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Posted

Hello there,

I have a problem with my custom mob AI.

I try to make it so it can only attack you if he sees you.

So if its too dark he can only see you if you are close enough.

If its light he can only see you if he saw you.

I tryed the following but its not worked:

 

if(par1World.getLightBrightness((int)this.posX, (int)this.posY, (int)this.posZ) >= 4 &&
getEntitySenses().canSee(player))
		this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true));

if(par1World.getLightBrightness((int)this.posX, (int)this.posY, (int)this.posZ) < 4 && getEntitySenses().canSee(player) && getEntityAttribute(SharedMonsterAttributes.followRange).getAttributeValue() >= 5.0D)
		this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true));

 

Thanks!

Posted

Honestly, I don't think that approach is going to work at all.  You just need to write your own AI for your mob or a custom aitarget.

Long time Bukkit & Forge Programmer

Happy to try and help

Posted

Okay, you're not using AI tasks properly.  You actually should NOT be adding and removing AI tasks.  Rather, each AI task has a method shouldExecute() which you use to detect the condition you want go run.  You should be able to detect the light conditions, proximity of player, or whatever you want for your case there.  So the AI task should always be on the list, but shouldExecute() should only return true in condition you care about.

 

Also, like GoToLink mentions, you're continuing to add tasks without ever removing them.  I believe that the number ("2" or whatever) in the addTask() method is NOT actually an index, but rather a priority indicator, and is not unique.  In other words, adding another task with same priority will not overwrite the previous task.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted

jabelar,

correct me if I'm wrong, but that is only going to work if only one player is in range.  If two players are in range and one isn't seeable, it will ignore both. 

 

He is not going to get there simply.

Long time Bukkit & Forge Programmer

Happy to try and help

Posted

jabelar,

correct me if I'm wrong, but that is only going to work if only one player is in range.  If two players are in range and one isn't seeable, it will ignore both. 

 

He is not going to get there simply.

 

The AI is run on the server side per entity instance, so you would have ability to check for any player or any other condition.  I wasn't suggesting any particular method, just explaining that the shouldExecute() method is how you control the execution, not addding/removing the task from the list itself.

 

So in the shouldExecute() he could cycle through all the players the server knows are in that world, see if any of them are visible (based on lighting as well in his case) and if so then set the attack target accordingly.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted

If two were in range, one was closer but not seeable, that could lead to it getting attacked if I understand how it works right.  I could be wrong though.

Long time Bukkit & Forge Programmer

Happy to try and help

Posted

If two were in range, one was closer but not seeable, that could lead to it getting attacked if I understand how it works right.  I could be wrong though.

 

No, I'm suggesting that you loop through all players (that the server knows is on that world), check first that they are within the maximum distance (based on the amount of light) and then check if they can be seen.  If BOTH conditions are true, set that player as the attack target.

 

Ideally, you want to make it more fair because the above algorithm will choose the player that joined earlier if more than one are in range and in sight, so a better implementation would be to add all the possible targets to a list or array and then randomly choose from that list.

 

Anyway, I'm saying find a player that meets both conditions (within range of the light, and also actually in direct line of sight).

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted

Gotcha, we are on the same page.

 

He is going to have to write his own target selection routine.

