package net.minecraft.world.entity.ai.behavior; import net.minecraft.world.entity.LivingEntity; import net.minecraft.world.entity.ai.Brain; import net.minecraft.world.entity.ai.behavior.declarative.BehaviorBuilder; import net.minecraft.world.entity.raid.Raid; import net.minecraft.world.entity.schedule.Activity; public class ResetRaidStatus { public static BehaviorControl create() { return BehaviorBuilder.create(i -> i.point((level, body, timestamp) -> { if (level.getRandom().nextInt(20) != 0) { return false; } else { Brain brain = body.getBrain(); Raid nearbyRaid = level.getRaidAt(body.blockPosition()); if (nearbyRaid == null || nearbyRaid.isStopped() || nearbyRaid.isLoss()) { brain.setDefaultActivity(Activity.IDLE); brain.updateActivityFromSchedule(level.environmentAttributes(), level.getGameTime(), body.position()); } return true; } })); } }