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## Description
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Sets the pathfinding malus of a mob, influencing how a particular entity evaluates different types of blocks when calculating its path
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## Attributes
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| malus | type, malustype | The type of block or terrain the entity can encounter | OPEN |
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| value | amount | A weight that represents how "undesirable" the associated block or terrain is for pathfinding. Can be negative | 0.0 |
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### Malus Attribute
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The valid malus types are
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|------------------------|------------------------|------------------------|------------------------|
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| `BLOCKED` | `OPEN` | `WALKABLE` | `WALKABLE_DOOR` |
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| `TRAPDOOR` | `POWDER_SNOW` | `DANGER_POWDER_SNOW` | `FENCE` |
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| `LAVA` | `WATER` | `WATER_BORDER` | `RAIL` |
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| `UNPASSABLE_RAIL` | `DANGER_FIRE` | `DAMAGE_FIRE` | `DANGER_OTHER` |
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| `DAMAGE_OTHER` | `DOOR_OPEN` | `DOOR_WOOD_CLOSED` | `DOOR_IRON_CLOSED` |
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| `BREACH` | `LEAVES` | `STICKY_HONEY` | `COCOA` |
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| `DAMAGE_CAUTIOUS` | | | |
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### Value Attribute
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When the entity's AI calculates a path, it checks the block types along the potential path. By setting a malus using this function, you can make the entity more or less likely to walk over, around, or avoid certain blocks. For example:
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- A positive value (e.g., 1.0) means the entity will consider this block type harder to walk over or less favorable, causing the entity to try to avoid it.
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- A negative or zero value (e.g., -1.0 or 0.0) means the entity will consider this block type neutral or easier to walk over, making it more likely to choose paths with these blocks
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## Examples
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```yaml
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Skills:
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- setpathfindingmalus{malus=BLOCKED;value=2} @self
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```
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## Aliases
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- [x] setmalus
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- [x] malus |
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\ No newline at end of file |