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---
title: Entities
type: docs
weight: 7
---
Entities are all dynamic objects in the game world - players, creatures, items, and more. Hytale uses an Entity Component System (ECS) architecture.
{{< cards >}}
{{< card link="entity-hierarchy" title="Entity Hierarchy" subtitle="Entity → LivingEntity → Player" >}}
{{< card link="entity-components" title="Entity Components" subtitle="Transform, BoundingBox, and more" >}}
{{< card link="spawning-entities" title="Spawning Entities" subtitle="Create and spawn custom entities" >}}
{{< card link="player-api" title="Player API" subtitle="Player-specific methods and data" >}}
{{< card link="npc" title="NPC System" subtitle="AI, navigation, and behaviors" >}}
{{< card link="spawning" title="Spawning System" subtitle="Markers, beacons, and suppression" >}}
{{< card link="flocking-behavior" title="Flocking Behavior" subtitle="NPC group coordination" >}}
{{< card link="mounts" title="Mounts" subtitle="Riding entities and vehicles" >}}
{{< card link="inventory" title="Inventory" subtitle="Items, containers, and transactions" icon="archive" >}}
{{< /cards >}}
## Entity Hierarchy
```
Entity
├── LivingEntity
│ ├── Player
│ └── Creature
└── BlockEntity
```
## Quick Example
```java
getEventRegistry().register(PlayerConnectEvent.class, event -> {
Player player = event.getPlayer();
if (player != null) {
// Get position via TransformComponent
TransformComponent transform = player.getTransformComponent();
Vector3d pos = transform.getPosition();
// Get world
World world = player.getWorld();
// Send message (requires Message object)
player.sendMessage(Message.raw("Welcome at " + pos.toString()));
}
});
```
{{< callout type="info" >}}
`event.getPlayer()` may return null if the player hasn't fully loaded yet. Always check for null. For position access, `getTransformComponent()` is deprecated - prefer ECS component access in new code.
{{< /callout >}}