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Posted

Hello,

I'm working on a boss but the AI isn't working.

I'm using vanilla AI, some of them work but some don't.

Here's my code:

public class CheeseBossEntity extends EntityMob {
	private final BossInfoServer bossInfo = (BossInfoServer) new BossInfoServer(getDisplayName(), BossInfo.Color.YELLOW, BossInfo.Overlay.PROGRESS).setCreateFog(true);

	public CheeseBossEntity(World worldIn) {
		super(worldIn);
		setHealth(getMaxHealth());
		setSize(1.0F, 2.0F);
		experienceValue = 100;
	}

	@Override
	protected void initEntityAI() {
		tasks.addTask(0, new EntityAISwimming(this));
		tasks.addTask(1, new EntityAIWanderAvoidWater(this, 0.5D));
		tasks.addTask(2, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
		tasks.addTask(3, new EntityAILookIdle(this));
		tasks.addTask(4, new EntityAIAttackMelee(this, 0.6F, true));
		targetTasks.addTask(0, new EntityAIHurtByTarget(this, false, new Class[0]));
		targetTasks.addTask(1, new EntityAINearestAttackableTarget<>(this, EntityPlayer.class, false));
	}

	@Override
	protected void updateAITasks() {
		super.updateAITasks();
		bossInfo.setPercent(getHealth() / getMaxHealth());
	}

	@Override
	protected void applyEntityAttributes() {
		super.applyEntityAttributes();
		getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(400.0);
		getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.5);
		getEntityAttribute(SharedMonsterAttributes.FOLLOW_RANGE).setBaseValue(0.5);
		getEntityAttribute(SharedMonsterAttributes.ATTACK_DAMAGE).setBaseValue(4.0);
	}

	@Override
	public EnumCreatureAttribute getCreatureAttribute() {
		return EnumCreatureAttribute.UNDEAD;
	}

	@Override
	protected boolean canBeRidden(Entity entityIn) {
		return false;
	}

	@Override
	public boolean isNonBoss() {
		return false;
	}

	@Override
	public void readEntityFromNBT(NBTTagCompound compound) {
		super.readEntityFromNBT(compound);
		if (hasCustomName()) {
			bossInfo.setName(getDisplayName());
		}
	}

	@Override
	public void setCustomNameTag(String name) {
		super.setCustomNameTag(name);
		bossInfo.setName(getDisplayName());
	}

	@Override
	public void addTrackingPlayer(EntityPlayerMP player) {
		super.addTrackingPlayer(player);
		bossInfo.addPlayer(player);
	}

	@Override
	public void removeTrackingPlayer(EntityPlayerMP player) {
		super.removeTrackingPlayer(player);
		bossInfo.removePlayer(player);
	}

	@Override
	public void fall(float distance, float damageMultiplier) {}

	@Override
	public void setInWeb() {}
}

 

Classes: 94

Lines of code: 12173

Other files: 206

Github repo: https://github.com/KokkieBeer/DeGeweldigeMod

also, wouldn't you want the idle to be a lower priority (higher int number) than attackmelee?

 

isolate the ai tasks, check one at a time if need be.

  • Author
18 hours ago, aw_wolfe said:

isolate the ai tasks, check one at a time if need be.

Turns out it did attack, only once every 10 seconds or something. It just doesn't move, using the Zombie AI doesn't work either.

Classes: 94

Lines of code: 12173

Other files: 206

Github repo: https://github.com/KokkieBeer/DeGeweldigeMod

Well, there are a lot of things to consider when you are doing entity AI. As mentioned before, there is a priority to the AI. There is also something called "mutex" which stands for mutually exclusive. This indicates which AI can run at the same time and which cannot.

 

I have an explanation of entity AI in a tutorial here: http://jabelarminecraft.blogspot.com/p/minecraft-forge-1721710-custom-entity-ai.html

 

To debug, you should just use the normal debug strategies -- set breakpoints and use Eclipse debug mode to make sure that your code is executing and further to check the value of key fields during the execution. Alternatively you can add console print statements, but assuming you're using the built-in AI classes that can be a pain because you'll have to copy them and make your own versions in order to add the prints. So I suggest starting with breakpoints. Based on that, confirm that your AI is executing and then it is usually pretty easy to figure out what is wrong after that.

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

You have EntityAIHurtByTarget. I had the same, that my entities didn't attack, until i took it out.

 

 

16 minutes ago, Dustpuppy said:

You have EntityAIHurtByTarget. I had the same, that my entities didn't attack, until i took it out.

There's probably a mutex or priority problem here.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author
40 minutes ago, Dustpuppy said:

You have EntityAIHurtByTarget. I had the same, that my entities didn't attack, until i took it out.

It does attack, only with a really long time in between.

 

4 hours ago, Kokkie said:

It seems like shouldExecute always returns false because mustUpdate is false.

By this I ment the AI of wandering, the rest works.

Classes: 94

Lines of code: 12173

Other files: 206

Github repo: https://github.com/KokkieBeer/DeGeweldigeMod

50 minutes ago, Kokkie said:

It does attack, only with a really long time in between.

 

Atrib. ATTACK_SPEED is missing

 

  • 1 month later...
  • Author
On 11-10-2017 at 11:11 PM, Dustpuppy said:

Atrib. ATTACK_SPEED is missing

When I add it, the entity wont spawn...

Also, something I didn't mention, the mob moves really laggy when hit (the 'jumping' and falling).

Does anybody have an idea how to fix this?

Classes: 94

Lines of code: 12173

Other files: 206

Github repo: https://github.com/KokkieBeer/DeGeweldigeMod

  • 2 years later...
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