Long time Bukkit & Forge Programmer

Happy to try and help

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SoundEvents.ENDERMAN_SCREAM : SoundEvents.ENDERMAN_AMBIENT; } protected SoundEvent getHurtSound(DamageSource pDamageSource) { return SoundEvents.ENDERMAN_HURT; } protected SoundEvent getDeathSound() { return SoundEvents.ENDERMAN_DEATH; } protected void dropCustomDeathLoot(DamageSource pSource, int pLooting, boolean pRecentlyHit) { super.dropCustomDeathLoot(pSource, pLooting, pRecentlyHit); BlockState blockstate = this.getCarriedBlock(); if (blockstate != null) { ItemStack itemstack = new ItemStack(Items.DIAMOND_AXE); itemstack.enchant(Enchantments.SILK_TOUCH, 1); LootParams.Builder lootparams$builder = (new LootParams.Builder((ServerLevel)this.level())).withParameter(LootContextParams.ORIGIN, this.position()).withParameter(LootContextParams.TOOL, itemstack).withOptionalParameter(LootContextParams.THIS_ENTITY, this); for(ItemStack itemstack1 : blockstate.getDrops(lootparams$builder)) { this.spawnAtLocation(itemstack1); } } } public void setCarriedBlock(@Nullable BlockState pState) { this.entityData.set(DATA_CARRY_STATE, Optional.ofNullable(pState)); } @Nullable public BlockState getCarriedBlock() { return this.entityData.get(DATA_CARRY_STATE).orElse((BlockState)null); } /** * Called when the entity is attacked. */ public boolean hurt(DamageSource pSource, float pAmount) { if (this.isInvulnerableTo(pSource)) { return false; } else { boolean flag = pSource.getDirectEntity() instanceof ThrownPotion; if (!pSource.is(DamageTypeTags.IS_PROJECTILE) && !flag) { boolean flag2 = super.hurt(pSource, pAmount); if (!this.level().isClientSide() && !(pSource.getEntity() instanceof LivingEntity) && this.random.nextInt(10) != 0) { this.teleport(); } return flag2; } else { boolean flag1 = flag && this.hurtWithCleanWater(pSource, (ThrownPotion)pSource.getDirectEntity(), pAmount); for(int i = 0; i < 64; ++i) { if (this.teleport()) { return true; } } return flag1; } } } private boolean hurtWithCleanWater(DamageSource pSource, ThrownPotion pPotion, float pAmount) { ItemStack itemstack = pPotion.getItem(); Potion potion = PotionUtils.getPotion(itemstack); List<MobEffectInstance> list = PotionUtils.getMobEffects(itemstack); boolean flag = potion == Potions.WATER && list.isEmpty(); return flag ? super.hurt(pSource, pAmount) : false; } public boolean isCreepy() { return this.entityData.get(DATA_CREEPY); } public boolean hasBeenStaredAt() { return this.entityData.get(DATA_STARED_AT); } public void setBeingStaredAt() { this.entityData.set(DATA_STARED_AT, true); } public boolean requiresCustomPersistence() { return super.requiresCustomPersistence() || this.getCarriedBlock() != null; } static class EndermanFreezeWhenLookedAt extends Goal { private final EnderMan enderman; @Nullable private LivingEntity target; public EndermanFreezeWhenLookedAt(EnderMan pEnderman) { this.enderman = pEnderman; this.setFlags(EnumSet.of(Goal.Flag.JUMP, Goal.Flag.MOVE)); } /** * Returns whether execution should begin. You can also read and cache any state necessary for execution in this * method as well. */ public boolean canUse() { this.target = this.enderman.getTarget(); if (!(this.target instanceof Player)) { return false; } else { double d0 = this.target.distanceToSqr(this.enderman); return d0 > 256.0D ? false : this.enderman.isLookingAtMe((Player)this.target); } } /** * Execute a one shot task or start executing a continuous task */ public void start() { this.enderman.getNavigation().stop(); } /** * Keep ticking a continuous task that has already been started */ public void tick() { this.enderman.getLookControl().setLookAt(this.target.getX(), this.target.getEyeY(), this.target.getZ()); } } static class EndermanLeaveBlockGoal extends Goal { private final EnderMan enderman; public EndermanLeaveBlockGoal(EnderMan pEnderman) { this.enderman = pEnderman; } /** * Returns whether execution should begin. You can also read and cache any state necessary for execution in this * method as well. */ public boolean canUse() { if (this.enderman.getCarriedBlock() == null) { return false; } else if (!net.minecraftforge.event.ForgeEventFactory.getMobGriefingEvent(this.enderman.level(), this.enderman)) { return false; } else { return this.enderman.getRandom().nextInt(reducedTickDelay(2000)) == 0; } } /** * Keep ticking a continuous task that has already been started */ public void tick() { RandomSource randomsource = this.enderman.getRandom(); Level level = this.enderman.level(); int i = Mth.floor(this.enderman.getX() - 1.0D + randomsource.nextDouble() * 2.0D); int j = Mth.floor(this.enderman.getY() + randomsource.nextDouble() * 2.0D); int k = Mth.floor(this.enderman.getZ() - 1.0D + randomsource.nextDouble() * 2.0D); BlockPos blockpos = new BlockPos(i, j, k); BlockState blockstate = level.getBlockState(blockpos); BlockPos blockpos1 = blockpos.below(); BlockState blockstate1 = level.getBlockState(blockpos1); BlockState blockstate2 = this.enderman.getCarriedBlock(); if (blockstate2 != null) { blockstate2 = Block.updateFromNeighbourShapes(blockstate2, this.enderman.level(), blockpos); if (this.canPlaceBlock(level, blockpos, blockstate2, blockstate, blockstate1, blockpos1) && !net.minecraftforge.event.ForgeEventFactory.onBlockPlace(enderman, net.minecraftforge.common.util.BlockSnapshot.create(level.dimension(), level, blockpos1), net.minecraft.core.Direction.UP)) { level.setBlock(blockpos, blockstate2, 3); level.gameEvent(GameEvent.BLOCK_PLACE, blockpos, GameEvent.Context.of(this.enderman, blockstate2)); this.enderman.setCarriedBlock((BlockState)null); } } } private boolean canPlaceBlock(Level pLevel, BlockPos pDestinationPos, BlockState pCarriedState, BlockState pDestinationState, BlockState pBelowDestinationState, BlockPos pBelowDestinationPos) { return pDestinationState.isAir() && !pBelowDestinationState.isAir() && !pBelowDestinationState.is(Blocks.BEDROCK) && !pBelowDestinationState.is(net.minecraftforge.common.Tags.Blocks.ENDERMAN_PLACE_ON_BLACKLIST) && pBelowDestinationState.isCollisionShapeFullBlock(pLevel, pBelowDestinationPos) && pCarriedState.canSurvive(pLevel, pDestinationPos) && pLevel.getEntities(this.enderman, AABB.unitCubeFromLowerCorner(Vec3.atLowerCornerOf(pDestinationPos))).isEmpty(); } } static class EndermanLookForPlayerGoal extends NearestAttackableTargetGoal<Player> { private final EnderMan enderman; /** The player */ @Nullable private Player pendingTarget; private int aggroTime; private int teleportTime; private final TargetingConditions startAggroTargetConditions; private final TargetingConditions continueAggroTargetConditions = TargetingConditions.forCombat().ignoreLineOfSight(); private final Predicate<LivingEntity> isAngerInducing; public EndermanLookForPlayerGoal(EnderMan pEnderman, @Nullable Predicate<LivingEntity> pSelectionPredicate) { super(pEnderman, Player.class, 10, false, false, pSelectionPredicate); this.enderman = pEnderman; this.isAngerInducing = (p_269940_) -> { return (pEnderman.isLookingAtMe((Player)p_269940_) || pEnderman.isAngryAt(p_269940_)) && !pEnderman.hasIndirectPassenger(p_269940_); }; this.startAggroTargetConditions = TargetingConditions.forCombat().range(this.getFollowDistance()).selector(this.isAngerInducing); } /** * Returns whether execution should begin. You can also read and cache any state necessary for execution in this * method as well. */ public boolean canUse() { this.pendingTarget = this.enderman.level().getNearestPlayer(this.startAggroTargetConditions, this.enderman); return this.pendingTarget != null; } /** * Execute a one shot task or start executing a continuous task */ public void start() { this.aggroTime = this.adjustedTickDelay(5); this.teleportTime = 0; this.enderman.setBeingStaredAt(); } /** * Reset