Jump to content

Recommended Posts

Posted

Hello,

 

I am trying to create a vehicle entity. I am not sure what the best way to do the movement is though. Right now I'm using trigonometry to move it based on its yaw. I am then multiplying it by a speed variable, so that the speed can be controlled:

cart.moveEntity(Math.sin(Math.toRadians(yaw))*-this.speed, 0, Math.cos(Math.toRadians(yaw))*this.speed);

This works great... on singleplayer. For it to work on multiplayer, I started programming packets and setup a Data Watcher to sync the speed variable. I was then thinking, now that all the clients have the speed variable (and of course the yaw as well), the clients should calculate the movement themselves so that there's less lag. I removed the

if(!worldObj.isRemote)

check so that it would also be run on the client, except that now it's lagging even more. It seems like the problem is that the server still keeps sending position updates to the client. The client receives these a bit later though. The result: The vehicle keeps getting teleported back to where it was a moment ago. -> More Lag!

 

It would be great if anyone could help me solve this.

Thank you in advance!

Posted

You should provide full code.

 

As to problem - you need to make sure client and server movement are equal. Most likely they are not, thus lagging. Can't really say more without code.

 

EDIT

Btw. why not look at vanilla's rideable?

1.7.10 is no longer supported by forge, you are on your own.

Posted

Entity class:

public abstract class EntityTrainBase extends Entity {

public float speed = 0;
public int connectedTrain = -1;

public EntityTrainBase(World world) {
	super(world);
}

@Override
public void entityInit() {
	this.preventEntitySpawning = false;
	this.setSize(2F, 2F);

	DataWatcher dw = this.getDataWatcher();
	dw.addObject(20, speed);
	dw.addObject(21, connectedTrain);
}

@Override
public abstract double getMountedYOffset();
public abstract float getCartLength();
public abstract float getMaxSpeed();
public abstract boolean isDriver();
    
@Override
public boolean canBeCollidedWith() {
	return true;
}

@Override
public void onEntityUpdate() {
	super.onEntityUpdate();
	//if(worldObj.isRemote) {
		if(riddenByEntity != null && riddenByEntity instanceof EntityPlayer) {
			EntityPlayer player = (EntityPlayer) riddenByEntity;
			this.speed = this.getDataWatcher().getWatchableObjectFloat(20) + player.moveForward * .01f;
			this.speed = Math.min(this.speed, this.getMaxSpeed());
			this.speed = Math.max(this.speed, 0);
			this.getDataWatcher().updateObject(20, this.speed);
		}
	//}

	moveCart(speed, this);
}

public void moveCart(float sp, EntityTrainBase cart) {
	if(!(worldObj.getBlockState(cart.getPosition()).getBlock() instanceof BlockRail)) {return;}
	EnumRailDirection rd = (EnumRailDirection) worldObj.getBlockState(cart.getPosition()).getValue(BlockRail.SHAPE);
	float yaw = cart.rotationYaw;

	int y1 = (int) (RailHelper.getYaw1(rd));
	int y2 = (int) (RailHelper.getYaw2(rd));

	if(MathHelper.angleDistance(yaw, y1) < MathHelper.angleDistance(yaw, y2))
		yaw = y1;
	else
		yaw = y2;

	if(riddenByEntity != null && riddenByEntity instanceof EntityPlayer)
		cart.riddenByEntity.rotationYaw += net.minecraft.util.MathHelper.wrapAngleTo180_float(yaw)-cart.rotationYaw;

	cart.rotationYaw = net.minecraft.util.MathHelper.wrapAngleTo180_float(yaw);

	cart.speed = cart.getDataWatcher().getWatchableObjectFloat(20);

	cart.moveEntity(Math.sin(Math.toRadians(yaw))*-cart.speed, 0, Math.cos(Math.toRadians(yaw))*cart.speed);
	//cart.setPositionAndUpdate(cart.posX + Math.sin(Math.toRadians(yaw))*-cart.speed, cart.posY, cart.posZ + Math.cos(Math.toRadians(yaw))*cart.speed);
}

@Override
public boolean interactFirst(EntityPlayer player) {
	if(player.inventory.getCurrentItem() != null && player.inventory.getCurrentItem().isItemEqual(new ItemStack(ModItems.coupler))) {
		((ItemCoupler) ModItems.coupler).interactTrain(player.inventory.getCurrentItem(), player, this);
	} else if(!this.worldObj.isRemote) {
		if(this.riddenByEntity == null || player.ridingEntity == null) {
			player.mountEntity(this);
		}
	}
	return true;
}
}

 

I looked at both the horse and minecart classes and it looks like they use motionX / motionY / motionZ variables. I tried setting those variables instead already but the entity didn't move.

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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello , when I try to launch the forge installer it just crash with a message for 0,5 secondes. I'm using java 17 to launch it. Here's the link of the error :https://cdn.corenexis.com/view/?img=d/ma24/qs7u4U.jpg  
    • You will find the crash-report or log in your minecraft directory (crash-report or logs folder)
    • Use a modpack which is using these 2 mods as working base:   https://www.curseforge.com/minecraft/modpacks/life-in-the-village-3
    • inicie un mundo donde instale Croptopia y Farmer's Delight, entonces instale el addon Croptopia Delight pero no funciona. es la version 1.18.2
    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
  • Topics

×
×
  • Create New...

Important Information

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