Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Projectile fire rate and walk speed.


Recommended Posts

First things first, I have two classes (EntityTear.class and EntityThrowable.class) which I coppied straight from the Minecraft src, EntityTear was EntitySnowball. I've been looking through the 2 classes and can't figure out a way to limit how fast the item is used. What I want is maybe a second delay inbetween each item use so the entity is fired slower. My code:

 

EntityTear.class:

package tbos.entity.projectile;

import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.world.World;
import tbos.player.Stats;

public class EntityTear extends EntityThrowable
{

    public EntityTear(World par1World)
    {
        super(par1World);
    }

    public EntityTear(World par1World, EntityLivingBase par2EntityLivingBase)
    {
        super(par1World, par2EntityLivingBase);
    }

    public EntityTear(World par1World, double par2, double par4, double par6)
    {
        super(par1World, par2, par4, par6);
    }

    /**
     * Called when this EntityThrowable hits a block or entity.
     */
    protected void onImpact(MovingObjectPosition par1MovingObjectPosition)
    {
        if (par1MovingObjectPosition.entityHit != null)
        {
            float Damage = Stats.DAMAGE;

            

            par1MovingObjectPosition.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)Damage);
        }

        for (int i = 0; i < 8; ++i)
        {
            this.worldObj.spawnParticle("snowballpoof", this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D);
        }

        if (!this.worldObj.isRemote)
        {
            this.setDead();
        }
    }
}

 

EntityThrowable.class

package tbos.entity.projectile;

import java.util.List;

import net.minecraft.block.Block;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.IProjectile;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.EnumMovingObjectType;
import net.minecraft.util.MathHelper;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.util.Vec3;
import net.minecraft.world.World;
import tbos.player.Stats;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;



public abstract class EntityThrowable extends Entity implements IProjectile
{

private int xTile = -1;
    private int yTile = -1;
    private int zTile = -1;
    private int inTile;
    protected boolean inGround;
    public int throwableShake;

    /**
     * Is the entity that throws this 'thing' (snowball, ender pearl, eye of ender or potion)
     */
    private EntityLivingBase thrower;
    private String throwerName;
    private int ticksInGround;
    private int ticksInAir;

    public EntityThrowable(World par1World)
    {
        super(par1World);
        this.setSize(0.25F, 0.25F);
    }

    protected void entityInit() {}

    @SideOnly(Side.CLIENT)

    /**
     * Checks if the entity is in range to render by using the past in distance and comparing it to its average edge
     * length * 64 * renderDistanceWeight Args: distance
     */
    public boolean isInRangeToRenderDist(double par1)
    {
        double d1 = this.boundingBox.getAverageEdgeLength() * 4.0D;
        d1 *= 64.0D;
        return par1 < d1 * d1;
    }

    public EntityThrowable(World par1World, EntityLivingBase par2EntityLivingBase)
    {
        super(par1World);
        this.thrower = par2EntityLivingBase;
        this.setSize(0.25F, 0.25F);
        this.setLocationAndAngles(par2EntityLivingBase.posX, par2EntityLivingBase.posY + (double)par2EntityLivingBase.getEyeHeight(), par2EntityLivingBase.posZ, par2EntityLivingBase.rotationYaw, par2EntityLivingBase.rotationPitch);
        this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
        this.posY -= 0.10000000149011612D;
        this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
        this.setPosition(this.posX, this.posY, this.posZ);
        this.yOffset = 0.0F;
        float f = 0.4F;
        this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI) * f);
        this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI) * f);
        this.motionY = (double)(-MathHelper.sin((this.rotationPitch + this.func_70183_g()) / 180.0F * (float)Math.PI) * f);
        this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, this.func_70182_d(), 1.0F);
    }

    public EntityThrowable(World par1World, double par2, double par4, double par6)
    {
        super(par1World);
        this.ticksInGround = 0;
        this.setSize(0.25F, 0.25F);
        this.setPosition(par2, par4, par6);
        this.yOffset = 0.0F;
    }

