All Classes and Interfaces
Class
Description
Implements alignment flocking with a particular weight i.e.
The storage for an
AStarMachine.The base class for the second iteration of the
Goal API, which can be made backwards compatible by extending
BehaviorGoalAdapter.Wraps an
Behavior and runs callbacks when the underlying Behavior is finished.Contains methods used in order to utilize the Citizens API.
Represents an event thrown by Citizens.
Called just before Citizens is reloaded.
Called when Citizens is reloaded.
Annotates a method as a click handler that will accept inventory click events.
Implements cohesion flocking with a particular weight i.e.
The base class for composite
Behaviors, which handle the transition between multiple sub-behaviors.A hierarchical abstract storage class.
A decorator is a wrapper over a
Behavior, which can add functionality such as filtering
BehaviorStatuses, conditions, timer loops and more without knowing the internals of the behavior it wraps.Delegates persistence to a given
Persister, which will be used to create and save instances.An empty leaf
Behavior.Represents an NPC's equipment.
An interface to be used with an
Flocker to represent a certain type of behavior such as cohesion, alignment
or separation.Implements a simple flocking controller as a
Runnable.Forwards all calls to a secondary
Behavior.Represents a Goal that can be added to a
GoalController.Represents a collection of goals that are prioritised and executed, allowing behaviour trees via a
GoalSelector or by implementing Behavior.Defines a static flock of NPCs with an optional radius.
Marker annotation to inject context variables at runtime into
InventoryMenuPages.Represents an NPC's inventory.
A container class for Inventory GUIs.
The concrete page instance representing a single page in a stack of inventory menu GUIs.
The concrete instance of a
MenuPattern.Represents a single inventory slot in a
InventoryMenu.The concrete class of
MenuTransition.A decorator
Behavior that continues to execute its child behavior as long as a condition returns
true and the behavior returns BehaviorStatus.SUCCESS.Defines a GUI inventory menu.
A context class passed into the constructor of a
Menu instance.Defines a pattern of slots and/or transitions.
Defines a slot with a certain item.
Defines a menu transition to a new sub-menu.
Represents a storage system for metadata
Represents an NPC's mob type.
Represents the pathfinding AI of an
NPC.Represents an NPC with optional
Traits.Represents an event where an NPC was clicked by a player.
Called just before a command list is dispatched.
Called when an NPC despawns.
Represents an event thrown by an NPC.
Represents a 'flock' of NPCs to be used as input to a
Flocker.Called when an NPC is left-clicked by a player.
Thrown when an NPC fails to load properly.
Controls the registration and lookup of a set of
NPCs.Called when an NPC is right-clicked by a player.
Called when an NPC is selected by a player.
Manages the 'selected
NPC' for the server.Called when an NPC spawns.
Represents an event where an NPC speaks using /npc speak.
Called when an NPC teleports.
Represents the owner of an NPC.
A marker interface for
Behaviors that indicates to any parent nodes that the behavior can be run in
parallel along with other behaviors.A pathfinding strategy directed at a target.
A marker annotation for
PersistenceLoader to persist a field by saving and loading it into DataKeys.An Object that can be serialised using
DataKeys.Performs reflective persistence of objects into
DataKeys.A serialisation primitive to be used with
PersistenceLoader to serialise custom objects.A stringly-typed registry that loads and saves its types using
PersistenceLoader and DataKeys.An abstract plan returned by the
AStarGoal that should be run until completion.A dynamically prioritisable
Goal.A dynamic flock of NPCs that checks for entity NPCs within a certain block radius.
Decorates a
Behavior and retries failures a certain number of times.An abstraction layer for scheduling tasks across different Minecraft server implementations, such as Folia and
Spigot.
A selector of sub-goals, that chooses a single
Behavior to execute from a list.Static helper class for creating common
Selectors.Implements separation flocking with a particular weight i.e.
Runs each
Behavior in sequence.A base implementation of
AStarStorage that uses a PriorityQueue for the frontier and HashMaps
for the open/closed sets.A simple
GoalController implementation that stores goals as a ArrayList.Represents the spawn state of an NPC.
SpeechContext contains information about a
NPCSpeechEvent, including the Talkable talker, recipients,
and message.Represents the NPCs speech abilities.
Represents an event where a Talkable entity speaks to another Talkable entity.
Spigot has changed InventoryViews to be an abstract class instead of an interface necessitating an abstraction
over the existing API to avoid java runtime errors.
Wraps an
Behavior and returns a supplied BehaviorStatus instead of the underlying status.Talkable provides an interface for talking to Players, Entities and NPCs.
A sample
Goal/Behavior that will target specific EntityTypes within a certain radius and
start following them using Navigator.setTarget(Entity, boolean).Wraps a
Behavior and enforces a tick limit, after which it will return BehaviorStatus.FAILURE and
reset the child Behavior.Represents a Trait linked to an
NPC that can be loaded and saved.Builds a trait.
A helper annotation to specify trait name for
TraitInfo.