PatrolService

public final class PatrolService implements Listener

One scheduler and one lifecycle boundary for all configured boss and NPC patrols.

Functions

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public static boolean canMaterialize(Object owner, Location location)
Patrol bodies only materialize in the entity-ticking ring; ordinary actors retain legacy behavior.
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public static Map<String, Map<String, Object>> diagnostics()
public static Map<String, Object> diagnostics(Object owner)
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public static boolean hasConfiguredPatrol(Object owner)
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public static boolean hold(Object owner, Vector offset)
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public static void initialize()
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public static boolean isActivelyMoving(NPCEntity npcEntity)
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public static Optional<Location> logicalLocation(Object owner)
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public static Optional<Location> materializationLocation(Object owner)
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public void onEliteRemove(EliteMobRemoveEvent event)
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public void onEliteSpawn(EliteMobSpawnEvent event)
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public void onNpcRemove(NPCEntityRemoveEvent event)
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public void onNpcSpawn(NPCEntitySpawnEvent event)
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public void onWorldLoad(WorldLoadEvent event)
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public void onWorldUnload(WorldUnloadEvent event)
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public static boolean pause(Object owner)
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public static void refresh(Object owner)
Rebuilds one controller after an authoring save while leaving every other patrol untouched.
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public static void registerPendingNpc(NPCEntity npc)
Registers persistent NPCs before their first body can enter the entity-ticking ring.
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public static boolean resume(Object owner)
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public static void shutdown()
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public static boolean teleport(Object owner, Vector offset)
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public static boolean walkTo(Object owner, Vector offset)