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Posted

Currently i want to make a reloadable gun. So when the player right click the empty gun it should be reloaded and then he can shoot again. For this mechanic there's no problem, except that i want the recharg not to be instant. So, for instance, i want that when the player right click the empty gun to reload it after 5 seconds he have the "filled" gun, so there is a delay of 5 seconds between a shot and another :) How can i do that? :)

If needs, this is the empty gun class

package com.konnor;

import java.util.List;
import java.util.Random;

import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.BlockPos;
import net.minecraft.util.EnumChatFormatting;
import net.minecraft.util.StatCollector;
import net.minecraft.world.World;

public class ItemEmptyGun extends ItemMod
{
private String support;
private String cane;

public ItemEmptyGun(String par1, String par2)
{
	super();
	this.support = "material." + par1;
	this.cane = "material." + par2;
	this.setMaxStackSize(1);
	this.setCreativeTab((CreativeTabs)null);
}

public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player)
{
	BlockPos pos = player.getPosition();
	Random rand = new Random();
	world.playSound((double)pos.getX(), (double)pos.getY(), (double)pos.getZ(), "connorkpt:reload", 0.2F + rand.nextFloat() * 0.2F, 0.9F + rand.nextFloat() * 0.15F, false);

	Item gun = null;
	if(this == ModItems.empty_oak_iron_hand_gun)
		gun = ModItems.oak_iron_hand_gun;
	else if(this == ModItems.empty_oak_gold_hand_gun)
		gun = ModItems.oak_gold_hand_gun;
	else if(this == ModItems.empty_oak_silver_hand_gun)
		gun = ModItems.oak_silver_hand_gun;
	else if(this == ModItems.empty_birch_iron_hand_gun)
		gun = ModItems.birch_iron_hand_gun;
	else if(this == ModItems.empty_birch_gold_hand_gun)
		gun = ModItems.birch_gold_hand_gun;
	else if(this == ModItems.empty_birch_silver_hand_gun)
		gun = ModItems.birch_silver_hand_gun;
	else if(this == ModItems.empty_dark_oak_iron_hand_gun)
		 gun = ModItems.dark_oak_iron_hand_gun;
	else if(this == ModItems.empty_dark_oak_gold_hand_gun)
		gun = ModItems.dark_oak_gold_hand_gun;
	else if(this == ModItems.empty_dark_oak_silver_hand_gun)
		gun = ModItems.dark_oak_silver_hand_gun;
	else if(this == ModItems.empty_oak_iron_gun)
		gun = ModItems.oak_iron_gun;
	else if(this == ModItems.empty_oak_gold_gun)
		gun = ModItems.oak_gold_gun;
	else if(this == ModItems.empty_oak_silver_gun)
		gun = ModItems.oak_silver_gun;
	else if(this == ModItems.empty_birch_iron_gun)
		gun = ModItems.birch_iron_gun;
	else if(this == ModItems.empty_birch_gold_gun)
		gun = ModItems.birch_gold_gun;
	else if(this == ModItems.empty_birch_silver_gun)
		gun = ModItems.birch_silver_gun;
	else if(this == ModItems.empty_dark_oak_iron_gun)
		gun = ModItems.dark_oak_iron_gun;
	else if(this == ModItems.empty_dark_oak_gold_gun)
		gun = ModItems.dark_oak_gold_gun;
	else if(this == ModItems.empty_dark_oak_silver_gun)
		gun = ModItems.dark_oak_silver_gun;
	else if(this == ModItems.empty_oak_iron_musket)
		gun = ModItems.oak_iron_musket;
	else if(this == ModItems.empty_oak_gold_musket)
		gun = ModItems.oak_gold_musket;
	else if(this == ModItems.empty_oak_silver_musket)
		gun = ModItems.oak_silver_musket;
	else if(this == ModItems.empty_birch_iron_musket)
		gun = ModItems.birch_iron_musket;
	else if(this == ModItems.empty_birch_gold_musket)
		gun = ModItems.birch_gold_musket;
	else if(this == ModItems.empty_birch_silver_musket)
		gun = ModItems.birch_silver_musket;
	else if(this == ModItems.empty_dark_oak_iron_musket)
		gun = ModItems.dark_oak_iron_musket;
	else if(this == ModItems.empty_dark_oak_gold_musket)
		gun = ModItems.dark_oak_gold_musket;
	else if(this == ModItems.empty_dark_oak_silver_musket)
		gun = ModItems.dark_oak_silver_musket;
	else if(this == ModItems.empty_rapier_gun)
		gun = ModItems.rapier_gun;
	else if(this == ModItems.empty_rifle_axe)
		gun = ModItems.rifle_axe;

