Contents
Package com.hypixel.hytale.server.npc.systems
package com.hypixel.hytale.server.npc.systems
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ClassesClassDescriptionA steppable ticking system that handles preparing NPCs for avoidance-based logic.A holder system that handles the initialisation of stats pulled from the NPC's balancing file.Handles initialisation and cleanup of NPC
Blackboardclasses.An event handler for block breaking, to invoke the blackboard resource of an entity store.An event handler for block damage, to invoke the blackboard resource of an entity store.A store system that initializes and deinitializes the blackboard resource type for the entity stores worldInitializes and tears down the per-entity blackboard view registrations.A delayed system that handles ticking the blackboard resource of an entity storeAn event handler for block use, to invoke the blackboard resource of an entity store.An event handler for entity use, to invoke the blackboard resource of an entity store.A steppable ticking system that computes NPC velocity based on position stored at start of tick before handling behaviour versus at end of tick.System that cleans up failed NPC spawns.MessageSupportSystem<T extends MessageSupport>Handles ticking ofMessageSupportclasses for NPCs.A message support system for theBeaconSupportcomponentA message support system for theNPCBlockEventSupportcomponentA message support system for theNPCEntityEventSupportcomponentA message support system for thePlayerBlockEventSupportcomponentA message support system for thePlayerEntityEventSupportcomponentA steppable ticking system that updates theMovementStatesfor NPC based on its motion this tick.A ticking system that handles removing theNonTickingcomponent from new NPCs at the end of their first tick so that they can begin ticking.The queue resource used for queueing ticking queue requestsA class that contains a variety of NPC-specific damage systems.An entity ticking system that handles dealing damage associated with an NPC entity.An entity ticking system that handles damage received, via the entity view, for an NPC entity.An entity ticking system that handles receiving damage queued for an NPC entity.An on-death system that handles dropping items upon death for NPC entities.An entity ticking system that handles filtering the damage entries for an NPC entity.A class that holds systems for handling death of an NPC entityA death system that handles the death for entities within viewA death system that handles updating the damage data of the attacker NPCs damage data componentA class that contains all systems affiliated with NPC interactionsA holder system that handles adding an interaction manager with a simulation handler to an NPC entity.An entity ticking system that attempts to execute held interactions for the entities held items.A 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.The spatial system used for filtering for entities via their current positionA class that contains a variety of NPC-specific systems.A ref system that handles adding NPC entities from an external source.A holder system that handles NPC entities that have been added to the store via world-gen.A ref system that is called during the addition of an NPC entity to an entity store.An entity event system that handles breathing checks for NPC entities.An entity event system that populates kill feed decedent with the NPCs role name.An entity event system that populates kill feed killer with the NPCs role name.Deprecated, for removal: This API element is subject to removal in a future version.A ref change system that updates the NPC motion controllers during changes to the NPC entities modelA death system that handles the death of an NPC entityMigrates legacy NPC inventory data intoInventoryComponents and ensures default inventory components exist for every NPC added to the world.A system that handles the teleportation of an NPC entity.An ECS event that is called when an NPC is placed via a prefab.An entity ticking system that handles velocity instructions for NPC entitiesHandles the NPCPositionCache, including its updates and initialisation.A holder system that handles the activation of the position cache of an NPC entityA steppable ticking system that handles updating the position cache of an NPC entityA holder system that initialises theRolefor an NPC when being added to the world and adds any necessary components for the Role to function.Handles the processing ofRoleChangeSystem.RoleChangeRequests once per tick so that the NPC is reinitialised with the newRole.A resource that handles the changing of roles for NPC entitiesRuns NPCRoletick logic.A ticking system that handles updating the roles of NPC entitiesA steppable ticking system that drives the per-tick delay queue onEntitySupport.A steppable ticking system that resets the per-tick avoidance-ignore slot onMarkedEntitySupport.Re-resolves rebind marked-target slots (those that captured a target UUID) before the behavior tick.A steppable ticking system that updates thePositionCache.A steppable ticking system that handles post-behaviour ticking of NPC logicA steppable ticking system that handles pre-behaviour logic for an NPC entities roleA ref system that handles initializing and deinitializing an NPC's role.A steppable ticking system that handles NPC entity debug logicA steppable ticking system that runs end-of-tick maintenance onStateSupport.A steppable ticking system that ticks per-entityWorldSupport.ECS hooks forSpawnNPCInteractionFailureTracker.Clears spawn-failure deduplication when a block is broken so a new layout can surface warnings again.Handles the heartbeat between NPCs and theirSpawnMarkerEntityorLegacySpawnBeaconEntityvia theSpawnReferencecomponent present on NPCs spawned from one of these sources, as well as informing the marker or beacon of the NPC's removal.A ref system that handles correctly linking up NPC entities with their correspondingLegacySpawnBeaconEntityon load.A ref system that handles correctly linking up NPC entities with their correspondingSpawnMarkerEntityon load.Disconnects a spawned NPC from itsSpawnMarkerEntityas soon as it dies, rather than waiting for the corpse to be removed.An entity ticking system for ticking the spawn beacon of an NPC entityAn entity ticking system that handles ticking the spawn marker of an NPC entityAn entity ticking system that ticks theStateEvaluatorinstance of an NPCA steppable ticking system that handles computing and executing NPC movement based on the steering returned by the behaviour computation.An entity ticking system that handles cleaning up NPCStepComponents that were set during the tick.A system which handles theStepComponentfor NPCs so that they can be debug stepped through instead of ticking regularly if frozen.A steppable ticking system that handles ticking all the internal timers on theTimerscomponent used in NPC behaviour.