Class EntityMemory<T>

java.lang.Object
me.gamercoder215.mobchip.ai.memories.EntityMemory<T>
Type Parameters:
T - Type of Memory
All Implemented Interfaces:
Memory<T>, Keyed

public final class EntityMemory<T> extends Object implements Memory<T>
Represents a Memory of an entity.
See Also:
  • Field Details

    • NOT_ADMIRING

      public static final EntityMemory<Boolean> NOT_ADMIRING
      Whether this Entity is not admiring another entity.
    • CELEBRATING_LOCATION

      public static final EntityMemory<Location> CELEBRATING_LOCATION
      The Celebrating Location of this Entity.
    • HOME

      public static final EntityMemory<Location> HOME
      This Entity's Home.
    • JOB_SITE

      public static final EntityMemory<Location> JOB_SITE
      The Job Site of this Entity.
    • POSSIBLE_JOB_SITE

      public static final EntityMemory<Location> POSSIBLE_JOB_SITE
      A Possible Job Site of this Entity.
    • MEETING_POINT

      public static final EntityMemory<Location> MEETING_POINT
      An Entity's Meeting point.
    • SECONDARY_JOB_SITE

      public static final EntityMemory<Location[]> SECONDARY_JOB_SITE
      An Array of Locations for a possible Secondary Job Site.
    • NEAREST_LIVING_ENTITIES

      public static final EntityMemory<LivingEntity[]> NEAREST_LIVING_ENTITIES
      An Array of Nearby Living Entities.
    • NEAREST_VISIBLE_LIVING_ENTITIES

      public static final EntityMemory<LivingEntity[]> NEAREST_VISIBLE_LIVING_ENTITIES
      An Array of Nearby and Visible Living Entities.
    • VISIBLE_VILLAGER_BABIES

      public static final EntityMemory<Villager[]> VISIBLE_VILLAGER_BABIES
      An Array of Visible Villager Babies.
    • NEAREST_PLAYERS

      public static final EntityMemory<Player[]> NEAREST_PLAYERS
      An Array of Nearby Players.
    • NEAREST_VISIBLE_PLAYER

      public static final EntityMemory<Player> NEAREST_VISIBLE_PLAYER
      The Nearest Visible Player.
    • NEAREST_VISIBLE_ATTACKING_PLAYER

      public static final EntityMemory<Player> NEAREST_VISIBLE_ATTACKING_PLAYER
      The Nearest Visible Player this entity can attack.
    • WALKING_TARGET

      public static final EntityMemory<Memory.WalkingTarget> WALKING_TARGET
      The Entity's Walking Target. See Memory.WalkingTarget for more information on how to set up.
    • LOOKING_TARGET

      public static final EntityMemory<Location> LOOKING_TARGET
      The Entity's Looking Target.
    • ATTACK_TARGET

      public static final EntityMemory<LivingEntity> ATTACK_TARGET
      The Entity's Attack Target.
    • ATTACK_COOLING_DOWN

      public static final EntityMemory<Boolean> ATTACK_COOLING_DOWN
      Whether this Entity's Attack is cooling down.
    • INTERACTION_TARGET

      public static final EntityMemory<LivingEntity> INTERACTION_TARGET
      The Entity's Interaction Target.
    • BREEDING_TARGET

      public static final EntityMemory<Ageable> BREEDING_TARGET
      The Entity's Breeding Target.
    • RIDING_TARGET

      public static final EntityMemory<Entity> RIDING_TARGET
      The Entity's Riding Target.
    • INTERACTABLE_DOORS

      public static final EntityMemory<Block[]> INTERACTABLE_DOORS
      An Array of Doors that are interactable (will ignore blocks without BlockData Door)
    • DOORS_TO_CLOSE

      public static final EntityMemory<Block[]> DOORS_TO_CLOSE
      An Array of Doors to close (will ignore blocks without BlockData Door)
    • NEAREST_BED

      public static final EntityMemory<Location> NEAREST_BED
      The nearest bed available for this Entity.
    • LAST_HURT_CAUSE

      public static final EntityMemory<EntityDamageEvent.DamageCause> LAST_HURT_CAUSE
      The Last DamageCause of this Entity.
    • LAST_HURT_ENTITY

      public static final EntityMemory<LivingEntity> LAST_HURT_ENTITY
      The Last entity that caused this Entity Damage.
    • AVOID_TARGET

      public static final EntityMemory<LivingEntity> AVOID_TARGET
      The Entity to avoid.
    • NEAREST_HOSTILE

      public static final EntityMemory<LivingEntity> NEAREST_HOSTILE
      The Nearest Hostile Living Entity.
    • NEAREST_ATTACKABLE

      public static final EntityMemory<LivingEntity> NEAREST_ATTACKABLE
      The Nearest Living Entity that this Mob can attack.
    • HIDING_PLACE

      public static final EntityMemory<Location> HIDING_PLACE
      A Hiding Place for this Entity during a Raid.
    • HEARD_BELL_DURATION

      public static final EntityMemory<Long> HEARD_BELL_DURATION
      The duration, in ticks, of how long this Mob has heard a bell.
    • LAST_FAILURE_WALK_TARGET

      public static final EntityMemory<Long> 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

      public static final EntityMemory<Boolean> DETECTED_GOLEM
      Whether a Golem has been recently detected.
    • LAST_SLEPT

      public static final EntityMemory<Long> LAST_SLEPT
      The last timestamp this Mob has slept.

