Jump to content

Entity Attributes not applying


bigMojitos

Recommended Posts

Hi, I have a custom entity with Attributes which aren't applying. Before when I didn't have an EntityAttributeCreationEvent handler my entity wouldn't event load but, I added one and It now spawns and renders/animates. However, none of the Entity Attribute modifiers are actually applying to my entity. No matte how much I change the Attack Speed or Movement variable it always stays the same.

Heres my Entity Class

package willh.org.medieval.entity.reus;

import net.minecraft.client.Minecraft;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.EntityType;
import net.minecraft.world.entity.Mob;
import net.minecraft.world.entity.PathfinderMob;
import net.minecraft.world.entity.ai.attributes.AttributeSupplier;
import net.minecraft.world.entity.ai.attributes.Attributes;
import net.minecraft.world.entity.ai.goal.*;
import net.minecraft.world.entity.ai.goal.target.HurtByTargetGoal;
import net.minecraft.world.entity.ai.goal.target.NearestAttackableTargetGoal;
import net.minecraft.world.entity.animal.Cow;
import net.minecraft.world.entity.monster.Monster;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.level.Level;
import net.minecraftforge.event.entity.player.AttackEntityEvent;
import software.bernie.geckolib3.core.IAnimatable;
import software.bernie.geckolib3.core.PlayState;
import software.bernie.geckolib3.core.builder.AnimationBuilder;
import software.bernie.geckolib3.core.controller.AnimationController;
import software.bernie.geckolib3.core.event.predicate.AnimationEvent;
import software.bernie.geckolib3.core.manager.AnimationData;
import software.bernie.geckolib3.core.manager.AnimationFactory;

public class ReusEntity extends Monster implements IAnimatable {
    boolean attacking;

    public ReusEntity(EntityType<? extends Monster> p_20966_, Level p_20967_) {
        super(p_20966_, p_20967_);
        attacking =false;
    }
    private AnimationFactory factory = new AnimationFactory(this);

    @Override
    public void registerControllers(AnimationData data) {
        data.addAnimationController(new AnimationController(this, "controller",
                0, this::predicate));

    }
    public static void print(String r){
        if(Minecraft.getInstance().player != null) {
            Player p = Minecraft.getInstance().player;
            p.sendSystemMessage(Component.nullToEmpty(r));
        }

    }

    @Override
    public boolean doHurtTarget(Entity p_21372_) {
        this.level.broadcastEntityEvent(this, (byte)10);
        return super.doHurtTarget(p_21372_);
    }
    @Override
    public void handleEntityEvent(byte p_21375_) {
        attacking = p_21375_ == 10;
        super.handleEntityEvent(p_21375_);
    }

    protected void registerGoals() {

        this.goalSelector.addGoal(0, new MeleeAttackGoal(this, 1.1d, false) {});
        this.goalSelector.addGoal(1, new FloatGoal(this));
        this.goalSelector.addGoal(2, new PanicGoal(this, 1.25D));
        this.goalSelector.addGoal(3, new NearestAttackableTargetGoal(this, Cow.class,true));
        this.goalSelector.addGoal(4, new LookAtPlayerGoal(this, Player.class, 8.0F));
        this.goalSelector.addGoal(5, new RandomLookAroundGoal(this));
        this.targetSelector.addGoal(6, (new HurtByTargetGoal(this)).setAlertOthers());
    }

    private <E extends IAnimatable> PlayState predicate(AnimationEvent<E> event) {

        if (event.isMoving()) {
            event.getController().setAnimation(new AnimationBuilder().addAnimation("walkEquipped.model.new", true));
            return PlayState.CONTINUE;
        }
        event.getController().setAnimation(new AnimationBuilder().addAnimation("idle_equipped.new", true));
        return PlayState.CONTINUE;
    }

    public static AttributeSupplier setAttributes() {
        return Mob.createMobAttributes()
                .add(Attributes.MAX_HEALTH, 20.0D)
                .add(Attributes.ATTACK_DAMAGE, 3.0f)
                .add(Attributes.ATTACK_SPEED, 0.9)
                .add(Attributes.MOVEMENT_SPEED, 0.3f).build();
    }

    @Override
    public AnimationFactory getFactory() {
        return this.factory;
    }
}

And heres my main mod class where I register my EntityAttributeCreationEvent handler:

@Mod(Medieval.MOD_ID)
public class Medieval
{
    public static final String MOD_ID = "medi";

    private static final Logger LOGGER = LogUtils.getLogger();

    public static ResourceLocation modLoc(String name) {
        return new ResourceLocation(MOD_ID, name);
    }

    public Medieval() {
        IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus();
        // Add to the constructor
        ItemInit.register(modEventBus);
        EntityInit.ENTITIES.register(modEventBus);
        modEventBus.addListener(this::commonSetup);
        modEventBus.addListener(this::clientSetup);
        GeckoLib.initialize();

        modEventBus.addListener(this::commonSetup);
        MinecraftForge.EVENT_BUS.register(this);
    }
    private void commonSetup(final FMLCommonSetupEvent event)
    {
    }
    private void clientSetup(FMLClientSetupEvent event){
        EntityRenderers.register(EntityInit.REUS.get(), ReusRenderer::new);

    }

    @Mod.EventBusSubscriber(modid = MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD)
    public static class ClientModEvents
    {
        @SubscribeEvent
        public static void onClientSetup(FMLClientSetupEvent event)
        {
            LOGGER.info("HELLO FROM CLIENT SETUP");
            LOGGER.info("MINECRAFT NAME >> {}", Minecraft.getInstance().getUser().getName());
        }

        @SubscribeEvent
        public static void registerEntityAttributes(EntityAttributeCreationEvent event){
            event.put(EntityInit.REUS.get(), ReusEntity.setAttributes());

        }
    }
}

Any help would be appreciated thanks!

Link to comment
Share on other sites

You should move your Events into the correct class. Your ClientModEvents class will be also load (and called) on server, this will crash the Server, since the Minecraft class is client only.
Why did you put the EntityAttributeCreationEvent EventHandler in a class called "ClientModEvents", the Event should be called on both sides.

You also register the FMLCommonSetupEvent twice.
You should take a look at this FCW page to see how Events works and how you register them correctly.

A few things i would recommend you to do:

  1. Do not put Events into your main Mod class
  2. Separate Events which are fired on different buses and different sides into their own class

After fixing your Events, check if the EntityAttributeCreationEvent is called using the debugger.

Last but not least, EntityRenderers should be registered in EntityRenderersEvent.RegisterRenderers

  • Like 1
Link to comment
Share on other sites

So I did what you told me and put my entity registering method in the EntityRenderersEvent.RegisterRenderers handler and then I moved that Handler, along with the EntityAttributeCreationEvent handler, too a separate client side class. It lead to the error "Entity has no attributes". Since my project is not the big I uploaded that version of it to Github so if you're okay with looking at it heres the link : github.com/bigMojitos/MilMedi . So ater that didn't work I reverted back to registering in the Main Mod class and running debug on the EntityAttributeCreationEvent, heres what I got: https://imgur.com/a/CehO5A3 . It seems like its working but I'm not seeing the affects in game, my mob is still moves and attacks at the same speed no matter how much I adjust those two attributes. What should I do?

Edited by bigMojitos
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.