	if(player.inventory.hasItem(ModItems.bullet) || player.capabilities.isCreativeMode)
	{
		player.setCurrentItemOrArmor(0, new ItemStack(gun));
	}

	return stack;
}

@Override
public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean Adva)
{
	EnumChatFormatting chat;
	EnumChatFormatting chat2;
	if(this.support.equals("material.oak"))
		chat = EnumChatFormatting.YELLOW;
	else if(this.support.equals("material.birch"))
		chat = EnumChatFormatting.WHITE;
	else
		chat = EnumChatFormatting.GRAY;
	if(this.cane.equals("material.gold"))
		chat2 = EnumChatFormatting.YELLOW;
	else if(this.cane.equals("material.silver"))
		chat2 = EnumChatFormatting.WHITE;
	else
		chat2 = EnumChatFormatting.GRAY;
	if(this != ModItems.empty_rapier_gun && this != ModItems.empty_rifle_axe)
	{			
		list.add(StatCollector.translateToLocal("support.name") + ": "  + chat + StatCollector.translateToLocal(support));
		list.add(StatCollector.translateToLocal("material.name") + ": "  + chat2 + StatCollector.translateToLocal(cane));
	}
}
}

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted

To make a delay, use tick countdown.

Whenever gun shot, on filled gun itemstack add nbt int with value of countdown in ticks.

Then, each tick, filled gun dicreases countdown by 1 and when it reaches 0, it replaces itself with gun ready to shoot.

 

For ticking, use

Item.onUpdate[code].
Posted

I've tried but that way the reload mechanic always activates after the shot. What i want to do is that the player has to right click the item to reload, and so then the delay should start :/

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted

I've figured it out by doing this in the empty gun class

package com.konnor;

import java.util.List;
import java.util.Random;

import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.BlockPos;
import net.minecraft.util.EnumChatFormatting;
import net.minecraft.util.StatCollector;
import net.minecraft.world.World;

public class ItemEmptyGun extends ItemMod
{
private String support;
private String cane;

private boolean ready = false;
private boolean reload = false;
public ItemEmptyGun(String par1, String par2)
{
	super();
	this.support = "material." + par1;
	this.cane = "material." + par2;
	this.setMaxStackSize(1);
	this.setCreativeTab((CreativeTabs)null);
}

public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player)
{


	if(player.inventory.hasItem(ModItems.bullet) || player.capabilities.isCreativeMode)
	{
		reload = true;
	}

	return stack;
}

@Override
public void onUpdate(ItemStack stack, World worldIn, net.minecraft.entity.Entity entityIn, int itemSlot, boolean isSelected) 
{
	if(stack.getTagCompound() != null && reload)
	{
		BlockPos pos = ((EntityPlayer)entityIn).getPosition();
		Random rand = new Random();
		int current_delay = stack.getTagCompound().getInteger("delay")-1;

