance of the horse becoming tame increases.

    返回:
      驯化等级

  - ### setDomestication

    void setDomestication(int level)
    设置此马的驯化等级.

    设置此马的驯化等级更高将让这匹马的驯化几率提升.

    驯化等级必须 大于0 且 小于最高驯化等级, 由 `getMaxDomestication()` 定义.

    原文: Sets the domestication level of this horse.

    Setting the domestication level to a high value will increase the horse's chances of becoming tame.

    Domestication level must be greater than zero and no greater than the max domestication level of the horse, determined with `getMaxDomestication()`

    参数:
      `level` - 驯化等级

  - ### getMaxDomestication

    int getMaxDomestication()
    获得此马的最高驯化等级.

    此等级越高, 驯化的时间将会更长.

    原文: Gets the maximum domestication level of this horse.

    The higher this level is, the longer it will likely take for the horse to be tamed.

    返回:
      最高驯化等级

  - ### setMaxDomestication

    void setMaxDomestication(int level)
    设置此马的最高驯化等级. 设定一个更高的驯化等级将会增加需要驯化的次数(例如喂食, 骑乘), 反之减少.

    最高驯化等级必须大于0.

    原文: Sets the maximum domestication level of this horse.

    Setting a higher max domestication will increase the amount of domesticating (feeding, riding, etc.) necessary in order to tame it, while setting a lower max value will have the opposite effect.

    Maximum domestication must be greater than zero.

    参数:
      `level` - 最高驯化等级

  - ### getJumpStrength

    double getJumpStrength()
    获得此马的跳跃强度.

    跳跃强度定义这匹马能跳多高. 更高的跳跃等级将增加跳跃高度.

    原文: Gets the jump strength of this horse.

    Jump strength defines how high the horse can jump. A higher jump strength increases how high a jump will go.

    返回:
      跳跃等级

  - ### setJumpStrength

    void setJumpStrength(double strength)
    设置此马的跳跃强度.

    跳跃强度定义这匹马能跳多高. 更高的跳跃等级将增加跳跃高度. 设置为0将导致马无法跳跃. 只能设置0至2之间的数值.

    原文: Sets the jump strength of this horse.

    A higher jump strength increases how high a jump will go. Setting a jump strength to 0 will result in no jump. You cannot set a jump strength to a value below 0 or above 2.

    参数:
      `strength` - 跳跃等级

  - ### isEatingHaystack

    boolean isEatingHaystack()
    Gets whether the horse is currently grazing hay.
    返回:
      true if eating hay

  - ### setEatingHaystack

    void setEatingHaystack(boolean eatingHaystack)
    Sets whether the horse is grazing hay.
    参数:
      `eatingHaystack` - new hay grazing status

  - ### getInventory

    @NotNull @NotNull AbstractHorseInventory getInventory()
    从接口复制的说明: `InventoryHolder`
    获取该对象的用户界面项目.

    原文:Get the object's inventory.

    指定者:
      `getInventory` 在接口中 `InventoryHolder`
    返回:
      The inventory.