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Citizens/API
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用法 | 安装 · 常见疑问 · 指令 · 编辑器 · 兼容性 · API |
配置 | 数据存储 · 权限 · 限制 · 经济 · 翻译 |
角色 | Denizen · 哨兵 · 冒险家 · 炼金术士 · 铁匠 · DtlTraders · 任务 · 建筑者 · 快递员 · HyperMerchant |
工具 / 信息 | 下载 · 1.2 版本文件转换器 · IRC聊天室 |
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 pom.xml
(Maven 项目)文件内, 你可以使用这个 repository:
<repository> <id>everything</id> <url>http://repo.citizensnpcs.co/</url> </repository>
和这个:
<dependency> <groupId>net.citizensnpcs</groupId> <artifactId>citizens</artifactId> <version>VERSION</version> <type>jar</type> <scope>provided</scope> </dependency>
并把 VERSION
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 2.0.23-SNAPSHOT
(but with the version numbers changed to the relevant version).
在大多数情况下,最好链接 citizens
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.
Code: 注册示例和简易特性 |
//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(). //The Trait class also implements Listener so you can add EventHandlers directly to your trait. @TraitName("mytraitname") // convenience annotation in recent CitizensAPI versions for specifying trait name public class MyTrait extends Trait { public MyTrait() { super("我的特性名"); plugin = JavaPlugin.getPlugin(MyPlugin.class); } MyPlugin plugin = null; boolean SomeSetting = false; // see the 'Persistence API' section @Persist("mysettingname") boolean automaticallyPersistedSetting = false; // Here you should load up any values you have previously saved (optional). // This does NOT get called when applying the trait for the first time, only loading onto an existing npc at server start. // This is called 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 } } |
Dos and Don'ts
white
- Check npc.isSpawned() before using npc.getBukkitEntity()
- Check npc.isSpawned() before using npc.getNavigator()
- Create a separate singleton Listener class if you expect there to be many instances of this trait running. This may help performance with frequently called events.
- Honor npc.data().get(NPC.DEFAULT_PROTECTED_METADATA) If this is true the NPC should be 'invulnerable' to normal damaging effects.
- use CitizensAPI.getNPCRegistry().isNPC() to check if an entity is a NPC. Real players and player-type NPCs will both return true for instanceof Player.
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- Attempt to access npc.getBukkitEntity() from within traits until onSpawn() has been called or npc.isSpawned() returns true.
- Change anything in npc.getNavigator.getDefaultParams() unless you're sure you want a global change. Use the localParams() instead after setting a navigation target.
- Assume a NPC is a player-type. Mob types have some important differences.
Download an example
This is a link to a an example trait. It is similar to the code above, with some additional code for better handling commands, default configuration, and a plugin.yml
You will need to build against CitizensAPI.jar,Citizens.jar (although this is not always required), and Bukkit.jar.
NPC Events
Citizens implements its own Listeners and will call new NPC-specific versions of many common events. This saves Trait developers the trouble of finding their npcs from the normal event entities. The event object these events provide are just like their Bukkit counterparts with the addition of the getNPC() method. Citizens currently provides the following:
- EntityTargetNPCEvent
- NPCChatEvent
- NPCClickEvent
- NPCCollisionEvent
- NPCCombustByBlockEvent
- NPCCombustByEntityEvent
- NPCCombustEvent
- NPCDamageByBlockEvent
- NPCDamageByEntityEvent
- NPCDamageEvent
- NPCDeathEvent
- NPCDespawnEvent
- NPCEvent
- NPCLeftClickEvent
- NPCPushEvent
- NPCRemoveEvent
- NPCRightClickEvent
- NPCSelectEvent
- NPCSpawnEvent
- PlayerCreateNPCEvent
See the [Javadocs] for details.
Using the AI API
The AI API of Citizens can be broken down into two parts - GoalController and Navigator.
A Goal is a repeatable, 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.
The GoalSelector allows a great deal of flexibility within goal implementations. It allows firstly the dynamic selection of sub-goals and the concurrent execution of many sub-goals, and can stop execution at any time.
In recent versions of CitizensAPI the "Behavior" class is introduced which allows a behavior tree-based AI approach that is backwards compatible with Goals and GoalControllers.
Code: Example |
public class MyGoal implements Goal {
private Object state;
private GoalSelector selector; // the current selector
public void reset() {
state = null;
// this method can be called at any time - 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;
}
}
|
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.
Using the Persistence API
Sometimes, traits can store a lot of simple variables such as primitives, Strings, Locations, and others. Saving/loading them via the trait API can be a little bit of overkill.
Citizens 2.0.4+ provides a simple Persistence API to automatically save and load these variables using DataKeys. The key to this API is the @Persist annotation. Sample code is provided below.
Code: Example |
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.
}
|
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.
Code: Example |
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());
}
}
|