历史 - net.minecraft.world.entity.ai.behavior.LongJumpToRandomPos

1.21.11

名称

chq

ckh

字段

构造函数

方法

1.21.10

名称

字段

构造函数

方法

1.21.9

名称

cdg

chq

字段

构造函数

方法

1.21.8

名称

字段

构造函数

方法

1.21.7

名称

字段

构造函数

方法

1.21.6

名称

caz

cdg

字段

构造函数

方法

1.21.5

名称

bye

caz

字段

构造函数

方法

1.21.4

名称

bzc

bye

字段

构造函数

方法

1.21.3

名称

bwk

bzc

字段

int: c, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_

int: c, FIND_JUMP_TRIES, field_30135, MAX_TARGET_SEARCH_TIME, f_147623_

int: m, PREPARE_JUMP_DURATION, field_30136, TARGET_RETAIN_TIME, f_147624_

int: m, PREPARE_JUMP_DURATION, field_30136, JUMP_WINDUP_TIME, f_147624_

List<LongJumpToRandomPos$PossibleJump>: h, jumpCandidates, field_30142, targets, f_147630_

List<LongJumpToRandomPos$PossibleJump>: h, jumpCandidates, field_30142, potentialTargets, f_147630_

Optional<Vec3>: i, initialPosition, field_30143, lastPos, f_147631_

Optional<Vec3>: i, initialPosition, field_30143, startPos, f_147631_

int: k, findJumpTries, field_30145, cooldown, f_147633_

int: k, findJumpTries, field_30145, targetSearchTime, f_147633_

long: l, prepareJumpStart, field_30146, targetTime, f_147634_

long: l, prepareJumpStart, field_30146, targetPickedTime, f_147634_

Vec3: j, chosenJump, field_30144, lastTarget, f_147632_

Vec3: j, chosenJump, field_30144, currentTarget, f_147632_

构造函数

方法

void (ServerLevel, E, long): d, pickCandidate, method_41342, findTarget, m_217318_

void (ServerLevel, E, long): d, pickCandidate, method_41342, pickTarget, m_217318_

Optional<LongJumpToRandomPos$PossibleJump> (ServerLevel): a, getJumpCandidate, method_41336, getTarget, m_213675_

Optional<LongJumpToRandomPos$PossibleJump> (ServerLevel): a, getJumpCandidate, method_41336, removeRandomTarget, m_213675_

1.21.1

名称

字段

构造函数

方法

1.21

名称

bwn

bwk

字段

构造函数

方法

1.20.6

名称

bpf

bwn

字段

float: g, maxJumpVelocity, field_30141, maxRange, f_147629_

float: g, maxJumpVelocityMultiplier, field_30141, maxRange, f_316580_

构造函数

方法

1.20.4

名称

bma

bpf

字段

构造函数

方法

Vec3 (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getJumpingVelocity, m_217306_

boolean (Mob, EntityDimensions, Vec3, Vec3): a, isClearTransition, method_35080, canReach, m_247472_

1.20.2

名称

biu

bma

字段

构造函数

方法

1.20.1

名称

bis

biu

字段

构造函数

方法

1.19.4

名称

bgx

bis

字段

构造函数

方法

1.19.3

名称

bet

bgx

字段

int: a, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_

int: c, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_

Predicate<BlockState>: r, acceptableLandingSpot, field_37432, jumpToPredicate, f_217290_

BiPredicate<E, BlockPos>: r, acceptableLandingSpot, field_37432, jumpToPredicate, f_217290_

构造函数

(UniformInt, int, int, float, Function<E, SoundEvent>, Predicate<BlockState>)

(UniformInt, int, int, float, Function<E, SoundEvent>, BiPredicate<E, BlockPos>)

方法

boolean (Mob, Vec3, Vec3): a, isClearTransition, method_35080, canReach, m_147663_

Vec3 (Mob, Vec3): a, calculateOptimalJumpVector, method_35078, getRammingVelocity, m_217303_

Vec3 (Mob, Vec3): a, calculateOptimalJumpVector, method_35078, getJumpingVelocity, m_217303_

Vec3 (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getRammingVelocity, m_217306_

Vec3 (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getJumpingVelocity, m_217306_

<E extends Mob> boolean (E, BlockPos): a, defaultAcceptableLandingSpot, method_45333, shouldJumpTo, m_245086_

boolean (Mob, EntityDimensions, Vec3, Vec3): a, isClearTransition, method_35080, canReach, m_247472_

1.19.2

名称

字段

构造函数

方法

void (ServerLevel, E, long): d, pickCandidate, method_41342, method_41342, m_217318_

void (ServerLevel, E, long): d, pickCandidate, method_41342, findTarget, m_217318_

1.19.1

名称

bdw

bet

字段

构造函数

方法

1.19

名称

bal

bdw

字段

int: c, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_

int: a, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_

int: d, PREPARE_JUMP_DURATION, field_30136, TARGET_RETAIN_TIME, f_147624_

int: m, PREPARE_JUMP_DURATION, field_30136, TARGET_RETAIN_TIME, f_147624_

int: e, MIN_PATHFIND_DISTANCE_TO_VALID_JUMP, field_30137, PATHING_DISTANCE, f_147625_

int: d, MIN_PATHFIND_DISTANCE_TO_VALID_JUMP, field_30137, PATHING_DISTANCE, f_147625_

int: a, TIME_OUT_DURATION, field_30134, RUN_TIME, f_147622_

int: n, TIME_OUT_DURATION, field_30134, RUN_TIME, f_147622_

UniformInt: f, timeBetweenLongJumps, field_30138, cooldownRange, f_147626_

UniformInt: p, timeBetweenLongJumps, field_30138, cooldownRange, f_147626_

int: g, maxLongJumpHeight, field_30139, verticalRange, f_147627_

int: e, maxLongJumpHeight, field_30139, verticalRange, f_147627_

int: h, maxLongJumpWidth, field_30140, horizontalRange, f_147628_

int: f, maxLongJumpWidth, field_30140, horizontalRange, f_147628_

float: i, maxJumpVelocity, field_30141, maxRange, f_147629_

float: g, maxJumpVelocity, field_30141, maxRange, f_147629_

List<LongJumpToRandomPos$PossibleJump>: j, jumpCandidates, field_30142, targets, f_147630_

