@Override public void resetTask() { super.resetTask(); this.entity.resetAttackCooldown(); }
/** * Execute a one shot task or start executing a continuous task */ public void startExecuting() { super.startExecuting(); }
/** * Returns whether an in-progress EntityAIBase should continue executing. */ @Override public final boolean shouldContinueExecuting() { return super.shouldContinueExecuting(); }
@Override public void updateTask() { super.updateTask(); closeTooFarAwayDoor(); recheckDoorOpen(); addDoorCloseOnThePath(); }
/** * Made final to preserve behaviour: * Sets a bitmask telling which other tasks may not run concurrently. The test is a simple bitwise AND - if it * yields zero, the two tasks may run concurrently, if not - they must run exclusively from each other. * * @param mutexBits the bits to flag this with. */ @Override public final void setMutexBits(final int mutexBits) { super.setMutexBits(mutexBits); }
super.updateTask();
@Override public void setMutexBits(final int mutexBitsIn) { super.setMutexBits(1); }
/** * Resets the task */ @Override public void resetTask() { super.resetTask(); seeTime = 0; attackTime = -1; entity.resetActiveHand(); }
blitz.getMoveHelper().setMoveTo(target.posX, target.posY, target.posZ, 1.0D); super.updateTask();
/** * Execute a one shot task or start executing a continuous task */ @Override public void startExecuting() { super.startExecuting(); }
@Override public boolean shouldContinueExecuting() { return chicken.attackStateMachine == 1 && super.shouldContinueExecuting(); }
/** * Constructor. * * @param entity current entity. * @param targetEntityClass entity class we want to avoid. * @param distanceFromEntity how far we want to stay away. * @param farSpeed how fast we should move when we are far away. * @param nearSpeed how fast we should move when we are close. */ public EntityAICitizenAvoidEntity( final EntityCitizen entity, final Class<? extends Entity> targetEntityClass, final float distanceFromEntity, final double farSpeed, final double nearSpeed) { super(); this.theEntity = entity; this.targetEntityClass = targetEntityClass; this.distanceFromEntity = distanceFromEntity; this.farSpeed = farSpeed; this.nearSpeed = nearSpeed; super.setMutexBits(1); }
public void resetTask() { super.resetTask(); this.seeTime = 0; this.attackTime = -1; this.entity.resetActiveHand(); }
basalz.getMoveHelper().setMoveTo(target.posX, target.posY, target.posZ, 1.0D); super.updateTask();
@Override public void startExecuting() { growTieredTimer = 300; super.startExecuting(); }
@Override public void resetTask() { super.resetTask(); this.entity.resetAttackCooldown(); }
fire_ant.getMoveHelper().setMoveTo(entitylivingbase.posX, entitylivingbase.posY, entitylivingbase.posZ, 0.6D); super.updateTask();
/** * Resets the task */ public void resetTask() { super.startExecuting(); this.seeTime = 0; this.attackTime = -1; this.entity.resetActiveHand(); }
@Override public void resetTask() { super.resetTask(); this.seeTime = 0; this.attackTime = -1; attacker.stopTargeting(); }
fire_ant.getMoveHelper().setMoveTo(entitylivingbase.posX, entitylivingbase.posY, entitylivingbase.posZ, 0.6D); super.updateTask();