Uses of Interface
com.hypixel.hytale.component.system.ISystem
Packages that use ISystem
Package
Description
An implementation of an EntityComponentSystem (aka ECS).
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Uses of ISystem in com.hypixel.hytale.builtin.abilities.element
Classes in com.hypixel.hytale.builtin.abilities.element that implement ISystemModifier and TypeClassDescriptionclassElemental reactions on victims: when a victim carrying an element state (an element-tagged effect, e.g. wet from a water ability) takes damage of another element that the state'sElementdeclares a reaction for (e.g. -
Uses of ISystem in com.hypixel.hytale.builtin.abilities.entity
Classes in com.hypixel.hytale.builtin.abilities.entity that implement ISystemModifier and TypeClassDescriptionclassRe-runs the authored chains of an ability entity at their configured intervals, for as long as the entity lives. -
Uses of ISystem in com.hypixel.hytale.builtin.abilities.trigger
Classes in com.hypixel.hytale.builtin.abilities.trigger that implement ISystemModifier and TypeClassDescriptionclassThe OnHit trigger: an entity carryingAbilityChargeslands a weapon attack.classThe melee half of the OnPrimaryActivation trigger: a Primary chain starting with a melee weapon in hand is an attack, released the moment it starts.classThe ranged half of the OnPrimaryActivation trigger: a weapon's Primary chain launching its projectile (a bow or crossbow shot leaving) is the attack being released.classEmits the particle bursts ofAbilityProjectileTrailcarriers: one burst at the projectile's current position per cadence.classReelsPulledByAbilitycarriers toward their caster: every tick the direction is re-aimed into a reel velocity.classApplies the on-hit effects support runes injected into an ability (e.g. a burn rune) to every entity that ability damages. -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.camera.system
Classes in com.hypixel.hytale.builtin.adventure.camera.system that implement ISystem -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.farming
Classes in com.hypixel.hytale.builtin.adventure.farming that implement ISystemModifier and TypeClassDescriptionstatic classA ref system that handles when a coop resident entity is added or removed from the world.static classAn entity ticking system that handles ticking for coop resident entities.static classA ref system that handles when a coop block is added to the world.static classA ref system that handles the addition of farming blocks to the world.static classA ref system that handles when a tilled soil block is added to the world.static classAn entity ticking system that handles ticking for farming-related blocks. -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.memories
Classes in com.hypixel.hytale.builtin.adventure.memories that implement ISystem -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.memories.memories.npc
Classes in com.hypixel.hytale.builtin.adventure.memories.memories.npc that implement ISystemModifier and TypeClassDescriptionstatic classAn entity ticking system that gathers memories for players from nearby entitiesstatic classA death system that gives the memory of a kill-gated NPC to the players near where it died. -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.memories.temple
Classes in com.hypixel.hytale.builtin.adventure.memories.temple that implement ISystem -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.npcobjectives.systems
Classes in com.hypixel.hytale.builtin.adventure.npcobjectives.systems that implement ISystemModifier and TypeClassDescriptionclassclassA holder system that handles removing a spawn beacon if its associated objective no longer exists. -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.npcreputation
Classes in com.hypixel.hytale.builtin.adventure.npcreputation that implement ISystemModifier and TypeClassDescriptionclassA holder system that assigns reputation groups to NPC entities based on their NPC group tags.class -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.objectives.markers.objectivelocation
Classes in com.hypixel.hytale.builtin.adventure.objectives.markers.objectivelocation that implement ISystemModifier and TypeClassDescriptionstatic classA holder system that ensures that entities carrying anObjectiveLocationMarkercomponent also carry aNetworkIdcomponent.static classA ref system that handles initializing and deinitializing the objective location marker for an entity.static classAn entity ticking system that handles ticking the objective location marker of an entity. -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.objectives.markers.reachlocation
Classes in com.hypixel.hytale.builtin.adventure.objectives.markers.reachlocation that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.objectives.systems
Classes in com.hypixel.hytale.builtin.adventure.objectives.systems that implement ISystemModifier and TypeClassDescriptionclassAn ECS event system that handles inventory change events for players with active objectives.classA holder system that handles the removal of objective-specific items from an entity storeclassA ref system that handles setting up the objective history for player entities -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.teleporter.system
Classes in com.hypixel.hytale.builtin.adventure.teleporter.system that implement ISystemModifier and TypeClassDescriptionclassAn entity ticking system that clears theUsedTeleportercomponent from entities when they have moved sufficiently far from their teleported destination.classA system that creates a warp when a teleporter is placed in the world.class -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.wilderness.debug
Classes in com.hypixel.hytale.builtin.adventure.wilderness.debug that implement ISystemModifier and TypeClassDescriptionclassSends the wilderness world map overlay to every player that carries aWildernessDebugmarker.classDraws the wilderness debug cubes of every player that carries aWildernessDebugmarker. -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.wilderness.system
Classes in com.hypixel.hytale.builtin.adventure.wilderness.system that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic classTracks the addition/removal/modification of RespawnBlock components on BlockState entities.static classTracks the creation and removal of BlockState entities that possess the RespawnBlock component. -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.worldevents.condition
Classes in com.hypixel.hytale.builtin.adventure.worldevents.condition that implement ISystemModifier and TypeClassDescriptionstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.builtin.adventure.worldevents.system
Classes in com.hypixel.hytale.builtin.adventure.worldevents.system that implement ISystemModifier and TypeClassDescriptionclassConditionEventHandler<ECS_TYPE, E extends EcsEvent>static classConditionEventHandler.EntityHandler<E extends EcsEvent>AConditionEventHandlerthat matches EntityStore entity events.static classAConditionEventHandlerthat matches ChunkStore entity events for tracked block entities.static classAConditionEventHandlerthat matches EntityStore entity events for tracked entities.classclassclassclass -
Uses of ISystem in com.hypixel.hytale.builtin.ambience.systems
Classes in com.hypixel.hytale.builtin.ambience.systems that implement ISystemModifier and TypeClassDescriptionstatic classA holder system that ensures certain non-persistent components on the ambient emitter.static classA ref system that handles spawning and managing transient emitter entities.static classAn entity ticking system that updates the position of the transient emitter entity. -
Uses of ISystem in com.hypixel.hytale.builtin.audio.systems
Classes in com.hypixel.hytale.builtin.audio.systems that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic classstatic classstatic classStamps the persisted origin when an emitter is first placed and replicates add/remove to players already viewing the chunk on runtime place and break.static classAppends aSetBlockMusicEmitteradd packet for each emitter holder when a player loads the owning chunk.static classReplicates runtime component add/remove to viewers.static classRestricts the item slot to music items and silently reconciles the emitter with the persisted slot contents.static classWatches the item slot for changes and runs the insert/remove flow. -
Uses of ISystem in com.hypixel.hytale.builtin.augmentblocks
Classes in com.hypixel.hytale.builtin.augmentblocks that implement ISystemModifier and TypeClassDescriptionclassIndexes allAugmentBlockblocks in a KDTree spatial resource by world position, so any augment block can resolve another participating block's current level without scanning the world. -
Uses of ISystem in com.hypixel.hytale.builtin.augmentblocks.progression
Classes in com.hypixel.hytale.builtin.augmentblocks.progression that implement ISystemModifier and TypeClassDescriptionclassRestores augment blocks to their recorded progression when they load in a played instance copy. -
Uses of ISystem in com.hypixel.hytale.builtin.beam
Classes in com.hypixel.hytale.builtin.beam that implement ISystemModifier and TypeClassDescriptionstatic classTells viewers to drop the beams of an entity when it loses the component.static classSends the beams of an entity to its viewers. -
