Drowned register Zombie's goals and then Drowned.addBehaviourGoals (go to
water, trident and melee attacks with okTarget, go to beach, swim up,
RandomStrollGoal) with DrownedMoveControl, Drowned.travelInWater and
AmphibiousPathNavigation. Skeletons get their bow from finalizeSpawn and
pick the bow goal or the AbstractSkeleton$1 melee goal from the held item,
as reassessWeaponGoal does. Monster.aiStep adds 2 to noActionTime in bright
light (raiders always), which stops RandomStrollGoal; LookAtPlayerGoal
supports Mob.class targets and InteractGoal, used by the wandering trader
(with vanilla's AvoidEntityGoal order), illagers, ravagers and vexes.
Entities below the world take 4 damage a tick instead of vanishing, water
travel uses the 0.8F/0.6F/0.3F float constants, and MobWorld carries the
level's sea level.
The oracle refreshes the player's water state after placing it (it is never
ticked, so isInWater kept the previous scenario's value) and keeps its world
under the harness build directory, deleting it before halting instead of
leaving /tmp/horizon-mob-ai* behind. The probe reports KILLED removals.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>