net.minecraft.world.entity.ai.behavior

Class
AcquirePoi
AcquirePoi$JitteredLinearRetry
AnimalMakeLove
AnimalPanic
AssignProfessionFromJobSite
BabyFollowAdult
BackUpIfTooClose
BecomePassiveIfMemoryPresent
Behavior
BehaviorUtils
BlockPosTracker
CelebrateVillagersSurvivedRaid
CopyMemoryWithExpiry
CountDownCooldownTicks
Croak
CrossbowAttack
DismountOrSkipMounting
DoNothing
EntityTracker
EraseMemoryIf
FollowTemptation
GateBehavior
GiveGiftToHero
GoAndGiveItemsToTarget
GoToClosestVillage
GoToPotentialJobSite
GoToTargetLocation
GoToWantedItem
HarvestFarmland
InsideBrownianWalk
InteractWith
InteractWithDoor
JumpOnBed
LocateHidingPlace
LongJumpMidJump
LongJumpToPreferredBlock
LongJumpToRandomPos
LongJumpToRandomPos$PossibleJump
LongJumpUtil
LookAndFollowTradingPlayerSink
LookAtTargetSink
MeleeAttack
Mount
MoveToSkySeeingSpot
MoveToTargetSink
OneShot
PlayTagWithOtherKids
PoiCompetitorScan
PrepareRamNearestTarget
PrepareRamNearestTarget$RamCandidate
RamTarget
RandomLookAround
RandomStroll
ReactToBell
ResetProfession
ResetRaidStatus
RingBell
RunOne
SetClosestHomeAsWalkTarget
SetEntityLookTarget
SetEntityLookTargetSometimes
SetEntityLookTargetSometimes$Ticker
SetHiddenState
SetLookAndInteract
SetRaidStatus
SetWalkTargetAwayFrom
SetWalkTargetFromAttackTargetIfTargetOutOfReach
SetWalkTargetFromBlockMemory
SetWalkTargetFromLookTarget
ShowTradesToPlayer
ShufflingList
ShufflingList$WeightedEntry
ShufflingList$WeightedEntry$1
SleepInBed
SocializeAtBell
StartAttacking
StartCelebratingIfTargetDead
StayCloseToTarget
StopAttackingIfTargetInvalid
StopBeingAngryIfTargetDead
StrollAroundPoi
StrollToPoi
StrollToPoiList
Swim
TradeWithVillager
TriggerGate
TryFindLand
TryFindLandNearWater
TryFindWater
TryLaySpawnOnWaterNearLand
UpdateActivityFromSchedule
UseBonemeal
ValidateNearbyPoi
VillageBoundRandomStroll
VillagerCalmDown
VillagerGoalPackages
VillagerMakeLove
VillagerPanicTrigger
WakeUp
WorkAtComposter
WorkAtPoi
YieldJobSite

Interface
BehaviorControl
PositionTracker

Enum
Behavior$Status
CrossbowAttack$CrossbowState
GateBehavior$OrderPolicy
GateBehavior$RunningPolicy
GateBehavior$RunningPolicy$1
GateBehavior$RunningPolicy$2