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[1.7.10] Move entity mob.


zlappedx3

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You need to give your mob some AI. Using vanilla classes, you can add things like:

// your mob will wander aimlessly
tasks.addTask(5, new EntityAIWander(this, 1.0D));

// your mob will move towards and attack players
targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true));

There are lots of other examples in vanilla code - check out the various mobs such as Zombies, Skeletons, etc.

 

Spiders are a good example of a custom movement / navigation type, and you can override #getBlockPathWeight in any mob using movement AI to modify what it considers a good path.

 

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I create new class name AIMoveHuman by this class is EntityAIWander.

 

public class AIMoveHuman extends EntityAIBase
{
    private EntitySoliderMelee entity;
    private int xPosition;
    private double yPosition;
    private int zPosition;
    private double speed;
    
    private static int n = 0;
    
    public AIMoveHuman(EntitySoliderMelee p_i1648_1_, double p_i1648_2_)
    {
        this.entity = p_i1648_1_;
        this.speed = p_i1648_2_;
        this.setMutexBits(1);
    }

    /**
     * Returns whether the EntityAIBase should begin execution.
     */
    public boolean shouldExecute()
    {
    	this.xPosition = this.entity.PositionX.get(n);
        this.yPosition = this.entity.posY;
        this.zPosition = this.entity.PositionZ.get(n);
    	
        int a = this.n + 1;
        
        if(a != this.entity.PositionX.size()){
        	this.n++;
        }
	return true;
    }
    
    /**
     * Returns whether an in-progress EntityAIBase should continue executing
     */
    public boolean continueExecuting()
    {
        return !this.entity.getNavigator().noPath();
    }

    /**
     * Execute a one shot task or start executing a continuous task
     */
    public void startExecuting()
    {
        this.entity.getNavigator().tryMoveToXYZ(this.xPosition, this.yPosition, this.zPosition, this.speed);
    }
}

 

it will move follow list in entity.

 

I will try add EntityAINearestAttackableTarget, if i have a problem, i will comback this post.

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