      This Memory uses absolute in-game time. See World.getFullTime() for more information.

    • LAST_WOKEN

      public static final EntityMemory<Long> 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

      public static final EntityMemory<Long> 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

      public static final EntityMemory<Ageable> NEAREST_VISIBLE_ADULT
      The nearest visible Adult for this Mob.
    • TICKS_PLAY_DEAD

      public static final EntityMemory<Integer> TICKS_PLAY_DEAD
      How many ticks this Mob has played dead.
    • TEMPTING_PLAYER

      public static final EntityMemory<Player> TEMPTING_PLAYER
      The Player this Mob is tempting.
    • TEMPTING_COOLDOWN

      public static final EntityMemory<Integer> TEMPTING_COOLDOWN
      The cooldown, in ticks, of this Mob's tempting.
    • IS_TEMPTED

      public static final EntityMemory<Boolean> IS_TEMPTED
      Whether this Mob is being tempted.
    • LONG_JUMP_COOLDOWN

      public static final EntityMemory<Integer> LONG_JUMP_COOLDOWN
      The Entity's Long Jump Cooldown, in ticks
    • IS_LONG_JUMP

      public static final EntityMemory<Boolean> IS_LONG_JUMP
      Whether this Entity is currently doing its Long Jump.
    • HAS_HUNTING_COOLDOWN

      public static final EntityMemory<Boolean> HAS_HUNTING_COOLDOWN
      Whether this Entity has a Hunting Cooldown
    • RAM_COOLDOWN

      public static final EntityMemory<Integer> RAM_COOLDOWN
      This entity's Ram Cooldown (Typically for Ravagers).
    • IS_PANICKING

      public static final EntityMemory<Boolean> IS_PANICKING
      Whether this Entity is currently panicking.
    • ANGRY_AT

      public static final EntityMemory<Entity> ANGRY_AT
      The Entity that this Entity is angry at.
    • UNIVERSAL_ANGER

      public static final EntityMemory<Boolean> UNIVERSAL_ANGER
      Whether this Entity is universally angry.
    • IS_ADMIRING_ITEM

      public static final EntityMemory<Boolean> IS_ADMIRING_ITEM
      Whether this Entity is admiring an Item.
    • TIME_TO_REACH_ADMIRING_ITEM

      public static final EntityMemory<Integer> TIME_TO_REACH_ADMIRING_ITEM
      How much time, in ticks, left to reach the Admiring Item.
    • DISABLE_WALKING_TO_ADMIRING_ITEM

      public static final EntityMemory<Boolean> DISABLE_WALKING_TO_ADMIRING_ITEM
      Whether this Entity should not walk to its admiring item.
    • ADMIRING_DISABLED

      public static final EntityMemory<Boolean> ADMIRING_DISABLED
      Whether Admiring is Disabled.
    • HAS_HUNTED_RECENTLY

      public static final EntityMemory<Boolean> HAS_HUNTED_RECENTLY
      Whether this Entity has hunted recently.
    • CELEBRATION_LOCATION

      public static final EntityMemory<Location> CELEBRATION_LOCATION
      This Entity's Celebration Location.
    • DANCING

      public static final EntityMemory<Boolean> DANCING
      Whether this entity is dancing.
    • NEAREST_NONGOLD_PLAYER

      public static final EntityMemory<Player> NEAREST_NONGOLD_PLAYER
      The Nearest Player that is not wearing Golden Armor (Used for Piglins)
    • NEAREST_ZOMBIFIED

      public static final EntityMemory<LivingEntity> NEAREST_ZOMBIFIED
      The Nearest Zombified Piglin/Hoglin.
    • ADULT_PIGLIN_COUNT

      public static final EntityMemory<Integer> ADULT_PIGLIN_COUNT
      The amount of Visible Adult Piglins.
    • ADULT_HOGLIN_COUNT

      public static final EntityMemory<Integer> ADULT_HOGLIN_COUNT
      The amount of Visible Adult Hoglins.
    • NEAREST_TEMPTED_PLAYER

      public static final EntityMemory<Player> NEAREST_TEMPTED_PLAYER
      The nearest player that is tempting this Mob.
    • NEAREST_REPELLENT

      public static final EntityMemory<Location> NEAREST_REPELLENT
      The nearest Repelled for this Entity.
    • ATE_RECENTLY

      public static final EntityMemory<Boolean> ATE_RECENTLY
      Whether this Entity has Eaten Recently.
    • PACIFIED

      public static final EntityMemory<Boolean> PACIFIED
      Whether this Entity is Pacified.
    • NEAREST_WANTED_ITEM

      public static final EntityMemory<Item> NEAREST_WANTED_ITEM
      Represents a Mob's wanted item.
    • LIKED_PLAYER

