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<div class="infobox" style="width: 295; font-size: 12px; background: #FFFFFF; float: right; border: 1px solid #CCCCCC; margin-left:0.5em; padding: 9px;"> {{Box| BORDER = #ccc| BACKGROUND = #aaa| WIDTH = 275| ALIGN = RIGHT| ICON = | HEADING = ''' ''' | CONTENT = ''' ''' <div class="padded" style="padding: 19px"> '''最新正式版下载地址:''' [http://ci.citizensnpcs.co/ Jenkins] '''开发版下载地址:''' [http://ci.citizensnpcs.co/job/CitizensAPI/ Jenkins] '''文档:''' [http://jd.citizensnpcs.co/ JavaDocs] '''源码:''' [https://github.com/CitizensDev/CitizensAPI Github] }} </div> </div> {{FNavBox}} Citizens拥有广泛的API来让你制作与npc相关的插件或给npc添加新的角色特性。 确认你使用的是最新版的CitizensAPI来兼容最新版的Citizens. 你可以在这里找到Javadocs:http://jd.citizensnpcs.co '''如果你在使用 API的过程中遇到了问题''' 请在github 进行反馈 https://github.com/CitizensDev/Citizens2/issues 或者在Discord反馈:https://discord.gg/Q6pZGSR ==正确链接Java== Citizens和大多数的Java项目一样是用的Maven构造而成的。你构造关联citizens的插件也应该用Maven。 在你的 <code>pom.xml</code> (Maven 项目)文件内, 你可以使用这个 repository: <pre> <repository> <id>everything</id> <url>http://repo.citizensnpcs.co/</url> </repository> </pre> 和这个: <pre> <dependency> <groupId>net.citizensnpcs</groupId> <artifactId>citizens</artifactId> <version>VERSION</version> <type>jar</type> <scope>provided</scope> </dependency> </pre> 并把 <code>VERSION</code>改为当前版本的Citizens (可以在 http://ci.citizensnpcs.co/job/Citizens2/ 看到Citizens版本号 ID), 比如 <code>2.0.23-SNAPSHOT</code> (but with the version numbers changed to the relevant version). 在大多数情况下,最好链接 <code>citizens</code> 而不是 API 项目, 因为很多有用的 classes 和 utilities不在API内. Citizens的项目 ''包括'' API和添加的更多选项. ==关联Citizens== 关联Citizens和创建一个普通的插件一样简单,只需添加 depend: [Citizens] 到你的 plugin.yml 内即可. From here, a common basic entry point is the CitizensAPI class. 这给予你 NPCRegistry for NPC lookup, as well as the TraitFactory which allows trait registration. If Citizens is not loaded, all CitizensAPI.* methods will return null. == 创建一个 NPC == 创建npc最简单的方法就是使用 NPCRegistry 这个东西来管理npc的存储和创建 . 默认的registry由CitizensAPI.getNPCRegistry() 给予, 并且你可以用不同的存储方式来创建一个新的NPC. 一个玩家类型的名为"fullwall"的NPC可以这一创建: NPC npc = CitizensAPI.getNPCRegistry().createNPC(EntityType.PLAYER, "fullwall"); == 检测实体是否是NPC == Citizens的 NPC拥有设置为true的 "NPC"元数据. 示例: boolean isCitizensNPC = entity.hasMetadata("NPC"); ==创建特性== 特征是链接到NPC并提供特定功能的持久、可附加的板块。 这可以是任何东西,可以是带有动态AI会进行简单谈话的村民特性. 如果使用Maven, Citizens的Maven repo 可以在 http://repo.citizensnpcs.co 找到 想要注册一个特性,你可以使用 '''TraitFactory''' class. 这个东西可以控制特性的注册. {{codebox|height=300px|width=100%|注册示例和简易特性|<pre> //这个特性可以应用于NPC,输入 /trait [我的特性名] 即可应用. 每个NPC gets its own instance of this class. //这个特性class has a reference to the attached NPC class through the protected field 'npc' or getNPC(). //这个特性class也实现了监听器的功能所以你可以直接把EventHandlers添加到你的特性插件里 . @TraitName("mytraitname") // 最好取简单点的名字来方便注释 public class MyTrait extends Trait { public MyTrait() { super("我的特性名"); plugin = JavaPlugin.getPlugin(MyPlugin.class); } MyPlugin plugin = null; boolean SomeSetting = false; // 查看'Persistence API' 部分 @Persist("mysettingname") boolean automaticallyPersistedSetting = false; // 你可以在这里加载你之前保存的数值 (可选). // 在第一次应用特性时不会使用这个, 只会在已服务器存在的NPC上加载. // 这叫做 AFTER onAttach so you can load defaults in onAttach and they will be overridden here. // This is called BEFORE onSpawn, npc.getBukkitEntity() will return null. public void load(DataKey key) { SomeSetting = key.getBoolean("SomeSetting", false); } // Save settings for this NPC (optional). These values will be persisted to the Citizens saves file public void save(DataKey key) { key.setBoolean("SomeSetting",SomeSetting); } // An example event handler. All traits will be registered automatically as Bukkit Listeners. @EventHandler public