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Posted

Hello all!

 

I am planning to make a mod for forge 1.7.10, and I'm wondering how I can make the player pathfind itself without any player intervention.

This is sort of what I'm looking for:

Any Idea on how to go about this?

 

Thanks in advance :)

Posted

I haven't watched the video, so merely speculating.

 

Also, it generally helps people if you post what you have tried.

 

My proposed method:

Tickhandler.  Call the pathfinder for the player to get a path.  Every tick use your tickhandler to call the player-navigator to move him along said path.

 

It might be easier than that... you -might- be able to just set him a path and let him go (as he shares most of the code with EntityLiving/etc).  But I'm guessing because of the player-controlled aspect you will have some additional handling to do (i.e. through the tick-handler).

Posted

Okay, so, to do this, you would probably need a pretty good understanding of the concept of pathfinding and how it works, How well do you know A-Star, DFS (Depth-First Search), or BFS (Breadth-First Search)?

 

Here is a good source to help you decide which is best suited for what you require.

 

I would say that the pathfinding bit is the difficult bit, once you have a path for the player, all you need is a way to make the player move. As mentioned above by shadowmage4513, EntityPlayer does share a lot of code with EntityLivingBase, so you could override some code in there, or (what I would do) have a fake key presser for the player, so it simulates 'w' 'a' 's' 'd' or 'space' which may be more efficient than making the player move like a mob.

 

Hope this helped.

 

Here are some good sources for the three algorithms:

A-Star in games

Introduction to A-Star

DFS

BFS

 

I would recoment using A-Star, but the other two should also work.

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

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