This code defines and overrides the `tick` method of a...
August 28, 2025 at 09:57 PM
This code defines and overrides the tick
method of a class, most likely associated with some in-game entity behavior in a game development context. Typically, this logic appears to be from Minecraft or a related game, where it represents an AI controller governing the behavior of an "elder guardian" or similar entity. Here's what the code does step-by-step:
-
Get the Target Entity:
- The method starts by retrieving the
LivingEntity
(likely a player or another non-player entity) that theguardian
is currently targeting (this.guardian.getTarget()
).
- The method starts by retrieving the
-
Stop Navigation:
- If a target is found, the code will stop the guardian's navigation system from proceeding (
this.guardian.getNavigation().stop()
).
- If a target is found, the code will stop the guardian's navigation system from proceeding (
-
Set Eye Contact:
- The guardian will turn to look directly at the target entity using its "look control" (
this.guardian.getLookControl().setLookAt(...)
), locking its gaze onto the target with a specified range of angles (90.0F
for pitch and yaw).
- The guardian will turn to look directly at the target entity using its "look control" (
-
Line of Sight Check:
- The guardian checks whether it still has a direct line of sight to the target (
this.guardian.hasLineOfSight(livingentity)
). - If it doesn't have a clear line of sight, the guardian stops targeting the entity (
this.guardian.setTarget(null)
).
- The guardian checks whether it still has a direct line of sight to the target (
-
Attack Timing:
- The
attackTime
variable for the guardian is incremented each tick (game update cycle). - If
attackTime
equals 0 (this means it's the first strike), the guardian:- Sets the target as the active attack target via its ID (
livingentity.getId()
). - If the guardian is not in a "silent" mode, it broadcasts an attack event to the game world to indicate something is happening (e.g., sound, particle effects) using
broadcastEntityEvent
.
- Sets the target as the active attack target via its ID (
- The
-
Damage Application:
- If the
attackTime
reaches a certain threshold (this.guardian.getAttackDuration()
), the guardian performs damage to the target:- It calculates the damage, which starts with a base value (
1.0F
) and increases under certain conditions:- If the game's difficulty is set to "HARD", an additional
2.0F
damage is added. - If the guardian is an "elder" (stronger variant), another
2.0F
damage is added.
- If the game's difficulty is set to "HARD", an additional
- The damage is then applied to the target entity via
livingentity.hurtServer(...)
, indicating the damage type as indirect magic (likely a ranged or magic attack). - The guardian executes a final attack effect (
this.guardian.doHurtTarget
), which could trigger animations, sounds, or secondary effects on the target.
- It calculates the damage, which starts with a base value (
- If the
-
Reset Target:
- After the attack has completed, the guardian stops targeting the entity (
this.guardian.setTarget(null)
).
- After the attack has completed, the guardian stops targeting the entity (
-
Call the Parent Class Logic:
- At the end of the method,
super.tick()
is called, likely allowing the parent class to perform its own updates or behaviors in the same tick.
- At the end of the method,
Summary of Behavior:
This method orchestrates an AI-controlled guardian entity's targeting and attacking behavior:
- It identifies a target, ensures line of sight, and engages the target.
- It looks at the target and follows an attack timing cycle.
- Once the attack timing is complete, it applies damage (with modifiers based on game difficulty or the entity being an "elder") and resets the targeting.
- This process repeats each game tick until the guardian no longer has a valid target.
This logic is likely part of a larger entity AI system, with the goal of defining how a guardian attacks and interacts with a target during gameplay.
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