Uses of ISystem in com.hypixel.hytale.builtin.beds.sleep.systems.player
Classes in com.hypixel.hytale.builtin.beds.sleep.systems.player that implement ISystemModifier and TypeClassDescriptionclassA system that handles players entering beds.classclassclassA delayed entity system that handles updating the sleep state packets sent to players based on their sleep state and the world sleep state.classA system that wakes up players when they dismount from a bed. -
Uses of ISystem in com.hypixel.hytale.builtin.beds.sleep.systems.world
Classes in com.hypixel.hytale.builtin.beds.sleep.systems.world that implement ISystemModifier and TypeClassDescriptionclassA delayed system that checks if all players are ready to sleep and initiates the slumber state in the world if they are.classA ticking system that updates the world's slumber state and wakes up players when the slumber is over. -
Uses of ISystem in com.hypixel.hytale.builtin.blockphysics
Classes in com.hypixel.hytale.builtin.blockphysics that implement ISystem -
Uses of ISystem in com.hypixel.hytale.builtin.blocktick.system
Classes in com.hypixel.hytale.builtin.blocktick.system that implement ISystemModifier and TypeClassDescriptionstatic classstatic classclass -
Uses of ISystem in com.hypixel.hytale.builtin.buildertools
Classes in com.hypixel.hytale.builtin.buildertools that implement ISystemModifier and TypeClassDescriptionstatic classA system to handlePrefabPasteEventevents.static classA holder system that ensures that the player is given the appropriate builder tools.class -
Uses of ISystem in com.hypixel.hytale.builtin.buildertools.prefabeditor
Classes in com.hypixel.hytale.builtin.buildertools.prefabeditor that implement ISystemModifier and TypeClassDescriptionstatic classAn ECS event system that marks prefabs dirty when blocks are broken.static classAn ECS event system that marks prefabs dirty when blocks are placed. -
Uses of ISystem in com.hypixel.hytale.builtin.companionblockspawner
Classes in com.hypixel.hytale.builtin.companionblockspawner that implement ISystemModifier and TypeClassDescriptionclassIndexes allCompanionBlockSpawnerBlockblocks (spawner blocks and requirements) in a KDTree spatial resource by their world position, so the companion block spawner systems can find participating blocks near a placed/broken block.static classReacts to participating blocks being placed/broken - the event-driven fast path.static classEntity-store counterpart of the spawner-side liveness check: a marker created by a companion spawner removes itself (and its companions) when its origin spawner block no longer exists or no longer references it - so a spawner broken while the marker's chunk was unloaded can't leave an orphaned marker respawning NPCs forever.static classSlow per-block safety net (~every 30s, jittered) healing the states events can't reach: active spawner whose marker entity no longer resolves (self-removed after failed spawns, lost with a rolled-back chunk, removed while this chunk was unloaded) - clears the stale reference and re-evaluates; active spawner whose conditions silently broke (requirement removed while this chunk was unloaded) - deactivates; dormant spawner whose conditions are actually met (same-tick placement, earlier marker placement failure) - activates; requirement block claimed by a spawner that is gone or out of range - releases the claim. The first pass for a block runs a full interval after it loads, so the spatial index is warm. -
Uses of ISystem in com.hypixel.hytale.builtin.crafting
Classes in com.hypixel.hytale.builtin.crafting that implement ISystemModifier and TypeClassDescriptionstatic classstatic classA ref system that handles sending known recipes to newly added players. -
Uses of ISystem in com.hypixel.hytale.builtin.crafting.system
Classes in com.hypixel.hytale.builtin.crafting.system that implement ISystemModifier and TypeClassDescriptionstatic classstatic classHandlesProcessingBenchBlocklifecycle: initializes on add, drops items on removal.static classTicks allProcessingBenchBlockcomponents each world tick.static classA holder system that manages the addition and removal of crafting managers for players.static classA ref system that handles the addition and removal of the player entity.static classAn entity ticking system that updates the crafting managers for players. -
Uses of ISystem in com.hypixel.hytale.builtin.creativehub.systems
Classes in com.hypixel.hytale.builtin.creativehub.systems that implement ISystem -
Uses of ISystem in com.hypixel.hytale.builtin.deployables.system
Classes in com.hypixel.hytale.builtin.deployables.system that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.builtin.encountermanager
Classes in com.hypixel.hytale.builtin.encountermanager that implement ISystemModifier and TypeClassDescriptionstatic classConfigures thePositionCachefor an encounter's sensors once its runtime has been built.static classBuilds theEncounterManagerruntime and attaches its supports when an encounter entity is added or reloaded.static classEnsure each encounter carries the baseline world-entity components.static classstatic classPropagates world teleports to theEncounterManagerlifecycle.static classTicks each encounter's instruction tree.static classDecays each encounter's member time-to-live, dropping members whose TTL lapsed, and re-applies the desired state to the rest. -
Uses of ISystem in com.hypixel.hytale.builtin.fallingblocks
Classes in com.hypixel.hytale.builtin.fallingblocks that implement ISystem -
Uses of ISystem in com.hypixel.hytale.builtin.fluid
Classes in com.hypixel.hytale.builtin.fluid that implement ISystemModifier and TypeClassDescriptionstatic classA holder system that ensures that all chunk sections have a fluid section.static classA system that loads fluid packets for chunk sections.static classA ticking system that replicates fluid changes to players.static classA holder system that sets up fluid sections when chunk sections are added.static classAn entity ticking system that ticks fluids in chunk sections. -
Uses of ISystem in com.hypixel.hytale.builtin.instances.blocks
Classes in com.hypixel.hytale.builtin.instances.blocks that implement ISystemModifier and TypeClassDescriptionstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.builtin.instances.integrations
Classes in com.hypixel.hytale.builtin.instances.integrations that implement ISystem -
Uses of ISystem in com.hypixel.hytale.builtin.instances.removal
Classes in com.hypixel.hytale.builtin.instances.removal that implement ISystemModifier and TypeClassDescriptionclassShows the removal event title to a player who joins while the instance is closing.class -
Uses of ISystem in com.hypixel.hytale.builtin.mounts
Classes in com.hypixel.hytale.builtin.mounts that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic classstatic classForce-dismounts a mounted entity when it starts spectating.static classstatic classstatic classstatic classstatic classstatic classstatic classstatic classstatic classstatic classstatic classA death system that handles resetting player movement settings when an NPC mount dies.static classA death system that handles dismounting a player from an NPC when the player dies.static classDismounts a player from a legacy NPC mount when the player starts spectating.static classA ref system that handles when the mount component is added to an NPC.static classA ref system that handles when a player is removed, ensuring they are dismounted from any NPC mount. -
Uses of ISystem in com.hypixel.hytale.builtin.npccombatactionevaluator
Classes in com.hypixel.hytale.builtin.npccombatactionevaluator that implement ISystemModifier and TypeClassDescriptionstatic classTicks theCombatActionEvaluatorand runs its logic as necessary.static classHandles adding aTargetMemoryandCombatActionEvaluatorto NPCs as required. -
Uses of ISystem in com.hypixel.hytale.builtin.npccombatactionevaluator.memory
Classes in com.hypixel.hytale.builtin.npccombatactionevaluator.memory that implement ISystemModifier and TypeClassDescriptionstatic classAccumulates any damage sustained by the NPC in the damage memory.static classAn entity ticking system that handles ticking theTargetMemoryto remove expired memories. -
Uses of ISystem in com.hypixel.hytale.builtin.npcknockbackdebug
Classes in com.hypixel.hytale.builtin.npcknockbackdebug that implement ISystem -
Uses of ISystem in com.hypixel.hytale.builtin.parkour
Classes in com.hypixel.hytale.builtin.parkour that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.builtin.path
Classes in com.hypixel.hytale.builtin.path that implement ISystemModifier and TypeClassDescriptionclassstatic classstatic classstatic classA holder system change system that handles updating the prefab path's nameplate when their display name changes.static classA ref change system that handles updating the prefab path's nameplate when their display name changes.static classAn ECS event that is called when a patrol path marker is placed via a prefab.static classA ref change system that handles updating the display name when the WorldGenId changes. -
Uses of ISystem in com.hypixel.hytale.builtin.points.prefab
Classes in com.hypixel.hytale.builtin.points.prefab that implement ISystemModifier and TypeClassDescriptionclassConvertsPointtransport entities from a prefab paste into live point registrations, then cancels the placement so the transport entity never persists. -
