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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(). //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 } } |
使用须知
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.
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.
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.
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.
Code: Example |
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;
}
}
|
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.
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());
}
}
|