void click(net.citizensnpcs.api.event.NPCClickEvent event){ //Handle a click on a NPC. The event has a getNPC() method. //Be sure to check event.getNPC() == this.getNPC() so you only handle clicks on this NPC! } // Called every tick @Override public void run() { } //Run code when your trait is attached to a NPC. //This is called BEFORE onSpawn, so npc.getBukkitEntity() will return null //This would be a good place to load configurable defaults for new NPCs. @Override public void onAttach() { plugin.getServer().getLogger().info(npc.getName() + "has been assigned MyTrait!"); } // Run code when the NPC is despawned. This is called before the entity actually despawns so npc.getBukkitEntity() is still valid. @Override public void onDespawn() { } //Run code when the NPC is spawned. Note that npc.getBukkitEntity() will be null until this method is called. //This is called AFTER onAttach and AFTER Load when the server is started. @Override public void onSpawn() { } //run code when the NPC is removed. Use this to tear down any repeating tasks. @Override public void onRemove() { } } //This is your bukkit plugin class. Use it to hook your trait into Citizens and handle any commands. public class MyPlugin extends org.bukkit.plugin.java.JavaPlugin { public void onEnable() { //check if Citizens is present and enabled. if(getServer().getPluginManager().getPlugin("Citizens") == null || getServer().getPluginManager().getPlugin("Citizens").isEnabled() == false) { getLogger().log(Level.SEVERE, "Citizens 2.0 not found or not enabled"); getServer().getPluginManager().disablePlugin(this); return; } //Register your trait with Citizens. net.citizensnpcs.api.CitizensAPI.getTraitFactory().registerTrait(net.citizensnpcs.api.trait.TraitInfo.create(MyTrait.class)); } @Override public boolean onCommand(CommandSender sender, Command cmd, String cmdLabel, String[] inargs) { //handle commands for /myplugin } } </pre> }} ===使用须知=== '''{{color1|green|white|DO}}''' * 在使用 npc.getBukkitEntity() 之前检查 npc.isSpawned() * 在使用 npc.getNavigator() 之前检查 npc.isSpawned() *如果希望这个特性运行多个实例,请创建单独的单例监听器class.这可以让 called 事件更高效. * Honor npc.data().get(NPC.DEFAULT_PROTECTED_METADATA) 如果这个为true,NPC 会变得'无敌',无法受到普通攻击的伤害 . * 用 CitizensAPI.getNPCRegistry().isNPC() 来检查实体是否为NPC. 真正的玩家和玩家类型的NPC都会return true for instanceof Player. '''{{color1|red|whi1e|DON'T}}''' * 不要尝试从特性内获取 npc.getBukkitEntity() ,直到onSpawn() 被 called 或 npc.isSpawned() returns true. * 不要改变npc.getNavigator.getDefaultParams() 里的任何东西,除非你想要彻底改变插件.使用 localParams() 而不是 ''after'' 来设置导航目标. * 不要假设NPC的类型为玩家.怪物类型有很大的区别. ===下载一个示例=== 通过这个链接你可以下载到一个插件示例. 和上面的代码一样, 但这会有一些更好的代码来处理指令、默认配置和plugin.yml. *[https://github.com/jrbudda/Citizens2/downloads 点击下载] 你需要基于 [http://ci.citizensnpcs.co/job/CitizensAPI/ CitizensAPI.jar]、[http://ci.citizensnpcs.co/job/Citizens2/ Citizens.jar]和[http://dl.bukkit.org/downloads/bukkit/ Bukkit.jar].来构造插件 ==NPC事件== Citizens 执行自己的监听器并call new NPC-specific versions of many common events. 这避免了特性开发者从正常事件实体中查找npc的麻烦. The event object these events provide are just like their Bukkit counterparts with the addition of the getNPC() method. Citizens提供以下事件: *EntityTargetNPCEvent *NPCChatEvent *NPCClickEvent *NPCCollisionEvent *NPCCombustByBlockEvent *NPCCombustByEntityEvent *NPCCombustEvent *NPCDamageByBlockEvent *NPCDamageByEntityEvent *NPCDamageEvent *NPCDeathEvent *NPCDespawnEvent *NPCEvent *NPCLeftClickEvent *NPCPushEvent *NPCRemoveEvent *NPCRightClickEvent *NPCSelectEvent *NPCSpawnEvent *PlayerCreateNPCEvent 详情查看 [[http://jd.citizensnpcs.co/ Javadocs]] ==使用 AI API== AI API 可分为两部分: - ''目标控制器''和 ''导航器''. 