Uses of ISystem in com.hypixel.hytale.builtin.portals.integrations
Classes in com.hypixel.hytale.builtin.portals.integrations that implement ISystem -
Uses of ISystem in com.hypixel.hytale.builtin.portals.systems
Classes in com.hypixel.hytale.builtin.portals.systems that implement ISystemModifier and TypeClassDescriptionstatic classstatic classclassfinal classclassstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.builtin.portals.systems.curse
Classes in com.hypixel.hytale.builtin.portals.systems.curse that implement ISystemModifier and TypeClassDescriptionclassclassclass -
Uses of ISystem in com.hypixel.hytale.builtin.portals.systems.voidevent
Classes in com.hypixel.hytale.builtin.portals.systems.voidevent that implement ISystemModifier and TypeClassDescriptionclassfinal classSeeds theForcedMusicTrackeron players who join a portal world while a void-event stage with forced music is active.final classclassclassstatic class -
Uses of ISystem in com.hypixel.hytale.builtin.randomtick
Classes in com.hypixel.hytale.builtin.randomtick that implement ISystem -
Uses of ISystem in com.hypixel.hytale.builtin.reactiveblocks.systems
Classes in com.hypixel.hytale.builtin.reactiveblocks.systems that implement ISystemModifier and TypeClassDescriptionstatic classstatic classAn entity ticking system that handles ticking for farming-related blocks. -
Uses of ISystem in com.hypixel.hytale.builtin.triggervolumes.prefab
Classes in com.hypixel.hytale.builtin.triggervolumes.prefab that implement ISystemModifier and TypeClassDescriptionclassDrops worldgen-tagged trigger volumes whose anchor chunk has just been freshly generated, so that viewport refreshes //chunk regenerate//worldgen reloadreplace the manager's entries instead of layering a new generation on top of the previous one.classclassConverts trigger-volume transport entities from BuilderTools prefab paste intoVolumeEntryandGroupEntryregistrations, then cancels the placement event so the transport entity never persists.classClears prefab group link remapping at the start of each prefab paste so pasted groups do not merge with a previous paste of the same asset.classConverts trigger-volume transport entities placed by world generation into properVolumeEntryregistrations on the world'sTriggerVolumeManager, then removes the transport entity so it does not persist as an inert holder. -
Uses of ISystem in com.hypixel.hytale.builtin.triggervolumes.system
Classes in com.hypixel.hytale.builtin.triggervolumes.system that implement ISystemModifier and TypeClassDescriptionstatic final classstatic final classstatic final classstatic final classstatic final classfinal classEnqueues anTriggerEventType.ENTITY_DIEDevent at the victim's position the moment aDeathComponentis added.final classFires EXIT for entities that are removed (despawned, picked up, unloaded) while still inside a volume.classSuppresses health regain for entities insideNoHealRulevolumes by marking the health stat raise-suppressed on theirEntityStatMap.classReconciles per-player movement driven byFlyRule, which needs apply/revert semantics rather than event cancellation.static final classMarks block placements inside a creative placement volume so the placed block is not consumed from the placer's inventory.static final classFilter-phase damage scaling: multiplies damage received by entities inside a multiplier volume (RECEIVED/BOTH) and damage dealt by entities inside one (DEALT/BOTH).static final classFilter-phase damage veto on the victim entity:NoDamagecancels damage to entities inside a zone (optionally narrowed to specific entities).static final classstatic final classCancels final block removal forNoDestroy, and forNoHarvestwhen the block is a harvestable pickup (soft gather).static final classstatic final classstatic final classCancels the interaction-based harvest of a farmable crop when aNoHarvestrule covers it.static final classCancels using any block inside aNoUsevolume; the direct counter to the Block Used event.static final classCancels using any entity inside aNoUsevolume, mirroringTriggerVolumeRuleSystems.NoUseBlockfor entity interaction.classDrives the per-tick lifecycle (ENTER / TICK / EXIT) for every active trigger volume in a world. -
Uses of ISystem in com.hypixel.hytale.builtin.weather.systems
Classes in com.hypixel.hytale.builtin.weather.systems that implement ISystemModifier and TypeClassDescriptionstatic classstatic classA holder system that handles sending weather data to newly added playersstatic classAn entity ticking system that handles ticking the per-world weather logicstatic classA store system that handles setting the forced weather type, if configured -
Uses of ISystem in com.hypixel.hytale.component
Classes in com.hypixel.hytale.component with type parameters of type ISystemModifier and TypeClassDescriptionclassSystemType<ECS_TYPE, T extends ISystem<ECS_TYPE>>Describes a system type registered with aComponentRegistry.Methods in com.hypixel.hytale.component with type parameters of type ISystemModifier and TypeMethodDescriptionComponentRegistry.Data.getSystem(int systemIndex, SystemType<ECS_TYPE, T> systemType) ComponentRegistry.Data.getSystemIndexesForType(SystemType<ECS_TYPE, T> systemType) <T extends ISystem<ECS_TYPE>>
SystemType<ECS_TYPE, T> ComponentRegistry.Data.getSystemType(Class<? super T> systemTypeClass) ComponentRegistry.hasSystemClass(Class<T> systemClass) ComponentRegistry.hasSystemType(SystemType<ECS_TYPE, T> systemType) <T extends ISystem<ECS_TYPE>>
SystemType<ECS_TYPE, T> ComponentRegistry.registerSystemType(Class<? super T> systemTypeClass) <T extends ISystem<ECS_TYPE>>
SystemType<ECS_TYPE, T> ComponentRegistryProxy.registerSystemType(Class<? super T> systemTypeClass) <T extends ISystem<ECS_TYPE>>
SystemType<ECS_TYPE, T> IComponentRegistry.registerSystemType(Class<? super T> systemTypeClass) Called to register a new system type, providing the given class.ComponentRegistry.unregisterSystemType(SystemType<ECS_TYPE, T> systemType) Methods in com.hypixel.hytale.component that return ISystemMethods in com.hypixel.hytale.component that return types with arguments of type ISystemModifier and TypeMethodDescriptionSystemType<ECS_TYPE, ? extends ISystem<ECS_TYPE>> ComponentRegistry.Data.getSystemType(int systemTypeIndex) Methods in com.hypixel.hytale.component with parameters of type ISystemModifier and TypeMethodDescriptionbooleanintbooleanDetermines whether the given system is of this type.voidComponentRegistry.registerSystem(ISystem<ECS_TYPE> system) voidComponentRegistry.registerSystem(ISystem<ECS_TYPE> system, boolean bypassClassCheck) Deprecated, for removal: This API element is subject to removal in a future version.voidComponentRegistryProxy.registerSystem(ISystem<ECS_TYPE> system) voidComponentRegistryProxy.registerSystem(ISystem<ECS_TYPE> system, boolean bypassClassCheck) Deprecated, for removal: This API element is subject to removal in a future version.voidIComponentRegistry.registerSystem(ISystem<ECS_TYPE> system) Called to register a new system, providing the given system instance.Method parameters in com.hypixel.hytale.component with type arguments of type ISystemModifier and TypeMethodDescriptionvoidComponentRegistry.unregisterSystem(Class<? extends ISystem<ECS_TYPE>> systemClass) -
Uses of ISystem in com.hypixel.hytale.component.data.change
Classes in com.hypixel.hytale.component.data.change with type parameters of type ISystemMethods in com.hypixel.hytale.component.data.change that return ISystemConstructors in com.hypixel.hytale.component.data.change with parameters of type ISystem -
Uses of ISystem in com.hypixel.hytale.component.dependency
Classes in com.hypixel.hytale.component.dependency with type parameters of type ISystemModifier and TypeClassDescriptionclassSystemDependency<ECS_TYPE, T extends ISystem<ECS_TYPE>>classSystemTypeDependency<ECS_TYPE, T extends ISystem<ECS_TYPE>>Methods in com.hypixel.hytale.component.dependency that return ISystemMethods in com.hypixel.hytale.component.dependency with parameters of type ISystemModifier and TypeMethodDescriptionvoidDependencyGraph.addEdge(ISystem<ECS_TYPE> beforeSystem, ISystem<ECS_TYPE> afterSystem, int priority) Called to add an edge to the dependency graph.voidDependencyGraph.addEdgeFromRoot(ISystem<ECS_TYPE> afterSystem, int priority) Called to add an edge from the root to the dependency graph.abstract voidDependency.resolveGraphEdge(ComponentRegistry<ECS_TYPE> registry, ISystem<ECS_TYPE> thisSystem, DependencyGraph<ECS_TYPE> graph) Adds this dependency into the dependency graph as a backwards dependency.voidRootDependency.resolveGraphEdge(ComponentRegistry<ECS_TYPE> registry, ISystem<ECS_TYPE> thisSystem, DependencyGraph<ECS_TYPE> graph) voidSystemDependency.resolveGraphEdge(ComponentRegistry<ECS_TYPE> registry, ISystem<ECS_TYPE> thisSystem, DependencyGraph<ECS_TYPE> graph) voidSystemGroupDependency.resolveGraphEdge(ComponentRegistry<ECS_TYPE> registry, ISystem<ECS_TYPE> thisSystem, DependencyGraph<ECS_TYPE> graph) voidSystemTypeDependency.resolveGraphEdge(ComponentRegistry<ECS_TYPE> registry, ISystem<ECS_TYPE> thisSystem, DependencyGraph<ECS_TYPE> graph) voidCalled to sort the systems in the dependency graph.Constructors in com.hypixel.hytale.component.dependency with parameters of type ISystemModifierConstructorDescriptionDependencyGraph(ISystem<ECS_TYPE>[] systems) Default Constructor for aDependencyGraphinstance. -