		if(current_delay == 0)
		{
			worldIn.playSound((double)pos.getX(), (double)pos.getY(), (double)pos.getZ(), "connorkpt:reload", 0.2F + rand.nextFloat() * 0.2F, 0.9F + rand.nextFloat() * 0.15F, false);
			Item gun = null;
			if(this == ModItems.empty_oak_iron_hand_gun)
				gun = ModItems.oak_iron_hand_gun;
			else if(this == ModItems.empty_oak_gold_hand_gun)
				gun = ModItems.oak_gold_hand_gun;
			else if(this == ModItems.empty_oak_silver_hand_gun)
				gun = ModItems.oak_silver_hand_gun;
			else if(this == ModItems.empty_birch_iron_hand_gun)
				gun = ModItems.birch_iron_hand_gun;
			else if(this == ModItems.empty_birch_gold_hand_gun)
				gun = ModItems.birch_gold_hand_gun;
			else if(this == ModItems.empty_birch_silver_hand_gun)
				gun = ModItems.birch_silver_hand_gun;
			else if(this == ModItems.empty_dark_oak_iron_hand_gun)
				 gun = ModItems.dark_oak_iron_hand_gun;
			else if(this == ModItems.empty_dark_oak_gold_hand_gun)
				gun = ModItems.dark_oak_gold_hand_gun;
			else if(this == ModItems.empty_dark_oak_silver_hand_gun)
				gun = ModItems.dark_oak_silver_hand_gun;
			else if(this == ModItems.empty_oak_iron_gun)
				gun = ModItems.oak_iron_gun;
			else if(this == ModItems.empty_oak_gold_gun)
				gun = ModItems.oak_gold_gun;
			else if(this == ModItems.empty_oak_silver_gun)
				gun = ModItems.oak_silver_gun;
			else if(this == ModItems.empty_birch_iron_gun)
				gun = ModItems.birch_iron_gun;
			else if(this == ModItems.empty_birch_gold_gun)
				gun = ModItems.birch_gold_gun;
			else if(this == ModItems.empty_birch_silver_gun)
				gun = ModItems.birch_silver_gun;
			else if(this == ModItems.empty_dark_oak_iron_gun)
				gun = ModItems.dark_oak_iron_gun;
			else if(this == ModItems.empty_dark_oak_gold_gun)
				gun = ModItems.dark_oak_gold_gun;
			else if(this == ModItems.empty_dark_oak_silver_gun)
				gun = ModItems.dark_oak_silver_gun;
			else if(this == ModItems.empty_oak_iron_musket)
				gun = ModItems.oak_iron_musket;
			else if(this == ModItems.empty_oak_gold_musket)
				gun = ModItems.oak_gold_musket;
			else if(this == ModItems.empty_oak_silver_musket)
				gun = ModItems.oak_silver_musket;
			else if(this == ModItems.empty_birch_iron_musket)
				gun = ModItems.birch_iron_musket;
			else if(this == ModItems.empty_birch_gold_musket)
				gun = ModItems.birch_gold_musket;
			else if(this == ModItems.empty_birch_silver_musket)
				gun = ModItems.birch_silver_musket;
			else if(this == ModItems.empty_dark_oak_iron_musket)
				gun = ModItems.dark_oak_iron_musket;
			else if(this == ModItems.empty_dark_oak_gold_musket)
				gun = ModItems.dark_oak_gold_musket;
			else if(this == ModItems.empty_dark_oak_silver_musket)
				gun = ModItems.dark_oak_silver_musket;
			else if(this == ModItems.empty_rapier_gun)
				gun = ModItems.rapier_gun;
			else if(this == ModItems.empty_rifle_axe)
				gun = ModItems.rifle_axe;
			((EntityPlayer)entityIn).setCurrentItemOrArmor(0, new ItemStack(gun));
			reload = false;
		}

		else
			stack.getTagCompound().setInteger("delay", current_delay);
	}
};

