Class EntityMemory<T>
java.lang.Object
me.gamercoder215.mobchip.ai.memories.EntityMemory<T>
- Type Parameters:
T
- Type of Memory
Represents a Memory of an entity.
- See Also:
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Nested Class Summary
Nested classes/interfaces inherited from interface me.gamercoder215.mobchip.ai.memories.Memory
Memory.WalkingTarget
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic final EntityMemory
<Boolean> Whether Admiring is Disabled.static final EntityMemory
<Integer> The amount of Visible Adult Hoglins.static final EntityMemory
<Integer> The amount of Visible Adult Piglins.static final EntityMemory
<Entity> The Entity that this Entity is angry at.static final EntityMemory
<Boolean> Whether this Entity has Eaten Recently.static final EntityMemory
<Boolean> Whether this Entity's Attack is cooling down.static final EntityMemory
<LivingEntity> The Entity's Attack Target.static final EntityMemory
<LivingEntity> The Entity to avoid.static final EntityMemory
<Ageable> The Entity's Breeding Target.static final EntityMemory
<Unit> A Breeze's Jump Cooldown.static final EntityMemory
<Unit> The duration of a Breeze's Inhaling before Jumping.static final EntityMemory
<Location> The location of where a Breeze should jump.static final EntityMemory
<Unit> A Breeze's Shooting Duration.static final EntityMemory
<Unit> A Breeze's Charging duration for its Shooting.static final EntityMemory
<Unit> A Breeze's Shooting Cooldown.static final EntityMemory
<Unit> A Breeze's Recovery duration after Shooting.static final EntityMemory
<Location> The Celebrating Location of this Entity.static final EntityMemory
<Location> This Entity's Celebration Location.static final EntityMemory
<Boolean> Whether this entity is dancing.static final EntityMemory
<Boolean> Whether a Golem has been recently detected.static final EntityMemory
<Unit> Represents the cooldown until this Warden can dig again.static final EntityMemory
<Boolean> Whether this Entity should not walk to its admiring item.static final EntityMemory
<Location> This Mob (Warden)'s current disturbance location, symbolizing a potential future attack.static final EntityMemory
<Block[]> An Array of Doors to close (will ignore blocks without BlockDataDoor
)static final EntityMemory
<Boolean> Whether this Entity has hunted recently.static final EntityMemory
<Boolean> Whether this Entity has a Hunting Cooldownstatic final EntityMemory
<Long> The duration, in ticks, of how long this Mob has heard a bell.static final EntityMemory
<Location> A Hiding Place for this Entity during a Raid.static final EntityMemory
<Location> This Entity's Home.static final EntityMemory
<Block[]> An Array of Doors that are interactable (will ignore blocks without BlockDataDoor
)static final EntityMemory
<LivingEntity> The Entity's Interaction Target.static final EntityMemory
<Boolean> Whether this Entity is admiring an Item.static final EntityMemory
<Unit> Whether this Warden is emerging.static final EntityMemory
<Boolean> Whether this Entity is currently doing its Long Jump.static final EntityMemory
<Boolean> Whether this Entity is currently panicking.static final EntityMemory
<Unit> Whether this Warden is sniffing.static final EntityMemory
<Boolean> Whether this Mob is being tempted.static final EntityMemory
<Integer> Represents the cooldown until this Allay can pick up another item.static final EntityMemory
<Location> The Job Site of this Entity.static final EntityMemory
<Long> The last timestamp this Mob has failed to reach their Walking Target.static final EntityMemory
<EntityDamageEvent.DamageCause> The Last DamageCause of this Entity.static final EntityMemory
<LivingEntity> The Last entity that caused this Entity Damage.static final EntityMemory
<Long> The last timestamp this Mob has slept.static final EntityMemory
<Long> The last timestamp this Mob has woken up.static final EntityMemory
<Long> The last timestamp this Mob has worked.static final EntityMemory
<Location> This Allay's Liked Noteblock Position.static final EntityMemory