一个''目标'' 可以重复, abstract unit of work that can be performed by an NPC. It can be registered with a GoalController with a priority (higher is more important). The highest priority goal which can be executed will be prioritised. NPC contains getDefaultGoalController() for this purpose. 目标选择器可以使目标更加灵活.首先它可以动态选择子目标并同时执行多个目标,并且可以随时停止. 最近的CitizensAPI版本里, "Behavior" class is introduced which allows a behavior tree-based AI approach that is backwards compatible with Goals and GoalControllers. {{codebox|height=300px|width=100%|Example|<pre lang="java5"> public class MyGoal implements Goal { private Object state; private GoalSelector selector; // 当前选择器 public void reset() { state = null; // 这种方式可以被多次called - tear down any state } public void run() { if(!npcIsCool()) { selector.finish(); // stops execution } else if (npcIsAwesome()){ selector.select(new AwesomeGoal()); // this switches execution to AwesomeGoal and stops execution of this goal. } else if (npcNeedsCool()) { selector.selectAdditional(new AccumulateCoolGoal()); // AccumulateCoolGoal executes concurrently to this goal. } } public boolean shouldExecute(GoalSelector selector) { if (npcIsCool()) { this.selector = selector; return true; } return false; } } </pre> }} The second concept is the ''Navigator''. This controls the pathfinding aspects of the NPC. The Navigator can have one target at a time, and will call events to notify of completion/cancellation: *NavigationBeginEvent *NavigationCancelEvent *NavigationCompleteEvent *NavigationEvent *NavigationReplaceEvent The pathfinding range of the Navigator is the maximum range it will search when attempting to find a path to the target. This is usually set by the server admin. The speed modifier of the Navigator is the % modified movement speed of the NPC while moving to the target. ==使用永久API== 有时候, 特性可以存储大量的变量,比如primitives, Strings, 地点和其他.通过特性的API保存/加载这些东西可能有点困难. Citizens 2.0.4+提供了简易的永久API使用DataKeys来自动保存和加载这些变量.这个API的key是 @Persist annotation. 示例代码如下. {{codebox|height=300px|width=100%|Example|<pre lang="java5"> public class MyTrait extends Trait { // logic omitted. @Persist boolean myVariable = false; // the default value of @Persist saves the value under the field name (in this case, 'myVariable'). @Persist("newkey") int intVariable = 11; // this saves the value under 'newkey'. The default value of the variable has been set to 11 - this will be used when loading if the key doesn't exist. @Persist(value="newkey", required=true) String required; // if the value under 'newkey' doesn't exist, then the trait will fail to load. } </pre>}} More advanced use of the API can be found in the @DelegatePersistence annotation. This allows complex types such as Locations to be saved and loaded with finer grained control. These types can be given default delegates by calling PersistenceLoader#registerPersistDelegate(Persister) - Location has a built in Persister for convenience. {{codebox|height=300px|width=100%|Example|<pre lang="java5"> public class MyTrait extends Trait { // logic omitted. @Persist @DelegatePersistence(ExplicitComplexTypePersister.class) // explicit delegation ComplexType myComplexType; @Persist ComplexType implicitComplexType; // implicit delegation static { PersistenceLoader.registerPersistDelegate(ImplicitComplexTypePersister.class); } } public class ExplicitComplexTypePersister implements Persister { public Object create(DataKey root) { return new ComplexType(root.getInteger("complexstructures")); } public void save(Object instance, DataKey root) { ComplexType real = (ComplexType) instance; // guaranteed cast - will always succeed. root.setInteger("complexstructures", real.getComplexStructure()); } } </pre>}} ==查看== [[Characters]] {{NavBox}} [[Category:Usage]]
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