Class GuardConstants
java.lang.Object
com.minecolonies.api.util.constant.GuardConstants
Constants used by the Guard AIs.
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic final intThe base distance for a potion throwing attack in Blocks.static final intThe base distance for an attack in Blocks.static final intBase physical damage.static final doubleNormal volume at which sounds are played at.static final floatCornering penalty for mounted cavalry units.static final doubleBasic bonus damage for cavalrystatic final intBasic bonus hp for cavalrystatic final intPatrol range for cavalry units.static final doubleBasic bonus melee range for cavalrystatic final doubleDamage multiplier for cavalry when hit by ranged attacks, to represent their vulnerability to such attacks.static final intDefault vision range.static final intBasic bonus hp for druidsstatic final intExperience to add when a mob is killedstatic final intRange a guard should be within of Follow for Lose Formation.static final intRange a guard should be within of Follow for Tight Formation.static final intRange a guard should be within of GuardPos.static final floatRanged hit chance devider.static final intBasic delay for the next Knight attack.static final intMinimum delay for the next Knight attack.static final intBasic bonus hp for knightsGuard armor constantsstatic final intThis knight's max distance for attacking.static final intRangers maximum distance in blocks for an attack.(24 max arrow dist)static final doubleQuantity to be moved to rotate the entity without actually moving.static final intPhysical Attack delay in ticks.static final intMinimum physical Attack delay in ticks, Monsters are immune for 10 ticksstatic final intSeconds to delay after prepare AI State.static final doubleHave to aim that bit higher to hit the target.static final intPhysical Attack delay in ticks.static final intFlee distance from Targetstatic final floatRanged attack velocitystatic final intRanger's base damagestatic final doubleQuantity the worker should turn around all at once.static final intY search range. -
Method Summary
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Field Details
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DEFAULT_VISION
public static final int DEFAULT_VISIONDefault vision range.- See Also:
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GUARD_POS_RANGE
public static final int GUARD_POS_RANGERange a guard should be within of GuardPos.- See Also:
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GUARD_FOLLOW_TIGHT_RANGE
public static final int GUARD_FOLLOW_TIGHT_RANGERange a guard should be within of Follow for Tight Formation.- See Also:
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GUARD_FOLLOW_LOSE_RANGE
public static final int GUARD_FOLLOW_LOSE_RANGERange a guard should be within of Follow for Lose Formation.- See Also:
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Y_VISION
public static final int Y_VISIONY search range.- See Also:
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EXP_PER_MOB_DEATH
public static final int EXP_PER_MOB_DEATHExperience to add when a mob is killed- See Also:
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PREPARE_DELAY_SECONDS
public static final int PREPARE_DELAY_SECONDSSeconds to delay after prepare AI State.- See Also:
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PHYSICAL_ATTACK_DELAY_MIN
public static final int PHYSICAL_ATTACK_DELAY_MINMinimum physical Attack delay in ticks, Monsters are immune for 10 ticks- See Also:
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PHYSICAL_ATTACK_DELAY_BASE
public static final int PHYSICAL_ATTACK_DELAY_BASEPhysical Attack delay in ticks.- See Also:
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BASE_DISTANCE_FOR_RANGED_ATTACK
public static final int BASE_DISTANCE_FOR_RANGED_ATTACKThe base distance for an attack in Blocks.- See Also:
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BASE_DISTANCE_FOR_POTION_ATTACK
public static final int BASE_DISTANCE_FOR_POTION_ATTACKThe base distance for a potion throwing attack in Blocks.- See Also:
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MAX_DISTANCE_FOR_RANGED_ATTACK
public static final int MAX_DISTANCE_FOR_RANGED_ATTACKRangers maximum distance in blocks for an attack.(24 max arrow dist)- See Also:
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RANGER_BASE_DMG
public static final int RANGER_BASE_DMGRanger's base damage- See Also:
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RANGED_FLEE_SQDIST
public static final int RANGED_FLEE_SQDISTFlee distance from Target- See Also:
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RANGED_VELOCITY
public static final float RANGED_VELOCITYRanged attack velocity- See Also:
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RANGED_ATTACK_DELAY_BASE
public static final int RANGED_ATTACK_DELAY_BASEPhysical Attack delay in ticks.- See Also:
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HIT_CHANCE_DIVIDER
public static final float HIT_CHANCE_DIVIDERRanged hit chance devider.- See Also:
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RANGED_AIM_SLIGHTLY_HIGHER_MULTIPLIER
public static final double RANGED_AIM_SLIGHTLY_HIGHER_MULTIPLIERHave to aim that bit higher to hit the target.- See Also:
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KNIGHT_ATTACK_DELAY_BASE
public static final int KNIGHT_ATTACK_DELAY_BASEBasic delay for the next Knight attack.- See Also:
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KNIGHT_ATTACK_DELAY_MIN
public static final int KNIGHT_ATTACK_DELAY_MINMinimum delay for the next Knight attack.- See Also:
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KNIGHT_HP_BONUS
public static final int KNIGHT_HP_BONUSBasic bonus hp for knights- See Also:
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CAVALRY_HP_BONUS
public static final int CAVALRY_HP_BONUSBasic bonus hp for cavalry- See Also:
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CAVALRY_DAMAGE_MULTIPLIER
public static final double CAVALRY_DAMAGE_MULTIPLIERBasic bonus damage for cavalry- See Also:
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CAVALRY_RANGE_MULTIPLIER
public static final double CAVALRY_RANGE_MULTIPLIERBasic bonus melee range for cavalry- See Also:
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CAVALRY_RANGED_DAMAGE_VULNERABILITY
public static final double CAVALRY_RANGED_DAMAGE_VULNERABILITYDamage multiplier for cavalry when hit by ranged attacks, to represent their vulnerability to such attacks.- See Also:
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CAVALRY_CORNER_PENALTY
public static final float CAVALRY_CORNER_PENALTYCornering penalty for mounted cavalry units. Encourages "straight-first" pathing.- See Also:
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CAVALRY_PATROL_RANGE
public static final int CAVALRY_PATROL_RANGEPatrol range for cavalry units.- See Also:
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DRUID_HP_BONUS
public static final int DRUID_HP_BONUSBasic bonus hp for druids- See Also:
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MAX_DISTANCE_FOR_ATTACK
public static final int MAX_DISTANCE_FOR_ATTACKThis knight's max distance for attacking.- See Also:
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BASE_PHYSICAL_DAMAGE
public static final int BASE_PHYSICAL_DAMAGEBase physical damage.- See Also:
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TURN_AROUND
public static final double TURN_AROUNDQuantity the worker should turn around all at once.- See Also:
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BASIC_VOLUME
public static final double BASIC_VOLUMENormal volume at which sounds are played at.- See Also:
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MOVE_MINIMAL
public static final double MOVE_MINIMALQuantity to be moved to rotate the entity without actually moving.- See Also:
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LEATHER_BUILDING_LEVEL_RANGE
Guard armor constants -
GOLD_BUILDING_LEVEL_RANGE
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CHAIN_BUILDING_LEVEL_RANGE
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IRON_BUILDING_LEVEL_RANGE
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DIA_BUILDING_LEVEL_RANGE
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SHIELD_LEVEL_RANGE
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SHIELD_BUILDING_LEVEL_RANGE
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