Class BotLiveState.Builder

java.lang.Object
com.google.protobuf.AbstractMessageLite.Builder
com.google.protobuf.AbstractMessage.Builder<BotLiveState.Builder>
com.google.protobuf.GeneratedMessage.Builder<BotLiveState.Builder>
com.soulfiremc.grpc.generated.BotLiveState.Builder
All Implemented Interfaces:
com.google.protobuf.Message.Builder, com.google.protobuf.MessageLite.Builder, com.google.protobuf.MessageLiteOrBuilder, com.google.protobuf.MessageOrBuilder, BotLiveStateOrBuilder, Cloneable
Enclosing class:
BotLiveState

public static final class BotLiveState.Builder extends com.google.protobuf.GeneratedMessage.Builder<BotLiveState.Builder> implements BotLiveStateOrBuilder
Real-time state of a connected bot.
Contains position, health, inventory, and other live game data.
Protobuf type soulfire.v1.BotLiveState
  • Method Details

    • getDescriptor

      public static final com.google.protobuf.Descriptors.Descriptor getDescriptor()
    • internalGetFieldAccessorTable

      protected com.google.protobuf.GeneratedMessage.FieldAccessorTable internalGetFieldAccessorTable()
      Specified by:
      internalGetFieldAccessorTable in class com.google.protobuf.GeneratedMessage.Builder<BotLiveState.Builder>
    • clear

      public BotLiveState.Builder clear()
      Specified by:
      clear in interface com.google.protobuf.Message.Builder
      Specified by:
      clear in interface com.google.protobuf.MessageLite.Builder
      Overrides:
      clear in class com.google.protobuf.GeneratedMessage.Builder<BotLiveState.Builder>
    • getDescriptorForType

      public com.google.protobuf.Descriptors.Descriptor getDescriptorForType()
      Specified by:
      getDescriptorForType in interface com.google.protobuf.Message.Builder
      Specified by:
      getDescriptorForType in interface com.google.protobuf.MessageOrBuilder
      Overrides:
      getDescriptorForType in class com.google.protobuf.GeneratedMessage.Builder<BotLiveState.Builder>
    • getDefaultInstanceForType

      public BotLiveState getDefaultInstanceForType()
      Specified by:
      getDefaultInstanceForType in interface com.google.protobuf.MessageLiteOrBuilder
      Specified by:
      getDefaultInstanceForType in interface com.google.protobuf.MessageOrBuilder
    • build

      public BotLiveState build()
      Specified by:
      build in interface com.google.protobuf.Message.Builder
      Specified by:
      build in interface com.google.protobuf.MessageLite.Builder
    • buildPartial

      public BotLiveState buildPartial()
      Specified by:
      buildPartial in interface com.google.protobuf.Message.Builder
      Specified by:
      buildPartial in interface com.google.protobuf.MessageLite.Builder
    • mergeFrom

      public BotLiveState.Builder mergeFrom(com.google.protobuf.Message other)
      Specified by:
      mergeFrom in interface com.google.protobuf.Message.Builder
      Overrides:
      mergeFrom in class com.google.protobuf.AbstractMessage.Builder<BotLiveState.Builder>
    • mergeFrom

      public BotLiveState.Builder mergeFrom(BotLiveState other)
    • isInitialized

      public final boolean isInitialized()
      Specified by:
      isInitialized in interface com.google.protobuf.MessageLiteOrBuilder
      Overrides:
      isInitialized in class com.google.protobuf.GeneratedMessage.Builder<BotLiveState.Builder>
    • mergeFrom

      public BotLiveState.Builder mergeFrom(com.google.protobuf.CodedInputStream input, com.google.protobuf.ExtensionRegistryLite extensionRegistry) throws IOException
      Specified by:
      mergeFrom in interface com.google.protobuf.Message.Builder
      Specified by:
      mergeFrom in interface com.google.protobuf.MessageLite.Builder
      Overrides:
      mergeFrom in class com.google.protobuf.AbstractMessage.Builder<BotLiveState.Builder>
      Throws:
      IOException
    • getX

      public double getX()
      X coordinate in the Minecraft world (east/west axis).
      East is positive, West is negative.
      