@Override
public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean Adva)
{
	EnumChatFormatting chat;
	EnumChatFormatting chat2;
	if(this.support.equals("material.oak"))
		chat = EnumChatFormatting.YELLOW;
	else if(this.support.equals("material.birch"))
		chat = EnumChatFormatting.WHITE;
	else
		chat = EnumChatFormatting.GRAY;
	if(this.cane.equals("material.gold"))
		chat2 = EnumChatFormatting.YELLOW;
	else if(this.cane.equals("material.silver"))
		chat2 = EnumChatFormatting.WHITE;
	else
		chat2 = EnumChatFormatting.GRAY;
	if(this != ModItems.empty_rapier_gun && this != ModItems.empty_rifle_axe)
	{			
		list.add(StatCollector.translateToLocal("support.name") + ": "  + chat + StatCollector.translateToLocal(support));
		list.add(StatCollector.translateToLocal("material.name") + ": "  + chat2 + StatCollector.translateToLocal(cane));
	}
}
}

 

And this in the filled gun class

package com.konnor;

import java.util.List;
import java.util.Random;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.BlockPos;
import net.minecraft.util.EnumChatFormatting;
import net.minecraft.util.StatCollector;
import net.minecraft.world.World;

public class ItemGun extends ItemMod
{
private String support;
private String cane;

public ItemGun(String par1, String par2)
{
	super();
	this.support = "material." + par1;
	this.cane = "material." + par2;
	this.setMaxStackSize(1);
}

public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player)
{
	BlockPos pos = player.getPosition();
	Random rand = new Random();
	if(player.inventory.hasItem(ModItems.bullet) || player.capabilities.isCreativeMode)
	{
		if(!player.capabilities.isCreativeMode)
			player.inventory.consumeInventoryItem(ModItems.bullet);

		if (!world.isRemote)
		{
			world.spawnEntityInWorld(new EntityBullet(world, player));
		}
		world.playSound((double)pos.getX(), (double)pos.getY(), (double)pos.getZ(), "connorkpt:gun", 0.2F + rand.nextFloat() * 0.2F, 0.9F + rand.nextFloat() * 0.15F, false);



	Item gun = null;
	if(this == ModItems.oak_iron_hand_gun)
		gun = ModItems.empty_oak_iron_hand_gun;
	else if(this == ModItems.oak_gold_hand_gun)
		gun = ModItems.empty_oak_gold_hand_gun;
	else if(this == ModItems.oak_silver_hand_gun)
		gun = ModItems.empty_oak_silver_hand_gun;
	else if(this == ModItems.birch_iron_hand_gun)
		gun = ModItems.empty_birch_iron_hand_gun;
	else if(this == ModItems.birch_gold_hand_gun)
		gun = ModItems.empty_birch_gold_hand_gun;
	else if(this == ModItems.birch_silver_hand_gun)
		gun = ModItems.empty_birch_silver_hand_gun;
	else if(this == ModItems.dark_oak_iron_hand_gun)
		 gun = ModItems.empty_dark_oak_iron_hand_gun;
	else if(this == ModItems.dark_oak_gold_hand_gun)
		gun = ModItems.empty_dark_oak_gold_hand_gun;
	else if(this == ModItems.dark_oak_silver_hand_gun)
		gun = ModItems.empty_dark_oak_silver_hand_gun;
	else if(this == ModItems.oak_iron_gun)
		gun = ModItems.empty_oak_iron_gun;
	else if(this == ModItems.oak_gold_gun)
		gun = ModItems.empty_oak_gold_gun;
	else if(this == ModItems.oak_silver_gun)
		gun = ModItems.empty_oak_silver_gun;
	else if(this == ModItems.birch_iron_gun)
		gun = ModItems.empty_birch_iron_gun;
	else if(this == ModItems.birch_gold_gun)
		gun = ModItems.empty_birch_gold_gun;
	else if(this == ModItems.birch_silver_gun)
		gun = ModItems.empty_birch_silver_gun;
	else if(this == ModItems.dark_oak_iron_gun)
		gun = ModItems.empty_dark_oak_iron_gun;
	else if(this == ModItems.dark_oak_gold_gun)
		gun = ModItems.empty_dark_oak_gold_gun;
	else if(this == ModItems.dark_oak_silver_gun)
		gun = ModItems.empty_dark_oak_silver_gun;
	else if(this == ModItems.oak_iron_musket)
		gun = ModItems.empty_oak_iron_musket;
	else if(this == ModItems.oak_gold_musket)
		gun = ModItems.empty_oak_gold_musket;
	else if(this == ModItems.oak_silver_musket)
		gun = ModItems.empty_oak_silver_musket;
	else if(this == ModItems.birch_iron_musket)
		gun = ModItems.empty_birch_iron_musket;
	else if(this == ModItems.birch_gold_musket)
		gun = ModItems.empty_birch_gold_musket;
	else if(this == ModItems.birch_silver_musket)
		gun = ModItems.empty_birch_silver_musket;
	else if(this == ModItems.dark_oak_iron_musket)
		gun = ModItems.empty_dark_oak_iron_musket;
	else if(this == ModItems.dark_oak_gold_musket)
		gun = ModItems.empty_dark_oak_gold_musket;
	else if(this == ModItems.dark_oak_silver_musket)
		gun = ModItems.empty_dark_oak_silver_musket;
	else if(this == ModItems.rapier_gun)
		gun = ModItems.empty_rapier_gun;
	else if(this == ModItems.rifle_axe)
		gun = ModItems.empty_rifle_axe;