<Integer> Represents the cooldown until this Allay likes a different noteblock.static final EntityMemory
<Player> The player that this Mob likes.static final EntityMemory
<Integer> The Entity's Long Jump Cooldown, in ticksstatic final EntityMemory
<Location> The Entity's Looking Target.static final EntityMemory
<Location> An Entity's Meeting point.static final EntityMemory
<LivingEntity> The Nearest Living Entity that this Mob can attack.static final EntityMemory
<Location> The nearest bed available for this Entity.static final EntityMemory
<LivingEntity> The Nearest Hostile Living Entity.static final EntityMemory
<LivingEntity[]> An Array of Nearby Living Entities.static final EntityMemory
<Player> The Nearest Player that is not wearing Golden Armor (Used for Piglins)static final EntityMemory
<Player[]> An Array of Nearby Players.static final EntityMemory
<Location> The nearest Repelled for this Entity.static final EntityMemory
<Player> The nearest player that is tempting this Mob.static final EntityMemory
<Ageable> The nearest visible Adult for this Mob.static final EntityMemory
<Player> The Nearest Visible Player this entity can attack.static final EntityMemory
<LivingEntity[]> An Array of Nearby and Visible Living Entities.static final EntityMemory
<Player> The Nearest Visible Player.static final EntityMemory
<Item> This Mob's nearest visible wanted Item, as an entity.static final EntityMemory
<Item> Represents a Mob's wanted item.static final EntityMemory
<LivingEntity> The Nearest Zombified Piglin/Hoglin.static final EntityMemory
<Boolean> Whether this Entity is not admiring another entity.static final EntityMemory
<Boolean> Whether this Entity is Pacified.static final EntityMemory
<PositionPath> This Mob's current path.static final EntityMemory
<Location> A Possible Job Site of this Entity.static final EntityMemory
<Integer> This entity's Ram Cooldown (Typically for Ravagers).static final EntityMemory
<Entity> The Entity's Riding Target.static final EntityMemory
<Unit> Represents the cooldown until this Warden can roar again.static final EntityMemory
<Unit> Represents the delay for the next roar sound.static final EntityMemory
<LivingEntity> This Warden's Roaring Target.static final EntityMemory
<Location[]> An Array of Locations for a possible Secondary Job Site.static final EntityMemory
<Unit> Represents the cooldown until this Warden can sniff again.static final EntityMemory
<Boolean> Represents whether the Sniffer is digging.static final EntityMemory
<Boolean> Represents whether the Sniffer is happy.static final EntityMemory
<Location[]> Represents an array of explored positions this Sniffer has looked at.static final EntityMemory
<Unit> Represents the cooldown until this Warden can perform its sonic boom attack.static final EntityMemory
<Unit> Represents the cooldown until this Warden can play its sonic boom sound.static final EntityMemory
<Unit> Represents the delay for when this Warden can play its sonic boom sound.static final EntityMemory
<Integer> The cooldown, in ticks, of this Mob's tempting.static final EntityMemory
<Player> The Player this Mob is tempting.static final EntityMemory
<Integer> The item pickup cooldown for this Mob.static final EntityMemory
<Integer> How many ticks this Mob has played dead.static final EntityMemory
<Integer> How much time, in ticks, left to reach the Admiring Item.static final EntityMemory
<Unit> Represents the cooldown until this Warden can locate another disturbance.static final EntityMemory
<Boolean> Whether this Entity is universally angry.static final EntityMemory
<Unit> Represents the cooldown until this Warden can receive another vibration.static final EntityMemory
<Villager[]> An Array of Visible Villager Babies.static final EntityMemory
<Memory.WalkingTarget> The Entity's Walking Target. -
Method Summary
Modifier and TypeMethodDescriptionGet the Bukkit Class of this EntityMemory.static @Nullable EntityMemory
<?> Fetches an EntityMemory by its NamespacedKey.getKey()
Fetches the NamespacedKey for this Memory.static @NotNull EntityMemory<?>[]
values()
Fetches all the EntityMemory values.