      double x = 1;
      Specified by:
      getX in interface BotLiveStateOrBuilder
      Returns:
      The x.
    • setX

      public BotLiveState.Builder setX(double value)
      X coordinate in the Minecraft world (east/west axis).
      East is positive, West is negative.
      
      double x = 1;
      Parameters:
      value - The x to set.
      Returns:
      This builder for chaining.
    • clearX

      public BotLiveState.Builder clearX()
      X coordinate in the Minecraft world (east/west axis).
      East is positive, West is negative.
      
      double x = 1;
      Returns:
      This builder for chaining.
    • getY

      public double getY()
      Y coordinate in the Minecraft world (vertical axis).
      Increases upward. Sea level is typically around 63.
      
      double y = 2;
      Specified by:
      getY in interface BotLiveStateOrBuilder
      Returns:
      The y.
    • setY

      public BotLiveState.Builder setY(double value)
      Y coordinate in the Minecraft world (vertical axis).
      Increases upward. Sea level is typically around 63.
      
      double y = 2;
      Parameters:
      value - The y to set.
      Returns:
      This builder for chaining.
    • clearY

      public BotLiveState.Builder clearY()
      Y coordinate in the Minecraft world (vertical axis).
      Increases upward. Sea level is typically around 63.
      
      double y = 2;
      Returns:
      This builder for chaining.
    • getZ

      public double getZ()
      Z coordinate in the Minecraft world (north/south axis).
      South is positive, North is negative.
      
      double z = 3;
      Specified by:
      getZ in interface BotLiveStateOrBuilder
      Returns:
      The z.
    • setZ

      public BotLiveState.Builder setZ(double value)
      Z coordinate in the Minecraft world (north/south axis).
      South is positive, North is negative.
      
      double z = 3;
      Parameters:
      value - The z to set.
      Returns:
      This builder for chaining.
    • clearZ

      public BotLiveState.Builder clearZ()
      Z coordinate in the Minecraft world (north/south axis).
      South is positive, North is negative.
      
      double z = 3;
      Returns:
      This builder for chaining.
    • getXRot

      public float getXRot()
      Vertical rotation (pitch) in degrees.
      Range: -90 (looking straight up) to 90 (looking straight down).
      0 is looking at the horizon.
      
      float xRot = 4;
      Specified by:
      getXRot in interface BotLiveStateOrBuilder
      Returns:
      The xRot.
    • setXRot

      public BotLiveState.Builder setXRot(float value)
      Vertical rotation (pitch) in degrees.
      Range: -90 (looking straight up) to 90 (looking straight down).
      0 is looking at the horizon.
      
      float xRot = 4;
      Parameters:
      value - The xRot to set.
      Returns:
      This builder for chaining.
    • clearXRot

      public BotLiveState.Builder clearXRot()
      Vertical rotation (pitch) in degrees.
      Range: -90 (looking straight up) to 90 (looking straight down).
      0 is looking at the horizon.
      
      float xRot = 4;
      Returns:
      This builder for chaining.
    • getYRot

      public float getYRot()
      Horizontal rotation (yaw) in degrees.
      Range: -180 to 180. 0 = South, 90 = West, -90 = East, +/-180 = North.
      
      float yRot = 5;
      Specified by:
      getYRot in interface BotLiveStateOrBuilder
      Returns:
      The yRot.
    • setYRot

      public BotLiveState.Builder setYRot(float value)
      Horizontal rotation (yaw) in degrees.
      Range: -180 to 180. 0 = South, 90 = West, -90 = East, +/-180 = North.
      
      float yRot = 5;
      Parameters:
      value - The yRot to set.
      Returns:
      This builder for chaining.
    • clearYRot

      public BotLiveState.Builder clearYRot()
      Horizontal rotation (yaw) in degrees.
      Range: -180 to 180. 0 = South, 90 = West, -90 = East, +/-180 = North.
      
