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Posted

I am trying to work out some AIs but I am having toruble, it doesn't execute anything. This is my code, I have put system output markers all over to see where it goes and all I get is "supered" which is the initialization part, all the others do not occure so it doesn't even TRY to execute anything, why?

Mob:

	public MobThief(World world) {
	super(world);
        System.out.println("Thief is mobbing");
        this.targetTasks.addTask(1, new EntityAIRunIfSeenByTarget(this, EntityPlayer.class, false, false));
}

AI:

package aerosteam.mobs.ai;

import java.util.Comparator;

import net.minecraft.command.IEntitySelector;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityCreature;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
import net.minecraft.entity.ai.EntityAITarget;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.Vec3;

public class EntityAIRunIfSeenByTarget extends EntityAITarget{

    private final EntityCreature creature;
    private EntityLivingBase target;
    private EntityPlayer player;
    private final Class targetClass;
    private double xPosition;
    private double yPosition;
    private double zPosition;
    /**
     * This filter is applied to the Entity search.  Only matching entities will be targetted.  (null -> no
     * restrictions)
     */

    public EntityAIRunIfSeenByTarget(EntityCreature creature, Class target, boolean b1, boolean b2) {
	super(creature, b1, b2);
	// TODO Auto-generated constructor stub
        System.out.println("supered");
	this.creature = creature; 
        this.targetClass = target;
        this.setMutexBits(1);
}    

public boolean shouldExecute() {
        System.out.println("trying to execute");
	this.target = this.creature.getAttackTarget();
	if (this.target instanceof EntityPlayer){
		this.player = (EntityPlayer) this.target;
		if (isLookedAt(player)){
			return true;
		}
	}
	return false;
}
    public void startExecuting()
    {
        System.out.println("start exxecuting");
    	Vec3 targetVec = Vec3.createVectorHelper(this.creature.posX - this.player.posX, this.creature.boundingBox.minY + (double)(this.creature.height / 2.0F) - (this.player.posY + (double)this.player.getEyeHeight()), this.creature.posZ - this.player.posZ);
    	this.xPosition = this.creature.posX+targetVec.xCoord;
    	this.yPosition = this.creature.posY+targetVec.yCoord;
    	this.zPosition = this.creature.posZ+targetVec.zCoord;
        this.creature.getNavigator().tryMoveToXYZ(this.xPosition, this.yPosition, this.zPosition, 5);
    }

 private boolean isLookedAt(EntityPlayer player)
    {
        Vec3 vec3 = player.getLook(1.0F).normalize();
        System.out.println("look angle: " + vec3.xCoord + ":" + vec3.yCoord + ":" + vec3.zCoord);
        Vec3 vec31 = Vec3.createVectorHelper(this.creature.posX - player.posX, this.creature.boundingBox.minY + (double)(this.creature.height / 2.0F) - (player.posY + (double)player.getEyeHeight()), this.creature.posZ - player.posZ);
        double d0 = vec31.lengthVector();
        vec31 = vec31.normalize();
        System.out.println("monster angle: " + vec31.xCoord + ":" + vec31.yCoord + ":" + vec31.zCoord);
        double d1 = vec3.dotProduct(vec31)-0.75D;
        System.out.println("dot product: " + d1);
        System.out.println("right angle: " + (d1 < 0.0D));
        return d1 > 0.0D && player.canEntityBeSeen(this.creature);
    }
    
}

first what are you extending for MobThief

second try putting the priority up :  this.targetTasks.addTask(50, n........

also put this in your ai

@Override
public boolean isInterruptible() {
	//System.out.println("isInterruptible");
	return false;
}

 

  • Author

so.....priorty isn't first second third order but rather higher number = greater priority....dagnamnit

 

I am extending entitymob

 

What I am trying to create is a mob that spawns randomly throughout the day, runs up to a player if they are not seen and then away if they are seen, once they hit the player they grab one of the players tiems and runs off with it

  • Author

I may add that when I tyr putting some code in the MobThief class which si the entitymob extended one

        	Vec3 targetVec = Vec3.createVectorHelper(this.posX - this.lastTarget.posX, this.boundingBox.minY + (double)(this.height / 2.0F) - (this.lastTarget.posY + (double)this.lastTarget.getEyeHeight()), this.posZ - this.lastTarget.posZ);
        	double xPosition = this.posX+20*Math.signum(targetVec.xCoord);
        	double yPosition = this.posY+20*Math.signum(targetVec.yCoord);
        	double zPosition = this.posZ+20*Math.signum(targetVec.zCoord);
            System.out.println("New X: " + xPosition);
            System.out.println("New Y: " + yPosition);
            System.out.println("New Z: " + zPosition);
            System.out.println("Move: " +  this.getNavigator().tryMoveToXYZ(xPosition, yPosition, zPosition, 5));
            this.getNavigator().tryMoveToXYZ(xPosition, yPosition, zPosition, 50);

this code, it seems to get the target but the mob never runs toward it, how come?

 

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