getSaveId() public method

Returns the short save name
public getSaveId ( ) : string
return string
 /**
  * @param CommandSender $sender
  * @param Entity $entity
  */
 public function sendEntityInfo(CommandSender $sender, Entity $entity)
 {
     $sender->sendMessage("Nametag: " . $entity->getNameTag());
     $sender->sendMessage("Health: " . $entity->getHealth() . "/" . $entity->getMaxHealth());
     $sender->sendMessage("XYZ: " . $entity->getFloorX() . ":" . $entity->getFloorY() . ":" . $entity->getFloorZ());
     $sender->sendMessage("Level: " . $entity->getLevel()->getName());
     $sender->sendMessage("Id: " . $entity->getId());
     $sender->sendMessage("Save-id: " . $entity->getSaveId());
     $sender->sendMessage("Last-damage-cause: " . ($entity->getLastDamageCause() !== null ? TextFormat::GREEN . $entity->getLastDamageCause()->getCause() : TextFormat::RED . "none"));
     $sender->sendMessage("Eye-height" . $entity->getEyeHeight());
     $sender->sendMessage("Is-alive: " . ($entity->isAlive() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
     $sender->sendMessage("Is-nametag-visible: " . ($entity->isNameTagVisible() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
     $sender->sendMessage("Is-inside-water: " . ($entity->isInsideOfWater() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
     $sender->sendMessage("Is-inside-solid: " . ($entity->isInsideOfSolid() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
     $sender->sendMessage("Is-on-ground: " . ($entity->isOnGround() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
     $sender->sendMessage("Is-on-fire: " . ($entity->isOnFire() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
     //$sender->sendMessage("Is-sneaking: ".($entity->isSneaking() ? TextFormat::GREEN."yes" : TextFormat::RED."no"));
     //$sender->sendMessage("Is-sprinting: ".($entity->isSprinting() ? TextFormat::GREEN."yes" : TextFormat::RED."no"));
     $effectCount = 0;
     $effectNames = "";
     foreach ($entity->getEffects() as $effect) {
         $effectNames .= $effect->getName() . ", ";
         $effectCount++;
     }
     $sender->sendMessage("Effects (" . $effectCount . "): " . substr($effectNames, 0, -2));
     $viewerCount = 0;
     $viewerNames = "";
     foreach ($entity->getViewers() as $viewer) {
         $viewerNames .= $viewer->getName() . ", ";
         $viewerCount++;
     }
     $sender->sendMessage("Viewers (" . $viewerCount . "): " . substr($viewerNames, 0, -2));
 }
Example #2
0
 public function checkSelectors(array $args, CommandSender $sender, Entity $item)
 {
     foreach ($args as $name => $value) {
         switch ($name) {
             case "m":
                 $mode = intval($value);
                 if ($mode === -1) {
                     break;
                 }
                 // what is the point of adding this (in PC) when they can just safely leave this out?
                 if ($item instanceof Player && $mode !== $item->getGamemode()) {
                     return false;
                 }
                 break;
             case "name":
                 if ($value[0] === "!") {
                     if (substr($value, 1) === strtolower($item->getName())) {
                         return false;
                     }
                 } else {
                     if ($value !== strtolower($item->getName())) {
                         return false;
                     }
                 }
                 break;
             case "type":
                 if ($item instanceof Player) {
                     $type = "player";
                 } else {
                     $type = strtolower($item->getSaveId());
                 }
                 if ($value[0] === "!") {
                     if (substr($value, 1) === $type) {
                         return false;
                     }
                 } else {
                     if ($value !== $type) {
                         return false;
                     }
                 }
                 break;
                 // x,y,z
                 // r,rm
                 // c
                 // dx,dy,dz
                 // rx,rxm
                 // ry,rym
         }
     }
     return true;
 }