      float yRot = 5;
      Returns:
      This builder for chaining.
    • getHealth

      public float getHealth()
      Current health points.
      Range: 0 (dead) to max_health. 1 point = half a heart in the UI.
      
      float health = 6;
      Specified by:
      getHealth in interface BotLiveStateOrBuilder
      Returns:
      The health.
    • setHealth

      public BotLiveState.Builder setHealth(float value)
      Current health points.
      Range: 0 (dead) to max_health. 1 point = half a heart in the UI.
      
      float health = 6;
      Parameters:
      value - The health to set.
      Returns:
      This builder for chaining.
    • clearHealth

      public BotLiveState.Builder clearHealth()
      Current health points.
      Range: 0 (dead) to max_health. 1 point = half a heart in the UI.
      
      float health = 6;
      Returns:
      This builder for chaining.
    • getMaxHealth

      public float getMaxHealth()
      Maximum health points the player can have.
      Default is 20 (10 hearts). Can be modified by effects or attributes.
      
      float max_health = 7;
      Specified by:
      getMaxHealth in interface BotLiveStateOrBuilder
      Returns:
      The maxHealth.
    • setMaxHealth

      public BotLiveState.Builder setMaxHealth(float value)
      Maximum health points the player can have.
      Default is 20 (10 hearts). Can be modified by effects or attributes.
      
      float max_health = 7;
      Parameters:
      value - The maxHealth to set.
      Returns:
      This builder for chaining.
    • clearMaxHealth

      public BotLiveState.Builder clearMaxHealth()
      Maximum health points the player can have.
      Default is 20 (10 hearts). Can be modified by effects or attributes.
      
      float max_health = 7;
      Returns:
      This builder for chaining.
    • getFoodLevel

      public int getFoodLevel()
      Current hunger/food level.
      Range: 0 (starving) to 20 (full). 1 point = half a drumstick in the UI.
      Below 6, the player cannot sprint. At 0, health starts draining.
      
      int32 food_level = 8;
      Specified by:
      getFoodLevel in interface BotLiveStateOrBuilder
      Returns:
      The foodLevel.
    • setFoodLevel

      public BotLiveState.Builder setFoodLevel(int value)
      Current hunger/food level.
      Range: 0 (starving) to 20 (full). 1 point = half a drumstick in the UI.
      Below 6, the player cannot sprint. At 0, health starts draining.
      
      int32 food_level = 8;
      Parameters:
      value - The foodLevel to set.
      Returns:
      This builder for chaining.
    • clearFoodLevel

      public BotLiveState.Builder clearFoodLevel()
      Current hunger/food level.
      Range: 0 (starving) to 20 (full). 1 point = half a drumstick in the UI.
      Below 6, the player cannot sprint. At 0, health starts draining.
      
      int32 food_level = 8;
      Returns:
      This builder for chaining.
    • getSaturationLevel

      public float getSaturationLevel()
      Current saturation level.
      Range: 0 to food_level. Acts as a buffer before hunger depletes.
      When saturation is above 0, hunger bar doesn't decrease while performing actions.
      
      float saturation_level = 9;
      Specified by:
      getSaturationLevel in interface BotLiveStateOrBuilder
      Returns:
      The saturationLevel.
    • setSaturationLevel

      public BotLiveState.Builder setSaturationLevel(float value)
      Current saturation level.
      Range: 0 to food_level. Acts as a buffer before hunger depletes.
      When saturation is above 0, hunger bar doesn't decrease while performing actions.
      
      float saturation_level = 9;
      Parameters:
      value - The saturationLevel to set.
      Returns:
      This builder for chaining.
    • clearSaturationLevel

      public BotLiveState.Builder clearSaturationLevel()
      Current saturation level.
      Range: 0 to food_level. Acts as a buffer before hunger depletes.
      When saturation is above 0, hunger bar doesn't decrease while performing actions.
      
