Jump to content

[1.8] Custom entity movement


spongieDev01

Recommended Posts

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!

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

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.

Announcements



×
×
  • Create New...

Important Information

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