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[1.19.4] Ranged attack accuracy


Feroov

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I have a flying mob that basically moves like a ghast, I have a custom projectile, it is a AbstractArrow type not fireball, well my accuracy is not quite there yet, on some distances, it is perfectly accurate and on some distances inaccurate, this is my current attack goal:

 

    public static class RaybeamAttackGoal extends Goal
    {
        private final Celestroid mob;
        private final Celestroid rangedAttackMob;
        @Nullable
        private LivingEntity target;
        private int attackTime = -1;
        private int seeTime;
        private final int statecheck;
        private final double attackIntervalMin, attackIntervalMax, speedModifier;
        private final float attackRadius, attackRadiusSqr;

        public RaybeamAttackGoal(Celestroid celestroid, double speedIn, double dpsIn, float rangeIn, int state)
        {
            this(celestroid, speedIn, dpsIn, dpsIn, rangeIn, state);
        }

        public RaybeamAttackGoal(Celestroid gunswine, double speedIn, double atckIntervalMin, double atckIntervalMax, float atckRadius, int state)
        {

              this.rangedAttackMob =  gunswine;
              this.mob =  gunswine;
              this.speedModifier = speedIn;
              this.attackIntervalMin = atckIntervalMin;
              this.attackIntervalMax = atckIntervalMax;
              this.attackRadius = atckRadius;
              this.attackRadiusSqr = atckRadius * atckRadius;
              this.statecheck = state;
              this.setFlags(EnumSet.of(Flag.MOVE, Flag.LOOK));
        }


        public boolean canUse()
        {
            LivingEntity livingentity = this.mob.getTarget();
            if (livingentity != null && livingentity.isAlive())
            {
                this.target = livingentity;
                return true;
            } else  { return false; }
        }

        public boolean canContinueToUse() { return this.canUse() || !this.mob.getNavigation().isDone(); }

        public void stop() {
            this.target = null;
            this.seeTime = 0;
            this.attackTime = -1;
        }

        public boolean requiresUpdateEveryTick() { return true; }

        public void tick()
        {
            double d0 = this.mob.distanceToSqr(this.target.getX(), this.target.getY(), this.target.getZ());
            boolean flag = this.mob.getSensing().hasLineOfSight(this.target);
            if (flag) {
                ++this.seeTime;
            } else {
                this.seeTime = 0;
            }

            if (!(d0 > (double)this.attackRadiusSqr) && this.seeTime >= 5) {
                this.mob.getNavigation().stop();
            } else {
                this.mob.getNavigation().moveTo(this.target, this.speedModifier);
            }

            this.mob.getLookControl().setLookAt(this.target, 30.0F, 30.0F);
            if (--this.attackTime == 0) {
                if (!flag) {
                    return;
                }

                float f = (float)Math.sqrt(d0) / this.attackRadius;
                float f1 = Mth.clamp(f, 0.1F, 1.0F);
                this.rangedAttackMob.performRangedAttack(this.target, f1);
                this.attackTime = Mth.floor(f * (float)(this.attackIntervalMax - this.attackIntervalMin) + (float)this.attackIntervalMin);
            } else if (this.attackTime < 0) {
                this.attackTime = Mth.floor(Mth.lerp(Math.sqrt(d0) / (double)this.attackRadius, (double)this.attackIntervalMin, (double)this.attackIntervalMax));
            }
        }
    }

    public void performRangedAttack(LivingEntity livingEntity, float p_32142_)
    {
        RaygunBeam beam = new RaygunBeam(this.level, this);
        double d0 = livingEntity.getX() - this.getX();
        double d1 = livingEntity.getY(-3.3333333333333333D) - beam.getY();
        double d2 = livingEntity.getZ() - this.getZ();
        double d3 = Math.sqrt(d0 * d0 + d2 * d2);
        beam.shoot(d0, d1 + d3 * (double)0.2F, d2, 1.6F,0f);
        this.playSound(SoundEventsSTLCON.RAYGUN_SHOOT.get(), 2.0F, 1.0F / (this.getRandom().nextFloat() * 0.4F + 0.8F));

        this.level.addFreshEntity(beam);
    }

 

What can I do or refactor so that the accuracy is basically like a fireball of the ghast, I tried actually creating a similar way of how ghast is made, so I did create before another projectile for testing purposes, which used same functionality as a fireball, then the accuracy was perfect as I wanted but obviously the projectile wouldn't do damage to the player. Thank you so much in advance cheers

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//From AbstractSkeleton.class
//shoot() method parameters (x,y,z,velocity,inaccuracy)
abstractarrow.shoot(d0, d1 + d3 * (double)0.2F, d2, 1.6F, (float)(14 - this.level.getDifficulty().getId() * 4));
  

as you see in the last parameter its adjusting the inaccuracy of the shoot from a hardcoded number subtracted by the current world difficulty * 4. Now if you set it to 0 and  it'll be accurate and increasing the velocity makes it deal more damage and is a factor in the trajectory of the arrow. I think what you are trying to compare are two different things, the arrow first of all has drop off which compared to a fireball does not drop off and keeps its velocity constant. I have pulled the code from the Vanilla Ghast and Fireball to show you what it does compared to the Arrow