Uses of ISystem in com.hypixel.hytale.component.event
Classes in com.hypixel.hytale.component.event with type parameters of type ISystemModifier and TypeClassDescriptionclassEventSystemType<ECS_TYPE, Event extends EcsEvent, SYSTEM_TYPE extends EventSystem<Event> & ISystem<ECS_TYPE>>Abstract base class for system types representing event systems.Methods in com.hypixel.hytale.component.event with parameters of type ISystem -
Uses of ISystem in com.hypixel.hytale.component.spatial
Classes in com.hypixel.hytale.component.spatial that implement ISystemModifier and TypeClassDescriptionclassSpatialSystem<ECS_TYPE>A system that updates a spatial data of a spatial resource with entity positions. -
Uses of ISystem in com.hypixel.hytale.component.system
Subinterfaces of ISystem in com.hypixel.hytale.component.systemClasses in com.hypixel.hytale.component.system that implement ISystemModifier and TypeClassDescriptionclassArchetypeChunkSystem<ECS_TYPE>A store holds oneArchetypeChunkper archetype per parent, so these callbacks fire once for every parent that has an entity of a matching archetype, not once per archetype.classDelayedSystem<ECS_TYPE>A ticking system with a configured interval that represents the frequency of the systemclassEntityEventSystem<ECS_TYPE, EventType extends EcsEvent>A system that processes events of a specific type for entity chunks.classEntityHolderEventSystem<ECS_TYPE, EventType extends EcsEvent>A system that processes events of a specific type for entity chunks.classHolderSystem<ECS_TYPE>Represents a system that can execute logic on the addition/removal of an entity to/from an affiliated storeclassRefChangeSystem<ECS_TYPE, T extends Component<ECS_TYPE>>A system type that allows for additional logic to be executed upon the addition/removal of a specific component type to an entityclassRefSystem<ECS_TYPE>A system type that allows for additional logic to be executed upon the addition/removal of an entityclassStoreSystem<ECS_TYPE>A system type that allows for additional logic to be executed upon the addition/removal of the system to the affiliated storeclassSystem<ECS_TYPE>An abstract implementation of a component system with support for registering its own components and resources.classWorldEventSystem<ECS_TYPE, EventType extends EcsEvent>A system that processes events of a specific type at the world level.Fields in com.hypixel.hytale.component.system declared as ISystemMethods in com.hypixel.hytale.component.system with parameters of type ISystemModifier and TypeMethodDescriptionstatic <ECS_TYPE> voidISystem.calculateOrder(ComponentRegistry<ECS_TYPE> registry, ISystem<ECS_TYPE>[] sortedSystems, int systemSize) Takes theISystemand creates an array in execution order. -
Uses of ISystem in com.hypixel.hytale.component.system.data
Classes in com.hypixel.hytale.component.system.data that implement ISystemModifier and TypeClassDescriptionclassArchetypeDataSystem<ECS_TYPE,Q, R> classEntityDataSystem<ECS_TYPE,Q, R> -
Uses of ISystem in com.hypixel.hytale.component.system.tick
Subinterfaces of ISystem in com.hypixel.hytale.component.system.tickModifier and TypeInterfaceDescriptioninterfaceRunWhenPausedSystem<ECS_TYPE>A marker interface that marks a system as being able to tick when the store is paused.interfaceTickableSystem<ECS_TYPE>Classes in com.hypixel.hytale.component.system.tick that implement ISystemModifier and TypeClassDescriptionclassArchetypeTickingSystem<ECS_TYPE>classDelayedEntitySystem<ECS_TYPE>classEntityTickingSystem<ECS_TYPE>classTickingSystem<ECS_TYPE>A system that that allows for logic to be executed per-tick -
Uses of ISystem in com.hypixel.hytale.server.core.entity
Classes in com.hypixel.hytale.server.core.entity that implement ISystemModifier and TypeClassDescriptionclassA ref system that tombstones an entity's persisted body row when the entity is permanently removed.classA ticking system that drives per-entity saves on cubic chunk savers. -
Uses of ISystem in com.hypixel.hytale.server.core.entity.damage
Classes in com.hypixel.hytale.server.core.entity.damage that implement ISystemModifier and TypeClassDescriptionclassA holder system that adds theDamageDataComponentto entities when they are added to the store. -
Uses of ISystem in com.hypixel.hytale.server.core.entity.knockback
Classes in com.hypixel.hytale.server.core.entity.knockback that implement ISystemModifier and TypeClassDescriptionstatic classAn entity ticking system that handles applying knockback to non-player entities.static classAn entity ticking system that handles applying knockback to player entities. -
Uses of ISystem in com.hypixel.hytale.server.core.entity.movement
Classes in com.hypixel.hytale.server.core.entity.movement that implement ISystemModifier and TypeClassDescriptionstatic classA holder system that ensures that living entities have aMovementStatesComponentcomponent when they are added.static classA ref system that initializes the movement states of players when they are added.static classAn entity ticking system that tracks movement state changes and queues updates to viewers. -
Uses of ISystem in com.hypixel.hytale.server.core.entity.nameplate
Classes in com.hypixel.hytale.server.core.entity.nameplate that implement ISystemModifier and TypeClassDescriptionstatic classThis system queues removal ofComponentUpdateType.Nameplatecomponent's for viewers to receive.static classAn entity ticking system that handles queuing updates for theNameplatecomponent to viewers. -
Uses of ISystem in com.hypixel.hytale.server.core.inventory
Classes in com.hypixel.hytale.server.core.inventory that implement ISystemModifier and TypeClassDescriptionstatic classstatic classInvalidates the entity's equipment network and schedules a stat-modifier recalculation whenever the active slot in any inventory section changes.static classInvalidates the entity's equipment network and schedules a stat-modifier recalculation whenever the active slot in any inventory section changes for a holder-based entity.static classClears theInventoryComponent.Tool.isUsingToolsItem()flag when the entity switches to a hotbar slot, ensuring the hotbar item becomes the active hand again.static classClears theInventoryComponent.Tool.isUsingToolsItem()flag when a holder-based entity switches to a hotbar slot, ensuring the hotbar item becomes the active hand again.static classstatic classstatic classstatic classAbstract base that drains the queued change events from anInventoryComponenteach tick and re-dispatches them asInventoryChangeEvents on the owning entity.static classDeprecated, for removal: This API element is subject to removal in a future version.static classDeprecated, for removal: This API element is subject to removal in a future version.static classDeprecated, for removal: This API element is subject to removal in a future version.static classstatic classstatic classstatic classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.server.core.modules.block
Classes in com.hypixel.hytale.server.core.modules.block that implement ISystemModifier and TypeClassDescriptionstatic classA ref system that manages the references fromBlockModule.BlockStateInfocomponents to their respectiveBlockComponentSectioninstances.static classstatic classstatic classA migration system that performs data migrations for block-related components. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.block.system
Classes in com.hypixel.hytale.server.core.modules.block.system that implement ISystemModifier and TypeClassDescriptionclassstatic classstatic classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.server.core.modules.collision
Classes in com.hypixel.hytale.server.core.modules.collision that implement ISystem -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity
Classes in com.hypixel.hytale.server.core.modules.entity that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic classA system that migrates the anchor of a block-entity to the center of the entitystatic classclassstatic classEntityModule.LegacyEntityHolderSystem<T extends Entity>static classEntityModule.LegacyEntityRefSystem<T extends Entity>static classStores a copy of the uuid component on the legacy entity for async access and converts from the legacy uuid to the new componentstatic classstatic classstatic classA holder system that handles the set-up phase of a projectile entity.static classA holder system that handles initializing a projectile entity when it is added.static classAn entity ticking system that handles updating and ticking a projectile entityMethods in com.hypixel.hytale.server.core.modules.entity that return types with arguments of type ISystemModifier and TypeMethodDescriptionSystemType<EntityStore, ? extends ISystem<EntityStore>> EntityModule.getVelocityModifyingSystemType() -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.component
Classes in com.hypixel.hytale.server.core.modules.entity.component that implement ISystemModifier and TypeClassDescriptionstatic classCancels theRespawnEventof a player who has spent every life, so they stay dead until something grants them a life. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.damage