      public static final EntityMemory<Player> LIKED_PLAYER
      The player that this Mob likes.
    • ROAR_TARGET

      public static final EntityMemory<LivingEntity> ROAR_TARGET
      This Warden's Roaring Target.
    • LIKED_NOTEBLOCK

      public static final EntityMemory<Location> LIKED_NOTEBLOCK
      This Allay's Liked Noteblock Position.
    • TICKS_ITEM_PICKUP_COOLDOWN

      public static final EntityMemory<Integer> TICKS_ITEM_PICKUP_COOLDOWN
      The item pickup cooldown for this Mob.
    • NEAREST_VISIBLE_WANTED_ITEM

      public static final EntityMemory<Item> NEAREST_VISIBLE_WANTED_ITEM
      This Mob's nearest visible wanted Item, as an entity.
    • PATH

      public static final EntityMemory<PositionPath> PATH
      This Mob's current path.
    • DISTURBANCE_LOCATION

      public static final EntityMemory<Location> DISTURBANCE_LOCATION
      This Mob (Warden)'s current disturbance location, symbolizing a potential future attack.
    • IS_SNIFFING

      public static final EntityMemory<Unit> 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

      public static final EntityMemory<Unit> 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

      public static final EntityMemory<Unit> ROAR_SOUND_DELAY
      Represents the delay for the next roar sound.
    • DIG_COOLDOWN

      public static final EntityMemory<Unit> DIG_COOLDOWN
      Represents the cooldown until this Warden can dig again.
    • ROAR_SOUND_COOLDOWN

      public static final EntityMemory<Unit> ROAR_SOUND_COOLDOWN
      Represents the cooldown until this Warden can roar again.
    • SNIFF_COOLDOWN

      public static final EntityMemory<Unit> SNIFF_COOLDOWN
      Represents the cooldown until this Warden can sniff again.
    • TOUCH_COOLDOWN

      public static final EntityMemory<Unit> TOUCH_COOLDOWN
      Represents the cooldown until this Warden can locate another disturbance.
    • VIBRATION_COOLDOWN

      public static final EntityMemory<Unit> VIBRATION_COOLDOWN
      Represents the cooldown until this Warden can receive another vibration.
    • SONIC_BOOM_COOLDOWN

      public static final EntityMemory<Unit> SONIC_BOOM_COOLDOWN
      Represents the cooldown until this Warden can perform its sonic boom attack.
    • SONIC_BOOM_SOUND_COOLDOWN

      public static final EntityMemory<Unit> SONIC_BOOM_SOUND_COOLDOWN
      Represents the cooldown until this Warden can play its sonic boom sound.
    • SONIC_BOOM_SOUND_DELAY

      public static final EntityMemory<Unit> SONIC_BOOM_SOUND_DELAY
      Represents the delay for when this Warden can play its sonic boom sound.
    • LIKED_NOTEBLOCK_COOLDOWN_TICKS

      public static final EntityMemory<Integer> LIKED_NOTEBLOCK_COOLDOWN_TICKS
      Represents the cooldown until this Allay likes a different noteblock.
    • ITEM_PICKUP_COOLDOWN_TICKS

      public static final EntityMemory<Integer> ITEM_PICKUP_COOLDOWN_TICKS
      Represents the cooldown until this Allay can pick up another item.
    • SNIFFER_SNIFFING_TARGET

      public static final EntityMemory<Location[]> SNIFFER_SNIFFING_TARGET
      Represents an array of explored positions this Sniffer has looked at.
    • SNIFFER_DIGGING

      public static final EntityMemory<Boolean> SNIFFER_DIGGING
      Represents whether the Sniffer is digging.
    • SNIFFER_HAPPY

      public static final EntityMemory<Boolean> SNIFFER_HAPPY
      Represents whether the Sniffer is happy.
    • BREEZE_JUMP_COOLDOWN

      public static final EntityMemory<Unit> BREEZE_JUMP_COOLDOWN
      A Breeze's Jump Cooldown.
    • BREEZE_SHOOT

      public static final EntityMemory<Unit> BREEZE_SHOOT
      A Breeze's Shooting Duration.
    • BREEZE_SHOOT_CHARGING

      public static final EntityMemory<Unit> BREEZE_SHOOT_CHARGING
      A Breeze's Charging duration for its Shooting.
    • BREEZE_SHOOT_RECOVERING

      public static final EntityMemory<Unit> BREEZE_SHOOT_RECOVERING
      A Breeze's Recovery duration after Shooting.
    • BREEZE_SHOOT_COOLDOWN

      public static final EntityMemory<Unit> BREEZE_SHOOT_COOLDOWN
      A Breeze's Shooting Cooldown.
    • BREEZE_JUMP_INHALING

      public static final EntityMemory<Unit> BREEZE_JUMP_INHALING
      The duration of a Breeze's Inhaling before Jumping.
    • BREEZE_JUMP_TARGET

      public static final EntityMemory<Location> BREEZE_JUMP_TARGET
      The location of where a Breeze should jump.
  • Method Details