	ItemStack item = new ItemStack(gun);
	NBTTagCompound nbttagcompound = new NBTTagCompound();
        nbttagcompound.setInteger("delay", 50);
        item.setTagCompound(nbttagcompound);
        
	player.setCurrentItemOrArmor(0, item);
}
	return stack;
}

@Override
public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean Adva)
{
	EnumChatFormatting chat;
	EnumChatFormatting chat2;
	if(this.support.equals("material.oak"))
		chat = EnumChatFormatting.YELLOW;
	else if(this.support.equals("material.birch"))
		chat = EnumChatFormatting.WHITE;
	else
		chat = EnumChatFormatting.GRAY;
	if(this.cane.equals("material.gold"))
		chat2 = EnumChatFormatting.YELLOW;
	else if(this.cane.equals("material.silver"))
		chat2 = EnumChatFormatting.WHITE;
	else
		chat2 = EnumChatFormatting.GRAY;
	if(this != ModItems.rapier_gun && this != ModItems.rifle_axe)
	{			
		list.add(StatCollector.translateToLocal("support.name") + ": "  + chat + StatCollector.translateToLocal(support));
		list.add(StatCollector.translateToLocal("material.name") + ": "  + chat2 + StatCollector.translateToLocal(cane));
	}
}
}

 

But now i got 2 problems:

1. How to avoid the item flickering in hand while reloading?

2. Sometimes  i need to shoot 2 times before the gun it really shot :/

Here's how it works now, if i wait some ticks before shoot everything works fine, but if i shoot as soon as it reloads then the "2 shots problem" comes out :/

https://www.youtube.com/watch?v=McNFEBEDjz8&feature=youtu.be

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted

To avoid the "flickering" when reloading (which is due to Minecraft thinking that a change to the itemstack NBT means its actually a new stack) you need to store the time when the reload finishes rather than making a counter that counts down every tick.

 

So you would store "world.getWorldTime() + reloadSpeed" and then you'll compare the stored value with "world.getWorldTime()."  When world.getWorldTime() is greater than the stored value, the gun has reloaded.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Just for info: There's also a method that stops flickering that you could override (

shouldCauseReequipAnimation

) if using countdown way.

 