Classes in com.hypixel.hytale.server.core.modules.entity.damage that implement ISystemModifier and TypeClassDescriptionstatic classA system that modifies damage based on the damage sequence.classAn event system that is called to process a damage event.static classDeprecated.static classAn entity ticking system that handles the final step of damage processing.static classAn entity ticking system that plays any effects for damage withDamage.IMPACT_PARTICLES.static classAn entity ticking system that plays any effects for damage withDamage.IMPACT_SOUND_EFFECT.static classDeprecated.Move to modifiersstatic classDeprecated.Move to modifiersstatic classA delayed entity system that tracks the block material and fluid at each entity's breathing height.static classA system that handles applying damage to an entity if the entity has run out of oxygen.static classstatic classstatic classstatic classstatic classAn entity ticking system that handles applying fall damage to NPC entities.static classWe have both FallDamagePlayers and FallDamageNPCs because player movement is client authoritative so we need to handle things differently and use the input queue.static classA DamageEventSystem that cancels damage for NPCs when the GameplayConfig dictates sostatic classA DamageEventSystem that cancels damage for players when the GameplayConfig dictates sostatic classAn entity ticking system that cancels damage events on unkillable entities.static classDeprecated.This is a hack to modify knockback on NPCs/players before the physics rework unifies bothstatic classAn entity ticking system that handles displaying the hit animations to damaged entities.static classA ref change system that reprocesses an entity's breathing state when anInvulnerablecomponent is added, set, or removed.static classA delayed entity system that handles applying out of world damage to entities that are below the world.static classA damage event system that handles damage filtering for player entities.static classAn entity ticking system that handles displaying hit indicators upon damage dealt to a player entity.static classAn entity ticking system that updatesDamageDataComponentwith the last combat time for any entities involved in combat.static classstatic classDeprecated.Move to modifiersstatic classAn entity ticking system that keeps track of the last time that damage was received.static classstatic classDeprecated.Move to modifiersstatic classRemoves all entity effects from dead entities.static classAn on-death system that ensures the health of the killed entity has depleted.static classAn on-death death system that clears interactions running on now dead entities.static classRemove entity corpses once the corpse removal timer has finished ticking, or instantly if there isn't a timer.static classPlays the death animation on entities that die.static classAn on-death system that handles dropping items for players.static classAn on-death system that displays a message in the kill feed when an entity dies.static classA ref change system used by death-related systems to reduce boilerplatestatic classAn on-death system that displays a death marker on map when the player dies.static classAn on-death system that resolves a dying player's death flow: when the world resolves a death gamemode type (itsDeathConfigor the server-wide default), the player respawns in place and enters it, with the death screen shown first when the type setsDeathScreenMessage.static classAn on-death system that configures whether players drop items based on aGameplayConfigsetting.static classAn on-death system that is called upon the death if a player.static classAn on-death system that runs interactions, if configured, for entities that die.static classPlays the death animation for entities that spawn dead.static classAn on-death system that stops voice transmission when a player dies.static classTicks the corpse removal timer on entities that are dead.static classstatic classClear Entity Effects Respawn Systemstatic classClear Interactions Respawn Systemstatic classstatic classOn Respawn Systemstatic classRe-enable Voice On Respawn Systemstatic classReset Player Respawn Systemstatic classReset Stats Respawn System -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.dynamiclight
Classes in com.hypixel.hytale.server.core.modules.entity.dynamiclight that implement ISystemModifier and TypeClassDescriptionstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.gamemode
Classes in com.hypixel.hytale.server.core.modules.entity.gamemode that implement ISystemModifier and TypeClassDescriptionstatic classRe-applies a persisted gamemode type's non-persistent state for players added to a world, and drops persisted types that no longer resolve. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.hitboxcollision
Classes in com.hypixel.hytale.server.core.modules.entity.hitboxcollision that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.item
Classes in com.hypixel.hytale.server.core.modules.entity.item that implement ISystemModifier and TypeClassDescriptionclassDrops the item stacks queued on aDropItemsComponentat the entity's position, then removes the component.classAn entity ticking system that automatically merges nearby item stacks of the same typeclassAn entity ticking system that handles the physics of item entitiesclassAn entity ticking system that handles pre-physics logic of item entitiesstatic classA holder system that ensures that item entities have the necessary components during creationstatic classAn entity ticking system that queues updates for item entitiesclassA system that handles the pick-up animation and expiration for pick-up item entities. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.livingentity
Classes in com.hypixel.hytale.server.core.modules.entity.livingentity that implement ISystemModifier and TypeClassDescriptionclassAn entity ticking system used to ensure the change list is cleared even when the entity isn't visible to anyoneclassAn entity ticking system that handles updating active entity effects for living entities. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.player
Classes in com.hypixel.hytale.server.core.modules.entity.player that implement ISystemModifier and TypeClassDescriptionstatic classStrips the eraser override when the player is removed from the world.static classRe-applies the eraser override when the synced player settings change.static classIntercepts and filters player input in order to let the knockback simulation handle it.static classstatic classstatic classSets up the knockback simulation when it is added to an entitystatic classDeprecated.Should be replaced once physics are unified between client/serverclassAn entity ticking system that sends aNetworkTickpacket to every connected player once per server tick.classstatic classA holder system that adds theChunkTrackercomponent to an entity store when the entity is added.static classAn entity ticking system that updates theChunkTrackercomponent each tick.classstatic classA ref system that handles initializing the hud upon the creation of a playerclassAn entity ticking system that handles item entity pickup by player entities.static classA holder system that ensures theMovementManagercomponent is assigned to player entities.static classA ref system that initializes theMovementManagercomponent when assigned to player entities.classAn entity ticking system that handles ping updates for player entities.classAn entity ticking system that handles processing the players movement and collisions.static classA holder system that saves a player's config when the player entity is removed from the store, unless saving is currently locked on the world.static classAn entity ticking system that handles the saving of a players data.static classA store system that is called to save the config of all players in a world that is being removed.classAn entity ticking system that sends inventory updates to their affiliated players.static classAn entity ticking system that blocks player movement when the world is paused.static classAn entity event system that populates kill feed decedent with the players display name.static classAn entity event system that populates kill feed killer with the players display name.static classA ref change system that handles updating the player's nameplate when their display name changes.static classA ref system change system that handles updating the player's nameplate when their display name changes.static classA ref system that is called upon the adding of a player entity.static classInitializes essential components for every player added to the world: input handling, effect controller, unique item usages, and all inventory components at their default capacities.static classA holder system that is called upon the removal of a player entity.static classA ref system that is called upon the spawning of a player entity.static classAn entity ticking system that processes queued player input values.static classAn entity ticking system that handles updating the player ref of a player entity. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.prefabpreview
Classes in com.hypixel.hytale.server.core.modules.entity.prefabpreview that implement ISystemModifier and TypeClassDescriptionstatic classTells viewers to drop the hologram when the runtime component is removed.static classResolves the persisted prefab key into a runtimePrefabPreviewthat carries the block data and tint.static classSends prefab-preview ("hologram") data to viewers. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.repulsion
