net.minecraft.pathfinding
Class PathNavigate

java.lang.Object
  extended by net.minecraft.pathfinding.PathNavigate

public class PathNavigate
extends Object


Constructor Summary
PathNavigate(EntityLiving par1EntityLiving, World par2World, float par3)
           
 
Method Summary
 void clearPathEntity()
          sets active PathEntity to null
 boolean getAvoidsWater()
           
 boolean getCanBreakDoors()
          Returns true if the entity can break doors, false otherwise
 PathEntity getPath()
          gets the actively used PathEntity
 PathEntity getPathToEntityLiving(EntityLiving par1EntityLiving)
          Returns the path to the given EntityLiving
 PathEntity getPathToXYZ(double par1, double par3, double par5)
          Returns the path to the given coordinates
 boolean noPath()
          If null path or reached the end
 void onUpdateNavigation()
           
 void setAvoidSun(boolean par1)
          Sets if the path should avoid sunlight
 void setAvoidsWater(boolean par1)
           
 void setBreakDoors(boolean par1)
           
 void setCanSwim(boolean par1)
          Sets if the entity can swim
 void setEnterDoors(boolean par1)
          Sets if the entity can enter open doors
 boolean setPath(PathEntity par1PathEntity, float par2)
          sets the active path data if path is 100% unique compared to old path, checks to adjust path for sun avoiding ents and stores end coords
 void setSpeed(float par1)
          Sets the speed
 boolean tryMoveToEntityLiving(EntityLiving par1EntityLiving, float par2)
          Try to find and set a path to EntityLiving.
 boolean tryMoveToXYZ(double par1, double par3, double par5, float par7)
          Try to find and set a path to XYZ.
 
Methods inherited from class java.lang.Object
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Constructor Detail

PathNavigate

public PathNavigate(EntityLiving par1EntityLiving,
                    World par2World,
                    float par3)
Method Detail

setAvoidsWater

public void setAvoidsWater(boolean par1)

getAvoidsWater

public boolean getAvoidsWater()

setBreakDoors

public void setBreakDoors(boolean par1)

setEnterDoors

public void setEnterDoors(boolean par1)
Sets if the entity can enter open doors


getCanBreakDoors

public boolean getCanBreakDoors()
Returns true if the entity can break doors, false otherwise


setAvoidSun

public void setAvoidSun(boolean par1)
Sets if the path should avoid sunlight


setSpeed

public void setSpeed(float par1)
Sets the speed


setCanSwim

public void setCanSwim(boolean par1)
Sets if the entity can swim


getPathToXYZ

public PathEntity getPathToXYZ(double par1,
                               double par3,
                               double par5)
Returns the path to the given coordinates


tryMoveToXYZ

public boolean tryMoveToXYZ(double par1,
                            double par3,
                            double par5,
                            float par7)
Try to find and set a path to XYZ. Returns true if successful.


getPathToEntityLiving

public PathEntity getPathToEntityLiving(EntityLiving par1EntityLiving)
Returns the path to the given EntityLiving


tryMoveToEntityLiving

public boolean tryMoveToEntityLiving(EntityLiving par1EntityLiving,
                                     float par2)
Try to find and set a path to EntityLiving. Returns true if successful.


setPath

public boolean setPath(PathEntity par1PathEntity,
                       float par2)
sets the active path data if path is 100% unique compared to old path, checks to adjust path for sun avoiding ents and stores end coords


getPath

public PathEntity getPath()
gets the actively used PathEntity


onUpdateNavigation

public void onUpdateNavigation()

noPath

public boolean noPath()
If null path or reached the end


clearPathEntity

public void clearPathEntity()
sets active PathEntity to null