    protected float func_70182_d()
    {
        return 1.5F;
    }

    protected float func_70183_g()
    {
        return 0.0F;
    }

    /**
     * Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction.
     */
    public void setThrowableHeading(double par1, double par3, double par5, float par7, float par8)
    {
        float f2 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5);
        par1 /= (double)f2;
        par3 /= (double)f2;
        par5 /= (double)f2;
        par1 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
        par3 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
        par5 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
        par1 *= (double)par7;
        par3 *= (double)par7;
        par5 *= (double)par7;
        this.motionX = par1;
        this.motionY = par3;
        this.motionZ = par5;
        float f3 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
        this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
        this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)f3) * 180.0D / Math.PI);
        this.ticksInGround = 0;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Sets the velocity to the args. Args: x, y, z
     */
    public void setVelocity(double par1, double par3, double par5)
    {
    	
        this.motionX = par1;
        this.motionY = par3;
        this.motionZ = par5;

        if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
        {
            float f = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
            this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
            this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)f) * 180.0D / Math.PI);
        }
    }

    /**
     * Called to update the entity's position/logic.
     */
    public void onUpdate()
    {
        this.lastTickPosX = this.posX;
        this.lastTickPosY = this.posY;
        this.lastTickPosZ = this.posZ;
        super.onUpdate();

        if (this.throwableShake > 0)
        {
            --this.throwableShake;
        }

        if (this.inGround)
        {
            int i = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);

            if (i == this.inTile)
            {
                ++this.ticksInGround;

                if (this.ticksInGround == 1200)
                {
                    this.setDead();
                }

                return;
            }

            this.inGround = false;
            this.motionX *= (double)(this.rand.nextFloat() * 0.2F);
            this.motionY *= (double)(this.rand.nextFloat() * 0.2F);
            this.motionZ *= (double)(this.rand.nextFloat() * 0.2F);
            this.ticksInGround = 0;
            this.ticksInAir = 0;
        }
        else
        {
            ++this.ticksInAir;
        }

        Vec3 vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
        Vec3 vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
        MovingObjectPosition movingobjectposition = this.worldObj.clip(vec3, vec31);
        vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
        vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);

        if (movingobjectposition != null)
        {
            vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord);
        }

        if (!this.worldObj.isRemote)
        {
            Entity entity = null;
            List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D));
            double d0 = 0.0D;
            EntityLivingBase entitylivingbase = this.getThrower();

            for (int j = 0; j < list.size(); ++j)
            {
                Entity entity1 = (Entity)list.get(j);

                if (entity1.canBeCollidedWith() && (entity1 != entitylivingbase || this.ticksInAir >= 5))
                {
                    float f = 0.3F;
                    AxisAlignedBB axisalignedbb = entity1.boundingBox.expand((double)f, (double)f, (double)f);
                    MovingObjectPosition movingobjectposition1 = axisalignedbb.calculateIntercept(vec3, vec31);

                    if (movingobjectposition1 != null)
                    {
                        double d1 = vec3.distanceTo(movingobjectposition1.hitVec);

                        if (d1 < d0 || d0 == 0.0D)
                        {
                            entity = entity1;
                            d0 = d1;
                        }
                    }
                }
            }

            if (entity != null)
            {
                movingobjectposition = new MovingObjectPosition(entity);
            }
        }

        if (movingobjectposition != null)
        {
            if (movingobjectposition.typeOfHit == EnumMovingObjectType.TILE && this.worldObj.getBlockId(movingobjectposition.blockX, movingobjectposition.blockY, movingobjectposition.blockZ) == Block.portal.blockID)
            {
                this.setInPortal();
            }
            else
            {
                this.onImpact(movingobjectposition);
            }
        }

        this.posX += this.motionX;
        this.posY += this.motionY;
        this.posZ += this.motionZ;
        float f1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
        this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);

        for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f1) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
        {
            ;
        }

        while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
        {
            this.prevRotationPitch += 360.0F;
        }