Classes in com.hypixel.hytale.server.core.modules.entity.repulsion that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.spectator
Classes in com.hypixel.hytale.server.core.modules.entity.spectator that implement ISystemModifier and TypeClassDescriptionstatic classTeleports a camera-attached spectator's entity back to its target when it drifts out of range, and auto-detaches to free-fly when the target dies, disconnects, changes world, starts spectating, or becomes hidden from the spectator.static classHides spectating entities from non-spectating players.static classComposes the follow camera from theSpectatingcomponent's target: putting an instance with a target attaches, putting one without detaches back to free-fly, and removing the component tears the camera down at its current position. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.stamina
Classes in com.hypixel.hytale.server.core.modules.entity.stamina that implement ISystem -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.system
Classes in com.hypixel.hytale.server.core.modules.entity.system that implement ISystemModifier and TypeClassDescriptionstatic classstatic classSystem which checks whether we should play movement audio for entities upon moving into or out of blocks.static classDerives a runtimeDisplayNameComponentfromPersistentDisplayNameon entity add.static classOne-time migration that consumes old"DisplayName"data fromUnknownComponents.static classPropagates live changes toPersistentDisplayNameinto the runtimeDisplayNameComponent.static classstatic classclassKeeps theBoundingBoxof an entity in step with itsEntityScaleComponent.classstatic classA clear marker for theFromPrefabcomponent.static classA clear marker for theFromWorldGencomponent.static classEntitySystems.ClearMarker<T extends Component<EntityStore>>A generic ref system to remove a marker component from an entity once spawned.static classAn entity ticking system that tracks dynamic lights and queues updates to viewers when necessary.static classstatic classAn entity ticking system that queues new spawn updates for entities that have newly become visible to viewers.static classAn entity ticking system that handles the removal of theNewSpawnComponentcomponent from entities.static classA holder system that replaces theUUIDof an entity loaded from an external sourcestatic classA ref system that unloads an entity from its chunk when the entity is removed or unloaded.static classAn entity ticking system that hides specific entities from player entities that are in adventure mode.static classstatic classstatic classstatic classclassA spatial system for item entities, which provides the position via the item transform componentstatic classSends packet data for existing entities when the marker component is added or removed.static classSends the marker component to clients that can see the entity.static classUpdates active animation data for an entitystatic classstatic classAssigns a NetworkId to prop entities that don't already have one.static classEnsures prop entities havePrefabCopyableComponentso they can be included in prefab saves and selection tool operations.static classUpdates model references inPersistentModelcomponents when the model for an entity is changed.static classUpdates the bounding box on entities when they're loaded/spawned.static classstatic classUpdates the movement manager when the model changes.static classstatic classUpdates the bounding box when the model changes.static classUpdates the bounding box when the entity changes to/from the crouching, sliding, sitting, or sleeping movement stateclassclassA holder system that adds aCollisionResultComponentto player entities that do not have one.classA spatial system for player entities, which provides the position via the players transform componentstatic classstatic classstatic classstatic classstatic classstatic classstatic classstatic classstatic classclassA system that handles rotating an entity that contains a rotate object component.static classMakes sure the snapshot buffer component exists on entities that need itstatic classUpdates entities' snapshot buffers with their current state every tick.static classHandles TPS/history length changesstatic classSends the transform and head rotation components to the client.static classA holder system that clears the chunk reference in the transform component when an entity is removed.classstatic classA ref system that updates an entity's chunk location when it is spawned.static classA ticking system that updates entity locations and chunk memberships based on their transform components. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.teleport
Classes in com.hypixel.hytale.server.core.modules.entity.teleport that implement ISystemModifier and TypeClassDescriptionstatic classThe ref change system that handles moving entities during queued teleportationstatic classA ref change system that handles moving player entities during queued teleportation -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entity.tracker
Classes in com.hypixel.hytale.server.core.modules.entity.tracker that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic classstatic classstatic classAn entity ticking system that handles updating the effects controller based on visible entitiesstatic classstatic classQueuesModelUpdatepackets for newly visible and updated entities with aModelComponent.static classQueuesPlayerSkinUpdatepackets for newly visible and updated entities with aPlayerSkinComponent.static classFilters the visible set of entities by removing player entities that the viewing player has hidden.static classUses the bounding box on entities to apply LOD culling to the visible set of entities.static classstatic classThis system removes theEntityTrackerSystems.Visiblecomponent from entities when they are removed from the store.static class -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entitystats
Subinterfaces of ISystem in com.hypixel.hytale.server.core.modules.entitystatsClasses in com.hypixel.hytale.server.core.modules.entitystats that implement ISystemModifier and TypeClassDescriptionclassstatic classstatic classThis system clears changes from entities even if they aren't visible.static classThis system queues removal ofComponentUpdateType.EntityStatscomponent's for viewers to receive.static classThis system generatesComponentUpdateType.EntityStatscomponent updates and queues them for viewers to receive.static classAn entity ticking system that handles recalculating the entity stat modifiers of the living entity.static classEntityStatsSystems.Regenerate<EntityType extends LivingEntity>static class -
Uses of ISystem in com.hypixel.hytale.server.core.modules.entityui
Classes in com.hypixel.hytale.server.core.modules.entityui that implement ISystemModifier and TypeClassDescriptionstatic classThis system queues removal ofComponentUpdateType.UIComponentscomponents for viewers to receive.static classstatic class -
Uses of ISystem in com.hypixel.hytale.server.core.modules.interaction.blocktrack
Classes in com.hypixel.hytale.server.core.modules.interaction.blocktrack that implement ISystem -
Uses of ISystem in com.hypixel.hytale.server.core.modules.interaction.components
Classes in com.hypixel.hytale.server.core.modules.interaction.components that implement ISystemModifier and TypeClassDescriptionstatic classApplies the dropped-block entity effect (transparency) to the dropped block entity spawned byCarriedBlock.dropAndClear(Ref, ComponentAccessor).static classstatic classSends packet data for existing entities when theCarriedBlockcomponent is added, changed or removed.static classSends the carried block to clients tracking the carrier so they can render it in-hand.static class -
Uses of ISystem in com.hypixel.hytale.server.core.modules.interaction.host
Classes in com.hypixel.hytale.server.core.modules.interaction.host that implement ISystemModifier and TypeClassDescriptionclassRemoves anInteractionHostentity once its detached interaction chain has finished. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.interaction.system
Classes in com.hypixel.hytale.server.core.modules.interaction.system that implement ISystemModifier and TypeClassDescriptionstatic classA ref system that handles clearing the interaction component of an entity upon their removal.static classStrips interaction overrides whose root interaction no longer resolves when a player loads.static classstatic classA holder system tha handles adding an interaction manager to a player entity.static classAn entity ticking system that ticks the interaction manager for an entity.static classAn entity ticking system that handles updating the trackers of visible entities for the interaction entity. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.migrations
Classes in com.hypixel.hytale.server.core.modules.migrations that implement ISystemModifier and TypeClassDescriptionclassclass -
Uses of ISystem in com.hypixel.hytale.server.core.modules.physics.systems
