Problem
PassiveBehaviour covers idle wandering and death. There is no breeding (no love mode, no baby entities, no growth), no taming (wolves, cats, horses, parrots), no following a held item, no leashing, no panic, and no mob specific goals. Animal husbandry as a game loop does not exist.
Proposed solution
- A composable goal/behaviour system so mobs can be described as a prioritised goal list instead of one monolithic tick.
- Breeding: breeding items, love mode, cooldown, baby entities with a growth timer and growth acceleration.
- Taming for the tameable mobs, with owner persistence and sit/follow states.
- Follow-held-item, panic, avoid-entity, and mate goals.
Scope
entity/behaviour.v, entity/persistence.v, entity/registry.v. Depends on wider entity coverage.
Problem
PassiveBehaviourcovers idle wandering and death. There is no breeding (no love mode, no baby entities, no growth), no taming (wolves, cats, horses, parrots), no following a held item, no leashing, no panic, and no mob specific goals. Animal husbandry as a game loop does not exist.Proposed solution
Scope
entity/behaviour.v,entity/persistence.v,entity/registry.v. Depends on wider entity coverage.