the task's internal state. Called when this task is interrupted by another one */ public void stop() { this.pendingTarget = null; super.stop(); } /** * Returns whether an in-progress EntityAIBase should continue executing */ public boolean canContinueToUse() { if (this.pendingTarget != null) { if (!this.isAngerInducing.test(this.pendingTarget)) { return false; } else { this.enderman.lookAt(this.pendingTarget, 10.0F, 10.0F); return true; } } else { if (this.target != null) { if (this.enderman.hasIndirectPassenger(this.target)) { return false; } if (this.continueAggroTargetConditions.test(this.enderman, this.target)) { return true; } } return super.canContinueToUse(); } } /** * Keep ticking a continuous task that has already been started */ public void tick() { if (this.enderman.getTarget() == null) { super.setTarget((LivingEntity)null); } if (this.pendingTarget != null) { if (--this.aggroTime <= 0) { this.target = this.pendingTarget; this.pendingTarget = null; super.start(); } } else { if (this.target != null && !this.enderman.isPassenger()) { if (this.enderman.isLookingAtMe((Player)this.target)) { if (this.target.distanceToSqr(this.enderman) < 16.0D) { this.enderman.teleport(); } this.teleportTime = 0; } else if (this.target.distanceToSqr(this.enderman) > 256.0D && this.teleportTime++ >= this.adjustedTickDelay(30) && this.enderman.teleportTowards(this.target)) { this.teleportTime = 0; } } super.tick(); } } } static class EndermanTakeBlockGoal extends Goal { private final EnderMan enderman; public EndermanTakeBlockGoal(EnderMan pEnderman) { this.enderman = pEnderman; } /** * Returns whether execution should begin. You can also read and cache any state necessary for execution in this * method as well. */ public boolean canUse() { if (this.enderman.getCarriedBlock() != null) { return false; } else if (!net.minecraftforge.event.ForgeEventFactory.getMobGriefingEvent(this.enderman.level(), this.enderman)) { return false; } else { return this.enderman.getRandom().nextInt(reducedTickDelay(20)) == 0; } } /** * Keep ticking a continuous task that has already been started */ public void tick() { RandomSource randomsource = this.enderman.getRandom(); Level level = this.enderman.level(); int i = Mth.floor(this.enderman.getX() - 2.0D + randomsource.nextDouble() * 4.0D); int j = Mth.floor(this.enderman.getY() + randomsource.nextDouble() * 3.0D); int k = Mth.floor(this.enderman.getZ() - 2.0D + randomsource.nextDouble() * 4.0D); BlockPos blockpos = new BlockPos(i, j, k); BlockState blockstate = level.getBlockState(blockpos); Vec3 vec3 = new Vec3((double)this.enderman.getBlockX() + 0.5D, (double)j + 0.5D, (double)this.enderman.getBlockZ() + 0.5D); Vec3 vec31 = new Vec3((double)i + 0.5D, (double)j + 0.5D, (double)k + 0.5D); BlockHitResult blockhitresult = level.clip(new ClipContext(vec3, vec31, ClipContext.Block.OUTLINE, ClipContext.Fluid.NONE, this.enderman)); boolean flag = blockhitresult.getBlockPos().equals(blockpos); if (blockstate.is(BlockTags.ENDERMAN_HOLDABLE) && flag) { level.removeBlock(blockpos, false); level.gameEvent(GameEvent.BLOCK_DESTROY, blockpos, GameEvent.Context.of(this.enderman, blockstate)); this.enderman.setCarriedBlock(blockstate.getBlock().defaultBlockState()); } } } }  
    • https://spark.lucko.me/uBsACZjZ1t heres the spark profiler!
    • My server crashes out of the blue, it doesnt matter how many people are online or what we are doing, it just "happens". Generally the server doesnt get any lag but sometimes it does when were exploring and stuff like that, i used spark to figure that one out. i changed the max tick time to -1 to see if that works but it doesnt seem to have fixed anything. Here I'll leave you the crashreport and log. https://paste.ee/p/GJTbh
    • Ah, the same issue occurred. https://pastebin.com/TW7LddVM
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