public abstract class EntityAITarget extends EntityAIBase
Modifier and Type | Field and Description |
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protected boolean |
shouldCheckSight
If true, EntityAI targets must be able to be seen (cannot be blocked by walls) to be suitable targets.
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protected EntityCreature |
taskOwner
The entity that this task belongs to
|
Constructor and Description |
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EntityAITarget(EntityCreature par1EntityCreature,
boolean par2) |
EntityAITarget(EntityCreature par1EntityCreature,
boolean par2,
boolean par3) |
Modifier and Type | Method and Description |
---|---|
boolean |
continueExecuting()
Returns whether an in-progress EntityAIBase should continue executing
|
protected double |
getTargetDistance() |
protected boolean |
isSuitableTarget(EntityLivingBase par1EntityLivingBase,
boolean par2)
A method used to see if an entity is a suitable target through a number of checks.
|
void |
resetTask()
Resets the task
|
void |
startExecuting()
Execute a one shot task or start executing a continuous task
|
getMutexBits, isInterruptible, setMutexBits, shouldExecute, updateTask
protected EntityCreature taskOwner
protected boolean shouldCheckSight
public EntityAITarget(EntityCreature par1EntityCreature, boolean par2)
public EntityAITarget(EntityCreature par1EntityCreature, boolean par2, boolean par3)
public boolean continueExecuting()
continueExecuting
in class EntityAIBase
protected double getTargetDistance()
public void startExecuting()
startExecuting
in class EntityAIBase
public void resetTask()
resetTask
in class EntityAIBase
protected boolean isSuitableTarget(EntityLivingBase par1EntityLivingBase, boolean par2)