In the time honoured tradition of trying to fix vanilla, we today attempt to patch the pathfinding AI so that it doesn't lag when
there's a lot of entities. Basically, if the zombie can't reach the villager, backoff subsequent pathfinding attempts. Hopefully should really help with lag caused by zombie swarms.
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parent
b2d309b17e
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1 changed files with 64 additions and 0 deletions
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@ -0,0 +1,64 @@
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--- ../src_base/minecraft/net/minecraft/entity/ai/EntityAIAttackOnCollide.java
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+++ ../src_work/minecraft/net/minecraft/entity/ai/EntityAIAttackOnCollide.java
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@@ -3,6 +3,7 @@
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import net.minecraft.entity.EntityCreature;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.pathfinding.PathEntity;
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+import net.minecraft.pathfinding.PathPoint;
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import net.minecraft.util.MathHelper;
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import net.minecraft.world.World;
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@@ -22,6 +23,8 @@
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PathEntity entityPathEntity;
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Class classTarget;
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private int field_75445_i;
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+
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+ private int failedPathFindingPenalty;
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public EntityAIAttackOnCollide(EntityCreature par1EntityCreature, Class par2Class, double par3, boolean par5)
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{
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@@ -59,8 +62,16 @@
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}
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else
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{
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- this.entityPathEntity = this.attacker.getNavigator().getPathToEntityLiving(entitylivingbase);
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- return this.entityPathEntity != null;
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+ if (-- this.field_75445_i <= 0)
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+ {
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+ this.entityPathEntity = this.attacker.getNavigator().getPathToEntityLiving(entitylivingbase);
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+ this.field_75445_i = 4 + this.attacker.getRNG().nextInt(7);
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+ return this.entityPathEntity != null;
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+ }
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+ else
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+ {
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+ return true;
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+ }
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}
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}
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@@ -100,8 +111,24 @@
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if ((this.field_75437_f || this.attacker.getEntitySenses().canSee(entitylivingbase)) && --this.field_75445_i <= 0)
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{
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- this.field_75445_i = 4 + this.attacker.getRNG().nextInt(7);
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+ this.field_75445_i = failedPathFindingPenalty + 4 + this.attacker.getRNG().nextInt(7);
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this.attacker.getNavigator().tryMoveToEntityLiving(entitylivingbase, this.field_75440_e);
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+ if (this.attacker.getNavigator().getPath() != null)
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+ {
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+ PathPoint finalPathPoint = this.attacker.getNavigator().getPath().getFinalPathPoint();
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+ if (entitylivingbase.getDistanceSq(finalPathPoint.xCoord, finalPathPoint.yCoord, finalPathPoint.zCoord) < 1)
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+ {
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+ failedPathFindingPenalty = 0;
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+ }
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+ else
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+ {
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+ failedPathFindingPenalty += 10;
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+ }
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+ }
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+ else
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+ {
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+ failedPathFindingPenalty += 10;
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+ }
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}
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this.attackTick = Math.max(this.attackTick - 1, 0);
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