      float saturation_level = 9;
      Returns:
      This builder for chaining.
    • getInventoryList

      public List<InventorySlot> getInventoryList()
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
      Specified by:
      getInventoryList in interface BotLiveStateOrBuilder
    • getInventoryCount

      public int getInventoryCount()
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
      Specified by:
      getInventoryCount in interface BotLiveStateOrBuilder
    • getInventory

      public InventorySlot getInventory(int index)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
      Specified by:
      getInventory in interface BotLiveStateOrBuilder
    • setInventory

      public BotLiveState.Builder setInventory(int index, InventorySlot value)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • setInventory

      public BotLiveState.Builder setInventory(int index, InventorySlot.Builder builderForValue)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • addInventory

      public BotLiveState.Builder addInventory(InventorySlot value)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • addInventory

      public BotLiveState.Builder addInventory(int index, InventorySlot value)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • addInventory

      public BotLiveState.Builder addInventory(InventorySlot.Builder builderForValue)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • addInventory

      public BotLiveState.Builder addInventory(int index, InventorySlot.Builder builderForValue)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • addAllInventory

      public BotLiveState.Builder addAllInventory(Iterable<? extends InventorySlot> values)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • clearInventory

      public BotLiveState.Builder clearInventory()
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • removeInventory

      public BotLiveState.Builder removeInventory(int index)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • getInventoryBuilder

      public InventorySlot.Builder getInventoryBuilder(int index)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • getInventoryOrBuilder

      public InventorySlotOrBuilder getInventoryOrBuilder(int index)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
      Specified by:
      getInventoryOrBuilder in interface BotLiveStateOrBuilder
    • getInventoryOrBuilderList

      public List<? extends InventorySlotOrBuilder> getInventoryOrBuilderList()
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
      Specified by:
      getInventoryOrBuilderList in interface BotLiveStateOrBuilder
    • addInventoryBuilder

      public InventorySlot.Builder addInventoryBuilder()
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • addInventoryBuilder

      public InventorySlot.Builder addInventoryBuilder(int index)
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • getInventoryBuilderList

      public List<InventorySlot.Builder> getInventoryBuilderList()
      Inventory slots containing items (only non-empty slots are included).
      For list views (GetBotList), this will be empty for performance.
      For detail views (GetBotInfo), contains all non-empty slots from the player inventory.
      
      repeated .soulfire.v1.InventorySlot inventory = 10;
    • getSelectedHotbarSlot

      public int getSelectedHotbarSlot()
      Currently selected hotbar slot index.
      Range: 0 to 8, corresponding to hotbar slots 1-9 in the UI.
      
      int32 selected_hotbar_slot = 11;
      Specified by:
      getSelectedHotbarSlot in interface BotLiveStateOrBuilder
      Returns:
      The selectedHotbarSlot.
    • setSelectedHotbarSlot

      public BotLiveState.Builder setSelectedHotbarSlot(int value)
      Currently selected hotbar slot index.
      Range: 0 to 8, corresponding to hotbar slots 1-9 in the UI.
      
      int32 selected_hotbar_slot = 11;
      Parameters:
      value - The selectedHotbarSlot to set.
      Returns:
      This builder for chaining.
    • clearSelectedHotbarSlot

      public BotLiveState.Builder clearSelectedHotbarSlot()
      Currently selected hotbar slot index.
      Range: 0 to 8, corresponding to hotbar slots 1-9 in the UI.
      
      int32 selected_hotbar_slot = 11;
      Returns:
      This builder for chaining.
    • getDimension

      public String getDimension()
      The dimension the player is currently in.
      Format: namespaced identifier (e.g., "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end").
      Custom dimensions will use their server-defined namespace.
      
      string dimension = 12;
      Specified by:
      getDimension in interface BotLiveStateOrBuilder
      Returns:
      The dimension.
    • getDimensionBytes

      public com.google.protobuf.ByteString getDimensionBytes()
      The dimension the player is currently in.
      Format: namespaced identifier (e.g., "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end").
      Custom dimensions will use their server-defined namespace.
      