        while (this.rotationYaw - this.prevRotationYaw < -180.0F)
        {
            this.prevRotationYaw -= 360.0F;
        }

        while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
        {
            this.prevRotationYaw += 360.0F;
        }

        this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
        this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
        float f2 = 0.99F;
        float f3 = this.getGravityVelocity();

        if (this.isInWater())
        {
            for (int k = 0; k < 4; ++k)
            {
                float f4 = 0.25F;
                this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)f4, this.posY - this.motionY * (double)f4, this.posZ - this.motionZ * (double)f4, this.motionX, this.motionY, this.motionZ);
            }

            f2 = 0.8F;
        }

        this.motionX *= (double)f2;
        this.motionY *= (double)f2;
        this.motionZ *= (double)f2;
        this.motionY -= (double)f3;
        this.setPosition(this.posX, this.posY, this.posZ);
    }

    /**
     * Gets the amount of gravity to apply to the thrown entity with each tick.
     */
    protected float getGravityVelocity()
    {
        return Stats.RANGE;
    }

    /**
     * Called when this EntityThrowable hits a block or entity.
     */
    protected abstract void onImpact(MovingObjectPosition movingobjectposition);

    /**
     * (abstract) Protected helper method to write subclass entity data to NBT.
     */
    public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
    {
        par1NBTTagCompound.setShort("xTile", (short)this.xTile);
        par1NBTTagCompound.setShort("yTile", (short)this.yTile);
        par1NBTTagCompound.setShort("zTile", (short)this.zTile);
        par1NBTTagCompound.setByte("inTile", (byte)this.inTile);
        par1NBTTagCompound.setByte("shake", (byte)this.throwableShake);
        par1NBTTagCompound.setByte("inGround", (byte)(this.inGround ? 1 : 0));

        if ((this.throwerName == null || this.throwerName.length() == 0) && this.thrower != null && this.thrower instanceof EntityPlayer)
        {
            this.throwerName = this.thrower.getEntityName();
        }

        par1NBTTagCompound.setString("ownerName", this.throwerName == null ? "" : this.throwerName);
    }

    /**
     * (abstract) Protected helper method to read subclass entity data from NBT.
     */
    public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
    {
        this.xTile = par1NBTTagCompound.getShort("xTile");
        this.yTile = par1NBTTagCompound.getShort("yTile");
        this.zTile = par1NBTTagCompound.getShort("zTile");
        this.inTile = par1NBTTagCompound.getByte("inTile") & 255;
        this.throwableShake = par1NBTTagCompound.getByte("shake") & 255;
        this.inGround = par1NBTTagCompound.getByte("inGround") == 1;
        this.throwerName = par1NBTTagCompound.getString("ownerName");

        if (this.throwerName != null && this.throwerName.length() == 0)
        {
            this.throwerName = null;
        }
    }

    @SideOnly(Side.CLIENT)
    public float getShadowSize()
    {
        return 0.0F;
    }

    public EntityLivingBase getThrower()
    {
        if (this.thrower == null && this.throwerName != null && this.throwerName.length() > 0)
        {
            this.thrower = this.worldObj.getPlayerEntityByName(this.throwerName);
        }

        return this.thrower;
    }
}

 

Also my ItemTear.class:

package tbos.items;

import java.util.List;

import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
import tbos.TheBindingOfSteve;
import tbos.entity.projectile.EntityTear;
import tbos.player.Stats;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class ItemTear extends Item {

public ItemTear(int id) {
	super(id);
	setCreativeTab(TheBindingOfSteve.CustomCreativeTab);
	setMaxStackSize(1);
	setUnlocalizedName(ItemInfo.TEAR_UNLOCALIZED_NAME);

}

public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4)
{
par3List.add("Damage = " + Stats.DAMAGECOUNTER);
par3List.add("Range = " + Stats.RANGECOUNTER);
}