Subinterfaces of ISystem in com.hypixel.hytale.server.core.modules.physics.systemsModifier and TypeInterfaceDescriptioninterfaceUsed as a system type to identify a system that potentially queues velocity instructionsClasses in com.hypixel.hytale.server.core.modules.physics.systems that implement ISystemModifier and TypeClassDescriptionclassAn entity ticking system that handles velocity instructions for generic entitiesclassstatic class -
Uses of ISystem in com.hypixel.hytale.server.core.modules.prefabspawner
Classes in com.hypixel.hytale.server.core.modules.prefabspawner that implement ISystem -
Uses of ISystem in com.hypixel.hytale.server.core.modules.projectile.system
Classes in com.hypixel.hytale.server.core.modules.projectile.system that implement ISystemModifier and TypeClassDescriptionclassSnapshots the resolved cast modifiers (ImpactModifiers) when an ability-capable entity starts an interaction chain.static classAn entity ticking system that handles updating entity trackers with predicted projectile information when entities become visible.classAn entity ticking system that handles standard projectile physics simulation. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.serverplayerlist
Classes in com.hypixel.hytale.server.core.modules.serverplayerlist that implement ISystemModifier and TypeClassDescriptionstatic classRebroadcasts a player's list entry when they start or stopSpectating, so viewers see the spectator status dot appear or clear. -
Uses of ISystem in com.hypixel.hytale.server.core.modules.time
Classes in com.hypixel.hytale.server.core.modules.time that implement ISystemModifier and TypeClassDescriptionclassA delayed system that handles sending the current world time to all players within the store.classA ticking system that increments the time resource based on the passed delta time of this tick.static classA system that handles the initialization of the world time of a store.static classA system that handles ticking the world time resource of a store. -
Uses of ISystem in com.hypixel.hytale.server.core.universe.hardcore
Classes in com.hypixel.hytale.server.core.universe.hardcore that implement ISystemModifier and TypeClassDescriptionstatic classConverts players the wipe did not reach as they are added to a world: a player not already in that world's death gamemode type enters it, exiting any other custom type first.static classPushes each write of a player'sPlayerLivesto every display: the player's own HUD, and the row other players see in the player list.static classSends the count to a player added to a world. -
Uses of ISystem in com.hypixel.hytale.server.core.universe.system
Classes in com.hypixel.hytale.server.core.universe.system that implement ISystemModifier and TypeClassDescriptionclassA ref system that handles adding/removing a player ref to/from a world upon player leave/join.classAn entity ticking system that handles velocity instructions for player entitiesclassA delayed system that handles performing periodic saves of the world resources and configuration. -
Uses of ISystem in com.hypixel.hytale.server.core.universe.world.chunk
Classes in com.hypixel.hytale.server.core.universe.world.chunk that implement ISystem -
Uses of ISystem in com.hypixel.hytale.server.core.universe.world.chunk.heightmap
Classes in com.hypixel.hytale.server.core.universe.world.chunk.heightmap that implement ISystemModifier and TypeClassDescriptionstatic classMoves a version-3BlockChunkheightmap into theHeightmapColumncomponent and converts the component to the backend the world's loader expects.static class -
Uses of ISystem in com.hypixel.hytale.server.core.universe.world.chunk.section
Classes in com.hypixel.hytale.server.core.universe.world.chunk.section that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic classstatic classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.server.core.universe.world.chunk.systems
Classes in com.hypixel.hytale.server.core.universe.world.chunk.systems that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic classstatic classstatic classstatic classstatic classstatic classRestarts a column's unload countdown whenever it starts or stops ticking. -
Uses of ISystem in com.hypixel.hytale.server.core.universe.world.meta.state
Classes in com.hypixel.hytale.server.core.universe.world.meta.state that implement ISystemModifier and TypeClassDescriptionstatic classstatic classA ref system that handles the removal of a players respawn point when the correspondingRespawnBlockcomponent is removed from a block. -
Uses of ISystem in com.hypixel.hytale.server.core.universe.world.storage
Classes in com.hypixel.hytale.server.core.universe.world.storage that implement ISystemModifier and TypeClassDescriptionstatic classA system that sets up the chunk loader and saver for the chunk store.static classA system that loads packet data for a chunk for a specific player asynchronously.static classA system that loads packet data for a chunk for a specific player.static classA system that unloads packet data for a chunk for a specific player.static classA ref system that handles tracking entities by their network ID.static classA ref system that handles tracking entities by their UUID. -
Uses of ISystem in com.hypixel.hytale.server.core.universe.world.storage.component
Classes in com.hypixel.hytale.server.core.universe.world.storage.component that implement ISystemModifier and TypeClassDescriptionstatic classA ticking system that handles saving chunks over time.static classA store system that handles saving chunks when a world is removed.classA ticking system that handles unloading chunks that are no longer needed.classA ticking system that drives per-section saves on cubic chunk savers.classA ticking system that handles unloading chunk sections that are no longer needed. -
Uses of ISystem in com.hypixel.hytale.server.core.universe.world.system
Classes in com.hypixel.hytale.server.core.universe.world.system that implement ISystem -
Uses of ISystem in com.hypixel.hytale.server.flock
Classes in com.hypixel.hytale.server.flock that implement ISystemModifier and TypeClassDescriptionstatic classA death system that handles when a legacy entity dies.static classA death system that handles when a player dies.static classA ref system that handles entities being added to or removed from the store with aFlockMembershipcomponent.static classAn entity ticking system that handles filtering damage received by a player from flock membersstatic classA holder system that handles NPCs added from world generation with aFlockMembershipcomponent.static classA damage event system that handles entities with aFlockMembershipcomponent dealing damage.static classA damage event system that handles entities with aFlockMembershipcomponent receiving damage.static classA ref change system that handles changes to theFlockMembershipcomponent on entities.static classstatic classA ticking system that handles debug visualization for flocks.static classAn event handler for when a player changes their game-mode.static class -
Uses of ISystem in com.hypixel.hytale.server.npc
Classes in com.hypixel.hytale.server.npc that implement ISystem -
Uses of ISystem in com.hypixel.hytale.server.npc.blackboard.view.combat
Classes in com.hypixel.hytale.server.npc.blackboard.view.combat that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.server.npc.systems
Classes in com.hypixel.hytale.server.npc.systems that implement ISystemModifier and TypeClassDescriptionclassA steppable ticking system that handles preparing NPCs for avoidance-based logic.classA holder system that handles the initialisation of stats pulled from the NPC's balancing file.static classAn event handler for block breaking, to invoke the blackboard resource of an entity store.static classAn event handler for block damage, to invoke the blackboard resource of an entity store.static classA store system that initializes and deinitializes the blackboard resource type for the entity stores worldstatic classInitializes and tears down the per-entity blackboard view registrations.static classA delayed system that handles ticking the blackboard resource of an entity storestatic classAn event handler for block use, to invoke the blackboard resource of an entity store.static classAn event handler for entity use, to invoke the blackboard resource of an entity store.classA steppable ticking system that computes NPC velocity based on position stored at start of tick before handling behaviour versus at end of tick.classSystem that cleans up failed NPC spawns.classMessageSupportSystem<T extends MessageSupport>Handles ticking ofMessageSupportclasses for NPCs.static classA message support system for theBeaconSupportcomponentstatic classA message support system for theNPCBlockEventSupportcomponentstatic classA message support system for theNPCEntityEventSupportcomponentstatic classA message support system for thePlayerBlockEventSupportcomponentstatic classA message support system for thePlayerEntityEventSupportcomponentclassA steppable ticking system that updates theMovementStatesfor NPC based on its motion this tick.classA ticking system that handles removing theNonTickingcomponent from new NPCs at the end of their first tick so that they can begin ticking.static classAn entity ticking system that handles dealing damage associated with an NPC entity.static classAn entity ticking system that handles damage received, via the entity view, for an NPC entity.static classAn entity ticking