Interface RoleStateChange

All Known Subinterfaces:
Action, BodyMotion, HeadMotion, IEntityFilter, ISensorEntityCollector, ISensorEntityPrioritiser, Motion, Sensor, StateTransitionController.IActionListHolder
All Known Implementing Classes:
ActionAddToTargetMemory, ActionAppearance, ActionApplyEntityEffect, ActionAttack, ActionBase, ActionBeacon, ActionCombatAbility, ActionCompleteTask, ActionCrouch, ActionDelayDespawn, ActionDespawn, ActionDie, ActionDisplayName, ActionDropItem, ActionFlockBeacon, ActionFlockJoin, ActionFlockLeave, ActionFlockSetTarget, ActionFlockState, ActionIgnoreForAvoidance, ActionInventory, ActionLockOnInteractionTarget, ActionLog, ActionMakePath, ActionModelAttachment, ActionMount, ActionNothing, ActionNotify, ActionOpenBarterShop, ActionOpenShop, ActionOverrideAltitude, ActionOverrideAttitude, ActionParentState, ActionPickUpItem, ActionPlaceBlock, ActionPlayAnimation, ActionPlaySound, ActionRandom, ActionRecomputePath, ActionReleaseTarget, ActionRemove, ActionResetBlockSensors, ActionResetInstructions, ActionResetPath, ActionResetSearchRays, ActionRole, ActionSequence, ActionSetAlarm, ActionSetBlockToPlace, ActionSetFlag, ActionSetInteractable, ActionSetLeashPosition, ActionSetMarkedTarget, ActionSetStat, ActionSpawn, ActionSpawnParticles, ActionStartObjective, ActionState, ActionStorePosition, ActionTest, ActionTimeout, ActionTimer, ActionToggleStateEvaluator, ActionTriggerSpawnBeacon, ActionTriggerSpawners, ActionWithDelay, BodyMotionAimCharge, BodyMotionBase, BodyMotionFind, BodyMotionFindBase, BodyMotionFindWithTarget, BodyMotionFlock, BodyMotionLand, BodyMotionLeave, BodyMotionMaintainDistance, BodyMotionMatchLook, BodyMotionMoveAway, BodyMotionNothing, BodyMotionPath, BodyMotionSequence, BodyMotionTakeOff, BodyMotionTeleport, BodyMotionTestProbe, BodyMotionTimer, BodyMotionWander, BodyMotionWanderBase, BodyMotionWanderInCircle, BodyMotionWanderInRect, CombatTargetCollector, EntityFilterAltitude, EntityFilterAnd, EntityFilterAttitude, EntityFilterBase, EntityFilterCombat, EntityFilterFlock, EntityFilterHeightDifference, EntityFilterInsideBlock, EntityFilterInventory, EntityFilterItemInHand, EntityFilterLineOfSight, EntityFilterMany, EntityFilterMovementState, EntityFilterNot, EntityFilterNPCGroup, EntityFilterOr, EntityFilterSpotsMe, EntityFilterStandingOnBlock, EntityFilterStat, EntityFilterViewSector, HeadMotionAim, HeadMotionBase, HeadMotionNothing, HeadMotionObserve, HeadMotionSequence, HeadMotionTimer, HeadMotionWatch, Instruction, InstructionRandomized, MotionBase, MotionSequence, MotionTimer, NullSensor, SensorAdjustPosition, SensorAge, SensorAlarm, SensorAnd, SensorAnimation, SensorAny, SensorBase, SensorBeacon, SensorBlock, SensorBlockChange, SensorBlockType, SensorCanInteract, SensorCanPlace, SensorCombatActionEvaluator, SensorCount, SensorDamage, SensorDroppedItem, SensorEntity, SensorEntityBase, SensorEntityEvent, SensorEntityPrioritiserAttitude, SensorEntityPrioritiserDefault, SensorEval, SensorEvent, SensorFlag, SensorFlockCombatDamage, SensorFlockLeader, SensorHasHostileTargetMemory, SensorHasInteracted, SensorHasTask, SensorInAir, SensorInflictedDamage, SensorInteractionContext, SensorInWater, SensorIsBackingAway, SensorIsBusy, SensorKill, SensorLeash, SensorLight, SensorMany, SensorMotionController, SensorNav, SensorNot, SensorOnGround, SensorOr, SensorPath, SensorPlayer, SensorRandom, SensorReadPosition, SensorSearchRay, SensorSelf, SensorState, SensorSwitch, SensorTarget, SensorTime, SensorTimer, SensorValueProviderWrapper, SensorWeather, SensorWithEntityFilters, StateTransitionController.CompositeActionList, StateTransitionController.PrioritisedActionList, WeightedAction

public interface RoleStateChange
  • Method Details

    • registerWithSupport

      default void registerWithSupport(Role role)
    • motionControllerChanged

      default void motionControllerChanged(@Nullable Ref<EntityStore> ref, @Nonnull NPCEntity npcComponent, com.hypixel.hytale.server.npc.movement.controllers.MotionController motionController, @Nullable ComponentAccessor<EntityStore> componentAccessor)
    • loaded

      default void loaded(Role role)
    • spawned

      default void spawned(Role role)
    • unloaded

      default void unloaded(Role role)
    • removed

      default void removed(Role role)
    • teleported

      default void teleported(Role role, World from, World to)