All Classes and Interfaces

Class
Description
 
 
An abstract agent that will complete a Plan as returned by AStarGoal.
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.
An adapter between Goal and Behavior, forwarding the calls correctly between them.
 
A Runnable task that will break a block over time just as a normal Minecraft Player would.
 
 
 
 
 
 
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 condition interface suitable for use in Behaviors such as IfElse or Loop.
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.
 
A sample Goal/Behavior that simply moves an NPC through a list of Locations.
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.
 
 
 
 
 
 
 
A simple if-then-else Behavior which will execute a different Behavior depending on an Condition function.
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.
A sample Goal/Behavior that simply moves an NPC to a specified Location.
 
 
 
 
 
 
 
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.
 
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.
 
Represents an event where a Talkable entity speaks by a Talkable bystander.
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 at/near a Talkable entity.
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.
 
 
 
 
 
 
A sample Goal/Behavior that will wander within a certain block region.