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; } }