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Field Details
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NOT_ADMIRING
Whether this Entity is not admiring another entity. -
CELEBRATING_LOCATION
The Celebrating Location of this Entity. -
HOME
This Entity's Home. -
JOB_SITE
The Job Site of this Entity. -
POSSIBLE_JOB_SITE
A Possible Job Site of this Entity. -
MEETING_POINT
An Entity's Meeting point. -
SECONDARY_JOB_SITE
An Array of Locations for a possible Secondary Job Site. -
NEAREST_LIVING_ENTITIES
An Array of Nearby Living Entities. -
NEAREST_VISIBLE_LIVING_ENTITIES
An Array of Nearby and Visible Living Entities. -
VISIBLE_VILLAGER_BABIES
An Array of Visible Villager Babies. -
NEAREST_PLAYERS
An Array of Nearby Players. -
NEAREST_VISIBLE_PLAYER
The Nearest Visible Player. -
NEAREST_VISIBLE_ATTACKING_PLAYER
The Nearest Visible Player this entity can attack. -
WALKING_TARGET
The Entity's Walking Target. SeeMemory.WalkingTarget
for more information on how to set up. -
LOOKING_TARGET
The Entity's Looking Target. -
ATTACK_TARGET
The Entity's Attack Target. -
ATTACK_COOLING_DOWN
Whether this Entity's Attack is cooling down. -
INTERACTION_TARGET
The Entity's Interaction Target. -
BREEDING_TARGET
The Entity's Breeding Target. -
RIDING_TARGET
The Entity's Riding Target. -
INTERACTABLE_DOORS
An Array of Doors that are interactable (will ignore blocks without BlockDataDoor
) -
DOORS_TO_CLOSE
An Array of Doors to close (will ignore blocks without BlockDataDoor
) -
NEAREST_BED
The nearest bed available for this Entity. -
LAST_HURT_CAUSE
The Last DamageCause of this Entity. -
LAST_HURT_ENTITY
The Last entity that caused this Entity Damage. -
AVOID_TARGET
The Entity to avoid. -
NEAREST_HOSTILE
The Nearest Hostile Living Entity. -
NEAREST_ATTACKABLE
The Nearest Living Entity that this Mob can attack. -
HIDING_PLACE
A Hiding Place for this Entity during a Raid. -
HEARD_BELL_DURATION
The duration, in ticks, of how long this Mob has heard a bell. -
LAST_FAILURE_WALK_TARGET
The last timestamp this Mob has failed to reach their Walking Target.This Memory uses absolute in-game time. See
World.getFullTime()
for more information. -
DETECTED_GOLEM
Whether a Golem has been recently detected. -
LAST_SLEPT
The last timestamp this Mob has slept.This Memory uses absolute in-game time. See
World.getFullTime()
for more information. -
LAST_WOKEN
The last timestamp this Mob has woken up.This Memory uses absolute in-game time. See
World.getFullTime()
for more information. -
LAST_WORKED
The last timestamp this Mob has worked.This Memory uses absolute in-game time. See
World.getFullTime()
for more information. -
NEAREST_VISIBLE_ADULT
The nearest visible Adult for this Mob. -
TICKS_PLAY_DEAD
How many ticks this Mob has played dead. -
TEMPTING_PLAYER
The Player this Mob is tempting. -
TEMPTING_COOLDOWN
The cooldown, in ticks, of this Mob's tempting. -
IS_TEMPTED
Whether this Mob is being tempted. -
LONG_JUMP_COOLDOWN
The Entity's Long Jump Cooldown, in ticks -
IS_LONG_JUMP
Whether this Entity is currently doing its Long Jump. -
HAS_HUNTING_COOLDOWN
Whether this Entity has a Hunting Cooldown -
RAM_COOLDOWN
This entity's Ram Cooldown (Typically for Ravagers). -
IS_PANICKING
Whether this Entity is currently panicking. -
ANGRY_AT
The Entity that this Entity is angry at. -
UNIVERSAL_ANGER
Whether this Entity is universally angry. -
IS_ADMIRING_ITEM
Whether this Entity is admiring an Item. -
TIME_TO_REACH_ADMIRING_ITEM
How much time, in ticks, left to reach the Admiring Item. -
DISABLE_WALKING_TO_ADMIRING_ITEM
Whether this Entity should not walk to its admiring item. -
ADMIRING_DISABLED
Whether Admiring is Disabled. -
HAS_HUNTED_RECENTLY
Whether this Entity has hunted recently. -