      string dimension = 12;
      Specified by:
      getDimensionBytes in interface BotLiveStateOrBuilder
      Returns:
      The bytes for dimension.
    • setDimension

      public BotLiveState.Builder setDimension(String value)
      The dimension the player is currently in.
      Format: namespaced identifier (e.g., "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end").
      Custom dimensions will use their server-defined namespace.
      
      string dimension = 12;
      Parameters:
      value - The dimension to set.
      Returns:
      This builder for chaining.
    • clearDimension

      public BotLiveState.Builder clearDimension()
      The dimension the player is currently in.
      Format: namespaced identifier (e.g., "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end").
      Custom dimensions will use their server-defined namespace.
      
      string dimension = 12;
      Returns:
      This builder for chaining.
    • setDimensionBytes

      public BotLiveState.Builder setDimensionBytes(com.google.protobuf.ByteString value)
      The dimension the player is currently in.
      Format: namespaced identifier (e.g., "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end").
      Custom dimensions will use their server-defined namespace.
      
      string dimension = 12;
      Parameters:
      value - The bytes for dimension to set.
      Returns:
      This builder for chaining.
    • getExperienceLevel

      public int getExperienceLevel()
      Player's current experience level (the number shown on the XP bar).
      Range: 0 to theoretically unlimited (typically 0-30+ for enchanting).
      
      int32 experience_level = 13;
      Specified by:
      getExperienceLevel in interface BotLiveStateOrBuilder
      Returns:
      The experienceLevel.
    • setExperienceLevel

      public BotLiveState.Builder setExperienceLevel(int value)
      Player's current experience level (the number shown on the XP bar).
      Range: 0 to theoretically unlimited (typically 0-30+ for enchanting).
      
      int32 experience_level = 13;
      Parameters:
      value - The experienceLevel to set.
      Returns:
      This builder for chaining.
    • clearExperienceLevel

      public BotLiveState.Builder clearExperienceLevel()
      Player's current experience level (the number shown on the XP bar).
      Range: 0 to theoretically unlimited (typically 0-30+ for enchanting).
      
      int32 experience_level = 13;
      Returns:
      This builder for chaining.
    • getExperienceProgress

      public float getExperienceProgress()
      Progress towards the next experience level.
      Range: 0.0 (just reached current level) to 1.0 (about to level up).
      
      float experience_progress = 14;
      Specified by:
      getExperienceProgress in interface BotLiveStateOrBuilder
      Returns:
      The experienceProgress.
    • setExperienceProgress

      public BotLiveState.Builder setExperienceProgress(float value)
      Progress towards the next experience level.
      Range: 0.0 (just reached current level) to 1.0 (about to level up).
      
      float experience_progress = 14;
      Parameters:
      value - The experienceProgress to set.
      Returns:
      This builder for chaining.
    • clearExperienceProgress

      public BotLiveState.Builder clearExperienceProgress()
      Progress towards the next experience level.
      Range: 0.0 (just reached current level) to 1.0 (about to level up).
      
      float experience_progress = 14;
      Returns:
      This builder for chaining.
    • hasSkinTextureHash

      public boolean hasSkinTextureHash()
      Skin texture hash for avatar rendering.
      This is the hash extracted from the texture URL in the player's game profile.
      Can be used with services like mc-heads.net: https://mc-heads.net/body/<hash>
      Will be absent if the player has no custom skin or skin data is unavailable.
      
      optional string skin_texture_hash = 15;
      Specified by:
      hasSkinTextureHash in interface BotLiveStateOrBuilder
      Returns:
      Whether the skinTextureHash field is set.
    • getSkinTextureHash

      public String getSkinTextureHash()
      Skin texture hash for avatar rendering.
      This is the hash extracted from the texture URL in the player's game profile.
      Can be used with services like mc-heads.net: https://mc-heads.net/body/<hash>
      Will be absent if the player has no custom skin or skin data is unavailable.
      
