This code implements the `tick` method, which likely belongs to...

August 28, 2025 at 09:58 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 || this.guardian.level().getDifficulty() == Difficulty.EXTREME) { 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 implements the tick method, which likely belongs to a custom AI or behavior within a Minecraft-like game or modding context. Here's what it does step-by-step:

  1. Retrieve Target:

    • The code accesses a guardian entity's current target, which appears to be of type LivingEntity.
  2. Stop Navigation and Set Focus:

    • If a target is present, the guardian stops its current navigation using getNavigation().stop().
    • It uses the getLookControl() to make the guardian focus on the target, with a specific head orientation range (90.0F for pitch and yaw).
  3. Visibility Check:

    • If the target is no longer within the guardian's line of sight (using hasLineOfSight()), the target is cleared (set to null), effectively canceling further actions on this target.
  4. Attack Timing:

    • If the guardian has a valid target in sight, an internal counter attackTime increments each tick (a single game loop iteration).
    • When attackTime reaches 0, the guardian sets the target as its "active attack target" and triggers some kind of attack readiness.
      • A special entity event ((byte) 21) is broadcast to potentially notify other systems/clients that the guardian is preparing to attack, except when the guardian is silent.
  5. Attack Execution:

    • When attackTime exceeds the guardian's defined attack duration (getAttackDuration()), the actual attack is executed:
      • A base damage value (1.0F) is calculated. It is modified based on difficulty levels (HARD or EXTREME) and a flag elder that adds bonus damage presumably for an "Elder" variant of the guardian.
    • The guardian inflicts damage on the target using hurtServer, with an indirect magic damage type.
    • The guardian executes an additional "hurt target" action via doHurtTarget.
    • After attacking, the guardian clears its target (setTarget(null)).
  6. Continue AI Tick:

    • The super.tick() call allows any additional behavior from the parent class to execute.

Summary:

This code defines an AI behavior for a custom entity (likely a "guardian"). The entity:

  • Tracks and focuses on a target (LivingEntity).
  • Prepares to attack if the target is visible.
  • Executes the attack after a defined preparation period.
  • Deals adjusted damage based on game difficulty and entity type (e.g., Elder).
  • Stops attacking and clears its target after the attack.

This is likely part of a game's custom entity or AI system, likely for a Minecraft mod.

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