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I want the player to act like they are using EntityAIWander by simulating mouse and keyboard input (this is a client side mod). What's the best way to do this? AI can only be applied to EntityLivings and that's what most AI algorithms use.

 

Right now I use a PathFinder with a WalkNodeProcessor, then calculate the path to a randomly calculated position nearby. To do this I use PathFinder#findPath and creating a new ChunkCache (with the client-side world object), and then here's where it gets iffy: I make a new EntityCow and use that for the EntityLiving param. Is there a better way to do this?

 

		NodeProcessor nodeProcessor = new WalkNodeProcessor();
	nodeProcessor.setCanEnterDoors(true);
	PathFinder pf = new PathFinder(nodeProcessor);
	Vec3d vec3d = findRandomTargetBlock(player, 4, 1, (Vec3d) null);
	BlockPos pos = new BlockPos(vec3d);
	float f = 128;
	BlockPos blockpos = new BlockPos(player);
	int i = (int) (f + 8.0F);
	ChunkCache chunkcache = new ChunkCache(Minecraft.getMinecraft().theWorld, blockpos.add(-i, -i, -i), blockpos.add(i, i, i), 0);
	EntityCow cow = new EntityCow(Minecraft.getMinecraft().theWorld);
	cow.setPosition(blockpos.getX(), blockpos.getY(), blockpos.getZ());
	Path path = pf.findPath(chunkcache, cow, pos, f);

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

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Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

  • Author

Bump

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

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