public class EntityAIMoveThroughVillage extends EntityAIBase
Modifier and Type | Field and Description |
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private VillageDoorInfo |
doorInfo |
private java.util.List<VillageDoorInfo> |
doorList |
private PathEntity |
entityPathNavigate
The PathNavigate of our entity.
|
private boolean |
isNocturnal |
private double |
movementSpeed |
private EntityCreature |
theEntity |
Constructor and Description |
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EntityAIMoveThroughVillage(EntityCreature theEntityIn,
double movementSpeedIn,
boolean isNocturnalIn) |
Modifier and Type | Method and Description |
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boolean |
continueExecuting()
Returns whether an in-progress EntityAIBase should continue executing
|
private boolean |
doesDoorListContain(VillageDoorInfo doorInfoIn) |
private VillageDoorInfo |
findNearestDoor(Village villageIn) |
void |
resetTask()
Resets the task
|
private void |
resizeDoorList() |
boolean |
shouldExecute()
Returns whether the EntityAIBase should begin execution.
|
void |
startExecuting()
Execute a one shot task or start executing a continuous task
|
getMutexBits, isInterruptible, setMutexBits, updateTask
private EntityCreature theEntity
private double movementSpeed
private PathEntity entityPathNavigate
private VillageDoorInfo doorInfo
private boolean isNocturnal
private java.util.List<VillageDoorInfo> doorList
public EntityAIMoveThroughVillage(EntityCreature theEntityIn, double movementSpeedIn, boolean isNocturnalIn)
public boolean shouldExecute()
shouldExecute
in class EntityAIBase
public boolean continueExecuting()
continueExecuting
in class EntityAIBase
public void startExecuting()
startExecuting
in class EntityAIBase
public void resetTask()
resetTask
in class EntityAIBase
private VillageDoorInfo findNearestDoor(Village villageIn)
private boolean doesDoorListContain(VillageDoorInfo doorInfoIn)
private void resizeDoorList()