List<LongJumpToRandomPos$PossibleJump>: h, jumpCandidates, field_30142, targets, f_147630_

Optional<Vec3>: k, initialPosition, field_30143, lastPos, f_147631_

Optional<Vec3>: i, initialPosition, field_30143, lastPos, f_147631_

Optional<LongJumpToRandomPos$PossibleJump>: l, chosenJump, field_30144, lastTarget, f_147632_

int: m, findJumpTries, field_30145, cooldown, f_147633_

int: k, findJumpTries, field_30145, cooldown, f_147633_

long: n, prepareJumpStart, field_30146, targetTime, f_147634_

long: l, prepareJumpStart, field_30146, targetTime, f_147634_

Function<E, SoundEvent>: o, getJumpSound, field_33460, entityToSound, f_147635_

Function<E, SoundEvent>: q, getJumpSound, field_33460, entityToSound, f_147635_

List<Integer>: o, ALLOWED_ANGLES, field_37431, RAM_RANGES, f_217289_

Vec3: j, chosenJump, field_30144, lastTarget, f_147632_

Predicate<BlockState>: r, acceptableLandingSpot, field_37432, jumpToPredicate, f_217290_

构造函数

(UniformInt, int, int, float, Function<E, SoundEvent>, Predicate<BlockState>)

方法

boolean (ServerLevel, Mob, long): a, canStillUse, method_35077, shouldKeepRunning, m_6737_

boolean (ServerLevel, Mob, long): b, canStillUse, method_35077, shouldKeepRunning, m_6737_

void (ServerLevel, Mob, long): b, start, method_35082, run, m_6735_

void (ServerLevel, E, long): a, start, method_35082, run, m_6735_

Optional<Vec3> (Mob, Vec3): a, calculateOptimalJumpVector, method_35078, getRammingVelocity, m_147656_

Optional<Vec3> (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getRammingVelocity, m_147659_

void (ServerLevel, E, long): d, pickCandidate, method_41342, method_41342, m_217318_

Optional<LongJumpToRandomPos$PossibleJump> (ServerLevel): a, getJumpCandidate, method_41336, getTarget, m_213675_

boolean (ServerLevel, E, BlockPos): a, isAcceptableLandingPosition, method_41337, canJumpTo, m_213828_

Vec3 (Mob, Vec3): a, calculateOptimalJumpVector, method_35078, getRammingVelocity, m_217303_

Vec3 (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getRammingVelocity, m_217306_

1.18.2

名称

azu

bal

字段

构造函数

方法

1.18.1

名称

字段

构造函数

方法

1.18

名称

awi

azu

字段

Function<E, SoundEvent>: o, getJumpSound, field_33460, field_33460, f_147635_

Function<E, SoundEvent>: o, getJumpSound, field_33460, entityToSound, f_147635_

构造函数

方法

1.17.1

名称

awh

awi

字段

构造函数

方法

1.17

名称

awh

net.minecraft.world.entity.ai.behavior.LongJumpToRandomPos

net.minecraft.class_6030

net.minecraft.entity.ai.brain.task.LongJumpTask

net.minecraft.src.C_141082_

net.minecraft.world.entity.ai.behavior.LongJumpToRandomPos

字段

int: c, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_

int: d, PREPARE_JUMP_DURATION, field_30136, TARGET_RETAIN_TIME, f_147624_

int: e, MIN_PATHFIND_DISTANCE_TO_VALID_JUMP, field_30137, PATHING_DISTANCE, f_147625_

int: a, TIME_OUT_DURATION, field_30134, RUN_TIME, f_147622_

UniformInt: f, timeBetweenLongJumps, field_30138, cooldownRange, f_147626_

int: g, maxLongJumpHeight, field_30139, verticalRange, f_147627_

int: h, maxLongJumpWidth, field_30140, horizontalRange, f_147628_

float: i, maxJumpVelocity, field_30141, maxRange, f_147629_

List<LongJumpToRandomPos$PossibleJump>: j, jumpCandidates, field_30142, targets, f_147630_

Optional<Vec3>: k, initialPosition, field_30143, lastPos, f_147631_

Optional<LongJumpToRandomPos$PossibleJump>: l, chosenJump, field_30144, lastTarget, f_147632_

int: m, findJumpTries, field_30145, cooldown, f_147633_

long: n, prepareJumpStart, field_30146, targetTime, f_147634_

Function<E, SoundEvent>: o, getJumpSound, field_33460, field_33460, f_147635_

构造函数

(UniformInt, int, int, float, Function<E, SoundEvent>)

方法

boolean (ServerLevel, Mob): a, checkExtraStartConditions, method_35076, shouldRun, m_6114_

boolean (ServerLevel, Mob, long): a, canStillUse, method_35077, shouldKeepRunning, m_6737_

void (ServerLevel, Mob, long): b, start, method_35082, run, m_6735_

void (ServerLevel, E, long): c, tick, method_35083, keepRunning, m_6725_

Optional<Vec3> (Mob, Vec3): a, calculateOptimalJumpVector, method_35078, getRammingVelocity, m_147656_

Optional<Vec3> (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getRammingVelocity, m_147659_

boolean (Mob, Vec3, Vec3): a, isClearTransition, method_35080, canReach, m_147663_