CELEBRATION_LOCATION
This Entity's Celebration Location. -
DANCING
Whether this entity is dancing. -
NEAREST_NONGOLD_PLAYER
The Nearest Player that is not wearing Golden Armor (Used for Piglins) -
NEAREST_ZOMBIFIED
The Nearest Zombified Piglin/Hoglin. -
ADULT_PIGLIN_COUNT
The amount of Visible Adult Piglins. -
ADULT_HOGLIN_COUNT
The amount of Visible Adult Hoglins. -
NEAREST_TEMPTED_PLAYER
The nearest player that is tempting this Mob. -
NEAREST_REPELLENT
The nearest Repelled for this Entity. -
ATE_RECENTLY
Whether this Entity has Eaten Recently. -
PACIFIED
Whether this Entity is Pacified. -
NEAREST_WANTED_ITEM
Represents a Mob's wanted item. -
LIKED_PLAYER
The player that this Mob likes. -
ROAR_TARGET
This Warden's Roaring Target. -
LIKED_NOTEBLOCK
This Allay's Liked Noteblock Position. -
TICKS_ITEM_PICKUP_COOLDOWN
The item pickup cooldown for this Mob. -
NEAREST_VISIBLE_WANTED_ITEM
This Mob's nearest visible wanted Item, as an entity. -
PATH
This Mob's current path. -
DISTURBANCE_LOCATION
This Mob (Warden)'s current disturbance location, symbolizing a potential future attack. -
IS_SNIFFING
Whether this Warden is sniffing.
An expiry value of
0
means it is not sniffing, and any other value is how many ticks left it has to completely sniff. -
IS_EMERGING
Whether this Warden is emerging.
An expiry value of
0
means it is not emerging, and any other value is how many ticks left it has to completely emerge. -
ROAR_SOUND_DELAY
Represents the delay for the next roar sound. -
DIG_COOLDOWN
Represents the cooldown until this Warden can dig again. -
ROAR_SOUND_COOLDOWN
Represents the cooldown until this Warden can roar again. -
SNIFF_COOLDOWN
Represents the cooldown until this Warden can sniff again. -
TOUCH_COOLDOWN
Represents the cooldown until this Warden can locate another disturbance. -
VIBRATION_COOLDOWN
Represents the cooldown until this Warden can receive another vibration. -
SONIC_BOOM_COOLDOWN
Represents the cooldown until this Warden can perform its sonic boom attack. -
SONIC_BOOM_SOUND_COOLDOWN
Represents the cooldown until this Warden can play its sonic boom sound. -
SONIC_BOOM_SOUND_DELAY
Represents the delay for when this Warden can play its sonic boom sound. -
LIKED_NOTEBLOCK_COOLDOWN_TICKS
Represents the cooldown until this Allay likes a different noteblock. -
ITEM_PICKUP_COOLDOWN_TICKS
Represents the cooldown until this Allay can pick up another item. -
SNIFFER_SNIFFING_TARGET
Represents an array of explored positions this Sniffer has looked at. -
SNIFFER_DIGGING
Represents whether the Sniffer is digging. -
SNIFFER_HAPPY
Represents whether the Sniffer is happy. -
BREEZE_JUMP_COOLDOWN
A Breeze's Jump Cooldown. -
BREEZE_SHOOT
A Breeze's Shooting Duration. -
BREEZE_SHOOT_CHARGING
A Breeze's Charging duration for its Shooting. -
BREEZE_SHOOT_RECOVERING
A Breeze's Recovery duration after Shooting. -
BREEZE_SHOOT_COOLDOWN
A Breeze's Shooting Cooldown. -
BREEZE_JUMP_INHALING
The duration of a Breeze's Inhaling before Jumping. -
BREEZE_JUMP_TARGET
The location of where a Breeze should jump.
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Method Details
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getBukkitClass
Get the Bukkit Class of this EntityMemory.- Specified by:
getBukkitClass
in interfaceMemory<T>
- Returns:
- Bukkit Class
-
getKey
Fetches the NamespacedKey for this Memory. -
getByKey
Fetches an EntityMemory by its NamespacedKey.- Parameters:
key
- NamespacedKey- Returns:
- EntityMemory found, or null if not found
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values
Fetches all the EntityMemory values.- Returns:
- EntityMemory values
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