This code defines and overrides the `tick` method of a...

August 28, 2025 at 09:57 PM

@Override public void tick() { LivingEntity livingentity = this.guardian.getTarget(); if (livingentity != null) { this.guardian.getNavigation().stop(); this.guardian.getLookControl().setLookAt(livingentity, 90.0F, 90.0F); if (!this.guardian.hasLineOfSight(livingentity)) { this.guardian.setTarget(null); } else { this.attackTime++; if (this.attackTime == 0) { this.guardian.setActiveAttackTarget(livingentity.getId()); if (!this.guardian.isSilent()) { this.guardian.level().broadcastEntityEvent(this.guardian, (byte)21); } } else if (this.attackTime >= this.guardian.getAttackDuration()) { float f = 1.0F; if (this.guardian.level().getDifficulty() == Difficulty.HARD) { f += 2.0F; } if (this.elder) { f += 2.0F; } ServerLevel serverlevel = getServerLevel(this.guardian); livingentity.hurtServer(serverlevel, this.guardian.damageSources().indirectMagic(this.guardian, this.guardian), f); this.guardian.doHurtTarget(serverlevel, livingentity); this.guardian.setTarget(null); } super.tick(); } } } }

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:

  1. Get the Target Entity:

    • The method starts by retrieving the LivingEntity (likely a player or another non-player entity) that the guardian is currently targeting (this.guardian.getTarget()).
  2. Stop Navigation:

    • If a target is found, the code will stop the guardian's navigation system from proceeding (this.guardian.getNavigation().stop()).
  3. 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).
  4. 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)).
  5. 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.
  6. 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.
      • 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.
  7. Reset Target:

    • After the attack has completed, the guardian stops targeting the entity (this.guardian.setTarget(null)).
  8. 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.

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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