@Override
public boolean func_111207_a(ItemStack itemstack, EntityPlayer player, EntityLivingBase target) {


	return false;
}

@Override
@SideOnly(Side.CLIENT)
public void registerIcons(IconRegister register) {
	itemIcon = register.registerIcon(ItemInfo.TEXTURE_LOCATION + ":" + ItemInfo.TEAR_ICON);
}


public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
    if (!par3EntityPlayer.capabilities.isCreativeMode)
    {
        //--par1ItemStack.stackSize;
    }

    par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));

    if (!par2World.isRemote)
    {
        par2World.spawnEntityInWorld(new EntityTear(par2World, par3EntityPlayer));
    }

    return par1ItemStack;
}
}

 

Secondly, I'm looking for a way to increase or decrease the player walking speed and maybe possibly stop the player from being able to run. If I can't stop the player running, maybe also limit the running speed. If anyone has any ideas about any of these issues, I would greatly appreciate some help. Many thanks, Tom.

 

 

 

Link to post
Share on other sites

Secondly, I'm looking for a way to increase or decrease the player walking speed and maybe possibly stop the player from being able to run. If I can't stop the player running, maybe also limit the running speed. If anyone has any ideas about any of these issues, I would greatly appreciate some help. Many thanks, Tom.

 

I don't have any useful input about the projectile rate yet (hopefully that changes when I get to the "Skeleton Machinegun" part of my "Ultrasoftcore" mod project), but after reading your second question, I took a look at the code for the soul sand block. It's not much, but it might give you a starting point.

 

public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)

    {

        par5Entity.motionX *= 0.4D;

        par5Entity.motionZ *= 0.4D;

    }

}

Link to post
Share on other sites

Secondly, I'm looking for a way to increase or decrease the player walking speed and maybe possibly stop the player from being able to run. If I can't stop the player running, maybe also limit the running speed. If anyone has any ideas about any of these issues, I would greatly appreciate some help. Many thanks, Tom.

 

I don't have any useful input about the projectile rate yet (hopefully that changes when I get to the "Skeleton Machinegun" part of my "Ultrasoftcore" mod project), but after reading your second question, I took a look at the code for the soul sand block. It's not much, but it might give you a starting point.

 

public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)

    {

        par5Entity.motionX *= 0.4D;

        par5Entity.motionZ *= 0.4D;

    }

}

 

Thanks! I have successfully got the speed variables working!

 

Override:

/**
     * How long it takes to use or consume an item
     */
    public int getMaxItemUseDuration(ItemStack par1ItemStack)
    {
        return 0;//change that
    }

 

Can you maybe explain what I have to change that to? If so, I think it may work!

I added that code to my ItemTear.class and changed 'return 0;' to 'return 32' but it doesn't seem to change anything, any idea what's wrong?

Link to post
Share on other sites

Then we set the item in use on right click.

@Override
public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer entityPlayer)
{
        entityPlayer.setItemInUse(stack, this.getMaxItemUseDuration(stack));
        return stack;
}

Then

@Override
public void onPlayerStoppedUsing(ItemStack stack, World world, EntityPlayer entityPlayer, int amountUsed)
{
//do things...
if (!world.isRemote)
    {
        world.spawnEntityInWorld(new EntityTear(world, entityPlayer));
    }
}

Link to post
Share on other sites

Then we set the item in use on right click.

@Override
public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer entityPlayer)
{
        entityPlayer.setItemInUse(stack, this.getMaxItemUseDuration(stack));
        return stack;
}

Then

@Override
public void onPlayerStoppedUsing(ItemStack stack, World world, EntityPlayer entityPlayer, int amountUsed)
{
//do things...
if (!world.isRemote)
    {
        world.spawnEntityInWorld(new EntityTear(world, entityPlayer));
    }
}

 

That doesn't seem to do what I want it to do :/ What I want is for when the player hold right click, it constantly fires the projectile but with a certain delay in-between each fire. With the code you suggested, when holding right click, it doesn't fire a projectile. I might have added the code wrong, so again, any help would be appreciated.

Link to post
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.

Guest
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 Privacy Policy.