 

This is the code the Ghast uses to shoot a fireball

if (this.chargeTime == 20) {
	double d1 = 4.0D;
    Vec3 vec3 = this.ghast.getViewVector(1.0F);
    double d2 = livingentity.getX() - (this.ghast.getX() + vec3.x * 4.0D);
    double d3 = livingentity.getY(0.5D) - (0.5D + this.ghast.getY(0.5D));
    double d4 = livingentity.getZ() - (this.ghast.getZ() + vec3.z * 4.0D);
    if (!this.ghast.isSilent()) {
    	level.levelEvent((Player)null, 1016, this.ghast.blockPosition(), 0);
    }

    LargeFireball largefireball = new LargeFireball(level, this.ghast, d2, d3, d4, this.ghast.getExplosionPower());
    largefireball.setPos(this.ghast.getX() + vec3.x * 4.0D, this.ghast.getY(0.5D) + 0.5D, largefireball.getZ() + vec3.z * 4.0D);
    level.addFreshEntity(largefireball);
	this.chargeTime = -40;
}

 

 

This is the AbstractHurtingProjectile.class code that calls when its spawned in the world

public void tick() {
      Entity entity = this.getOwner();
      if (this.level.isClientSide || (entity == null || !entity.isRemoved()) && this.level.hasChunkAt(this.blockPosition())) {
         super.tick();
         if (this.shouldBurn()) {
            this.setSecondsOnFire(1);
         }

         HitResult hitresult = ProjectileUtil.getHitResult(this, this::canHitEntity);
         if (hitresult.getType() != HitResult.Type.MISS && !net.minecraftforge.event.ForgeEventFactory.onProjectileImpact(this, hitresult)) {
            this.onHit(hitresult);
         }

         this.checkInsideBlocks();
         Vec3 vec3 = this.getDeltaMovement();
         double d0 = this.getX() + vec3.x;
         double d1 = this.getY() + vec3.y;
         double d2 = this.getZ() + vec3.z;
         ProjectileUtil.rotateTowardsMovement(this, 0.2F);
         float f = this.getInertia();
         if (this.isInWater()) {
            for(int i = 0; i < 4; ++i) {
               float f1 = 0.25F;
               this.level.addParticle(ParticleTypes.BUBBLE, d0 - vec3.x * 0.25D, d1 - vec3.y * 0.25D, d2 - vec3.z * 0.25D, vec3.x, vec3.y, vec3.z);
            }

            f = 0.8F;
         }

         this.setDeltaMovement(vec3.add(this.xPower, this.yPower, this.zPower).scale((double)f));
         this.level.addParticle(this.getTrailParticle(), d0, d1 + 0.5D, d2, 0.0D, 0.0D, 0.0D);
         this.setPos(d0, d1, d2);
      } else {
         this.discard();
      }
   }

 

AbstractArrow.class tick() method, the area in where it checks if a block was hit or not

if (this.inGround && !flag) {
         if (this.lastState != blockstate && this.shouldFall()) {
            this.startFalling();
         } else if (!this.level.isClientSide) {
            this.tickDespawn();
         }

         ++this.inGroundTime;
      }

ShouldFall check and StartFalling method

private boolean shouldFall() {
      return this.inGround && this.level.noCollision((new AABB(this.position(), this.position())).inflate(0.06D));
   }

   private void startFalling() {
      this.inGround = false;
      Vec3 vec3 = this.getDeltaMovement();
      this.setDeltaMovement(vec3.multiply((double)(this.random.nextFloat() * 0.2F), (double)(this.random.nextFloat() * 0.2F), (double)(this.random.nextFloat() * 0.2F)));
      this.life = 0;
   }

as you see the arrow is more complex in physics compared to the fireball, if you want it to be just as accurate as the fireball I think you would have to override a custom extended AbstractArrow or just outright make your own version of the AbstractArrow class

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1 hour ago, sFXprt said:

You also mentioned you made a similar projectile like the Ghast does what class did you derive it from AbstractHurtingProjectile or AbstractArrow? 

 

 

Like you mentioned how I could make my own AbstractArrow, I actually went on creating my own AbstractHurtingProjectile since I think the previous one I made the testing purpose one was AbstractArrow if I recall. Everything is working as intended now so, thank you so much for your time appreciate it, and yes I had some issues regarding where it shoots, so I copied/used over ghast as you mentioned ♥

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On 5/7/2023 at 3:20 AM, Feroov said:

 

 

Like you mentioned how I could make my own AbstractArrow, I actually went on creating my own AbstractHurtingProjectile since I think the previous one I made the testing purpose one was AbstractArrow if I recall. Everything is working as intended now so, thank you so much for your time appreciate it, and yes I had some issues regarding where it shoots, so I copied/used over ghast as you mentioned ♥

Nice glad to see you got it working man!

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