package mhfc.net.common.ai.general.actions;
import mhfc.net.common.ai.IExecutableAction;
import mhfc.net.common.entity.type.EntityMHFCBase;
import net.minecraft.entity.Entity;
public abstract class AIGeneralPanic <EntityT extends EntityMHFCBase<? super EntityT>>
extends
AIAnimatedAction<EntityT> {
private double speed;
private double randPosX;
private double randPosY;
private double randPosZ;
/**
*
* This AI suits monsters that when get attack they try to find random areas to run...
*
*
* **/
@Override
public float getWeight(EntityT entity, Entity target) {
return 0;
}
@Override
public boolean shouldSelectAttack(IExecutableAction<? super EntityT> attack, EntityT actor, Entity target) {
return false;
}
@Override
public void beginExecution(){
this.getEntity().getNavigator().tryMoveToXYZ(randPosX, randPosY, randPosZ, speed);
}
@Override
protected void update() {
}
@Override
public String getAnimationLocation() {
return null;
}
@Override
public int getAnimationLength() {
return 0;
}
}