system that handles receiving damage queued for an NPC entity.static classAn on-death system that handles dropping items upon death for NPC entities.static classAn entity ticking system that handles filtering the damage entries for an NPC entity.static classA death system that handles the death for entities within viewstatic classA death system that handles updating the damage data of the attacker NPCs damage data componentstatic classA holder system that handles adding an interaction manager with a simulation handler to an NPC entity.static classAn entity ticking system that attempts to execute held interactions for the entities held items.classA steppable ticking system that handles the initial checks required before ticking an NPCs, including checking if the NPC has fallen out of the world or is meant to despawn.classThe spatial system used for filtering for entities via their current positionstatic classA ref system that handles adding NPC entities from an external source.static classA holder system that handles NPC entities that have been added to the store via world-gen.static classA ref system that is called during the addition of an NPC entity to an entity store.static classstatic classAn entity event system that handles breathing checks for NPC entities.static classAn entity event system that populates kill feed decedent with the NPCs role name.static classAn entity event system that populates kill feed killer with the NPCs role name.static classDeprecated, for removal: This API element is subject to removal in a future version.static classA ref change system that updates the NPC motion controllers during changes to the NPC entities modelstatic classA death system that handles the death of an NPC entitystatic classMigrates legacy NPC inventory data intoInventoryComponents and ensures default inventory components exist for every NPC added to the world.static classA system that handles the teleportation of an NPC entity.static classAn ECS event that is called when an NPC is placed via a prefab.classAn entity ticking system that handles velocity instructions for NPC entitiesstatic classstatic classA holder system that handles the activation of the position cache of an NPC entitystatic classA steppable ticking system that handles updating the position cache of an NPC entityclassA holder system that initialises theRolefor an NPC when being added to the world and adds any necessary components for the Role to function.classHandles the processing ofRoleChangeSystem.RoleChangeRequests once per tick so that the NPC is reinitialised with the newRole.static classA ticking system that handles updating the roles of NPC entitiesstatic classA steppable ticking system that drives the per-tick delay queue onEntitySupport.static classA steppable ticking system that resets the per-tick avoidance-ignore slot onMarkedEntitySupport.static classRe-resolves rebind marked-target slots (those that captured a target UUID) before the behavior tick.static classA steppable ticking system that updates thePositionCache.static classA steppable ticking system that handles post-behaviour ticking of NPC logicstatic classA steppable ticking system that handles pre-behaviour logic for an NPC entities rolestatic classA ref system that handles initializing and deinitializing an NPC's role.static classA steppable ticking system that handles NPC entity debug logicstatic classA steppable ticking system that runs end-of-tick maintenance onStateSupport.static classA steppable ticking system that ticks per-entityWorldSupport.static classClears spawn-failure deduplication when a block is broken so a new layout can surface warnings again.static classA ref system that handles correctly linking up NPC entities with their correspondingLegacySpawnBeaconEntityon load.static classA ref system that handles correctly linking up NPC entities with their correspondingSpawnMarkerEntityon load.static classDisconnects a spawned NPC from itsSpawnMarkerEntityas soon as it dies, rather than waiting for the corpse to be removed.static classAn entity ticking system for ticking the spawn beacon of an NPC entitystatic classAn entity ticking system that handles ticking the spawn marker of an NPC entityclassAn entity ticking system that ticks theStateEvaluatorinstance of an NPCclassA steppable ticking system that handles computing and executing NPC movement based on the steering returned by the behaviour computation.classAn entity ticking system that handles cleaning up NPCStepComponents that were set during the tick.classA system which handles theStepComponentfor NPCs so that they can be debug stepped through instead of ticking regularly if frozen.classA steppable ticking system that handles ticking all the internal timers on theTimerscomponent used in NPC behaviour. -
Uses of ISystem in com.hypixel.hytale.server.spawning.beacons
Classes in com.hypixel.hytale.server.spawning.beacons that implement ISystemModifier and TypeClassDescriptionstatic classstatic classstatic classstatic classstatic classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.server.spawning.blockstates
Classes in com.hypixel.hytale.server.spawning.blockstates that implement ISystemModifier and TypeClassDescriptionstatic classHandles adding or removing theSpawnMarkerEntitywhen the blockstate is added or removed.static classCleans out any spawn markers added as part of worldgen or prefab pasting so that the blockstates can recreate them correctly.static classTicks the heartbeat on theSpawnMarkerEntityin case the block goes missing.static classHandles keeping up a heartbeat with the spawn marker in case it's moved to a different chunk by a player with the entity tool or vanishes for some other reason. -
Uses of ISystem in com.hypixel.hytale.server.spawning.controllers
Classes in com.hypixel.hytale.server.spawning.controllers that implement ISystemModifier and TypeClassDescriptionclassSpawnControllerSystem<J extends SpawnJob, T extends SpawnController<J>>classSpawnJobSystem<J extends SpawnJob, T extends SpawnController<J>> -
Uses of ISystem in com.hypixel.hytale.server.spawning.local
Classes in com.hypixel.hytale.server.spawning.local that implement ISystemModifier and TypeClassDescriptionclassHandles force re-triggering theLocalSpawnControllerSystemwhen aLocalSpawnBeaconis removed from the world.classOnce per tick, handles gathering allPlayers withLocalSpawnControllers and checking which ones are able to run.classChecks to see if theLocalSpawnStateresource is requesting a force re-trigger of theLocalSpawnControllerSystemand if so, randomises the remaining until eachLocalSpawnControllerruns within a small range.classEnsures that theLocalSpawnStateresource is added on world start and that everyPlayerhas aLocalSpawnController. -
Uses of ISystem in com.hypixel.hytale.server.spawning.spawnmarkers
Classes in com.hypixel.hytale.server.spawning.spawnmarkers that implement ISystemModifier and TypeClassDescriptionstatic classA holder system that handles logic when spawn marker entities are added from world generation.static classA ref system that handles caching the spawn marker asset for spawn marker entities.static classTracks debug movement and renders failed spawn marker validation.static classstatic classA holder system that ensures that all spawn marker entities are network sendable by adding aNetworkIdcomponent and anIntangiblecomponent if they do not already have one.static classstatic classA ref system that handles logic when spawn marker entities are added to the world.static classA ref system that handles logic when spawn marker entities are added from external sources such as prefabs or world generation.static classRemoves spawn markers after failed validation when automatic removal is enabled.static classAn entity ticking system that handles ticking logic for spawn marker entities.static classValidates spawn markers with pending validation components. -
Uses of ISystem in com.hypixel.hytale.server.spawning.suppression.system
Classes in com.hypixel.hytale.server.spawning.suppression.system that implement ISystemModifier and TypeClassDescriptionstatic classstatic classclassHandles suppression ofSpawnMarkerEntityentities when added to the world in the vicinity of an existentSpawnSuppressionComponent.static classstatic classstatic class -
Uses of ISystem in com.hypixel.hytale.server.spawning.systems
Classes in com.hypixel.hytale.server.spawning.systems that implement ISystemModifier and TypeClassDescriptionclassclassclass -
Uses of ISystem in com.hypixel.hytale.server.spawning.world.system
Classes in com.hypixel.hytale.server.spawning.world.system that implement ISystemModifier and TypeClassDescriptionstatic classstatic classclassA system that handlesMoonPhaseChangeEventevents.classHandles the creation ofSpawnJobDatacomponents based on various world spawn statistics to be run by theWorldSpawnJobSystemsand spawn NPCs in the world.static classstatic classstatic classclassHandles tracking the addition and removal of NPCs created by theWorldSpawningSystemto ensure that NPC spawns are balanced throughout the world. -
Uses of ISystem in com.hypixel.hytale.server.worldgen
Classes in com.hypixel.hytale.server.worldgen that implement ISystemModifier and TypeClassDescriptionclassSystem that tracks the player's current biome and zone data based on their position in the world.