      optional string skin_texture_hash = 15;
      Specified by:
      getSkinTextureHash in interface BotLiveStateOrBuilder
      Returns:
      The skinTextureHash.
    • getSkinTextureHashBytes

      public com.google.protobuf.ByteString getSkinTextureHashBytes()
      Skin texture hash for avatar rendering.
      This is the hash extracted from the texture URL in the player's game profile.
      Can be used with services like mc-heads.net: https://mc-heads.net/body/<hash>
      Will be absent if the player has no custom skin or skin data is unavailable.
      
      optional string skin_texture_hash = 15;
      Specified by:
      getSkinTextureHashBytes in interface BotLiveStateOrBuilder
      Returns:
      The bytes for skinTextureHash.
    • setSkinTextureHash

      public BotLiveState.Builder setSkinTextureHash(String value)
      Skin texture hash for avatar rendering.
      This is the hash extracted from the texture URL in the player's game profile.
      Can be used with services like mc-heads.net: https://mc-heads.net/body/<hash>
      Will be absent if the player has no custom skin or skin data is unavailable.
      
      optional string skin_texture_hash = 15;
      Parameters:
      value - The skinTextureHash to set.
      Returns:
      This builder for chaining.
    • clearSkinTextureHash

      public BotLiveState.Builder clearSkinTextureHash()
      Skin texture hash for avatar rendering.
      This is the hash extracted from the texture URL in the player's game profile.
      Can be used with services like mc-heads.net: https://mc-heads.net/body/<hash>
      Will be absent if the player has no custom skin or skin data is unavailable.
      
      optional string skin_texture_hash = 15;
      Returns:
      This builder for chaining.
    • setSkinTextureHashBytes

      public BotLiveState.Builder setSkinTextureHashBytes(com.google.protobuf.ByteString value)
      Skin texture hash for avatar rendering.
      This is the hash extracted from the texture URL in the player's game profile.
      Can be used with services like mc-heads.net: https://mc-heads.net/body/<hash>
      Will be absent if the player has no custom skin or skin data is unavailable.
      
      optional string skin_texture_hash = 15;
      Parameters:
      value - The bytes for skinTextureHash to set.
      Returns:
      This builder for chaining.
    • getGameModeValue

      public int getGameModeValue()
      Current game mode of the player.
      Determines available actions (breaking blocks, flying, taking damage, etc.).
      
      .soulfire.v1.GameMode game_mode = 16;
      Specified by:
      getGameModeValue in interface BotLiveStateOrBuilder
      Returns:
      The enum numeric value on the wire for gameMode.
    • setGameModeValue

      public BotLiveState.Builder setGameModeValue(int value)
      Current game mode of the player.
      Determines available actions (breaking blocks, flying, taking damage, etc.).
      
      .soulfire.v1.GameMode game_mode = 16;
      Parameters:
      value - The enum numeric value on the wire for gameMode to set.
      Returns:
      This builder for chaining.
    • getGameMode

      public GameMode getGameMode()
      Current game mode of the player.
      Determines available actions (breaking blocks, flying, taking damage, etc.).
      
      .soulfire.v1.GameMode game_mode = 16;
      Specified by:
      getGameMode in interface BotLiveStateOrBuilder
      Returns:
      The gameMode.
    • setGameMode

      public BotLiveState.Builder setGameMode(GameMode value)
      Current game mode of the player.
      Determines available actions (breaking blocks, flying, taking damage, etc.).
      
      .soulfire.v1.GameMode game_mode = 16;
      Parameters:
      value - The gameMode to set.
      Returns:
      This builder for chaining.
    • clearGameMode

      public BotLiveState.Builder clearGameMode()
      Current game mode of the player.
      Determines available actions (breaking blocks, flying, taking damage, etc.).
      
      .soulfire.v1.GameMode game_mode = 16;
      Returns:
      This builder for chaining.