Is that new with 1.8?  Neat.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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    • Version 1.19 - Forge 41.0.63 I want to create a wolf entity that I can ride, so far it seems to be working, but the problem is that when I get on the wolf, I can’t control it. I then discovered that the issue is that the server doesn’t detect that I’m riding the wolf, so I’m struggling with synchronization. However, it seems to not be working properly. As I understand it, the server receives the packet but doesn’t register it correctly. I’m a bit new to Java, and I’ll try to provide all the relevant code and prints *The comments and prints are translated by chatgpt since they were originally in Spanish* Thank you very much in advance No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. MountableWolfEntity package com.vals.valscraft.entity; import com.vals.valscraft.network.MountSyncPacket; import com.vals.valscraft.network.NetworkHandler; import net.minecraft.client.Minecraft; import net.minecraft.network.syncher.EntityDataAccessor; import net.minecraft.network.syncher.EntityDataSerializers; import net.minecraft.network.syncher.SynchedEntityData; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.Mob; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.animal.Wolf; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.Entity; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; import net.minecraft.world.phys.Vec3; import net.minecraftforge.event.TickEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.network.PacketDistributor; public class MountableWolfEntity extends Wolf { private boolean hasSaddle; private static final EntityDataAccessor<Byte> DATA_ID_FLAGS = SynchedEntityData.defineId(MountableWolfEntity.class, EntityDataSerializers.BYTE); public MountableWolfEntity(EntityType<? extends Wolf> type, Level level) { super(type, level); this.hasSaddle = false; } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(DATA_ID_FLAGS, (byte)0); } public static AttributeSupplier.Builder createAttributes() { return Wolf.createAttributes() .add(Attributes.MAX_HEALTH, 20.0) .add(Attributes.MOVEMENT_SPEED, 0.3); } @Override public InteractionResult mobInteract(Player player, InteractionHand hand) { ItemStack itemstack = player.getItemInHand(hand); if (itemstack.getItem() == Items.SADDLE && !this.hasSaddle()) { if (!player.isCreative()) { itemstack.shrink(1); } this.setSaddle(true); return InteractionResult.SUCCESS; } else if (!level.isClientSide && this.hasSaddle()) { player.startRiding(this); MountSyncPacket packet = new MountSyncPacket(true); // 'true' means the player is mounted NetworkHandler.CHANNEL.sendToServer(packet); // Ensure the server handles the packet return InteractionResult.SUCCESS; } return InteractionResult.PASS; } @Override public void travel(Vec3 travelVector) { if (this.isVehicle() && this.getControllingPassenger() instanceof Player) { System.out.println("The wolf has a passenger."); System.out.println("The passenger is a player."); Player player = (Player) this.getControllingPassenger(); // Ensure the player is the controller this.setYRot(player.getYRot()); this.yRotO = this.getYRot(); this.setXRot(player.getXRot() * 0.5F); this.setRot(this.getYRot(), this.getXRot()); this.yBodyRot = this.getYRot(); this.yHeadRot = this.yBodyRot; float forward = player.zza; float strafe = player.xxa; if (forward <= 0.0F) { forward *= 0.25F; } this.flyingSpeed = this.getSpeed() * 0.1F; this.setSpeed((float) this.getAttributeValue(Attributes.MOVEMENT_SPEED) * 1.5F); this.setDeltaMovement(new Vec3(strafe, travelVector.y, forward).scale(this.getSpeed())); this.calculateEntityAnimation(this, false); } else { // The wolf does not have a passenger or the passenger is not a player System.out.println("No player is mounted, or the passenger is not a player."); super.travel(travelVector); } } public boolean hasSaddle() { return this.hasSaddle; } public void setSaddle(boolean hasSaddle) { this.hasSaddle = hasSaddle; } @Override protected void dropEquipment() { super.dropEquipment(); if (this.hasSaddle()) { this.spawnAtLocation(Items.SADDLE); this.setSaddle(false); } } @SubscribeEvent public static void onServerTick(TickEvent.ServerTickEvent event) { if (event.phase == TickEvent.Phase.START) { MinecraftServer server = net.minecraftforge.server.ServerLifecycleHooks.getCurrentServer(); if (server != null) { for (ServerPlayer player : server.getPlayerList().getPlayers()) { if (player.isPassenger() && player.getVehicle() instanceof MountableWolfEntity) { MountableWolfEntity wolf = (MountableWolfEntity) player.getVehicle(); System.out.println("Tick: " + player.getName().getString() + " is correctly mounted on " + wolf); } } } } } private boolean lastMountedState = false; @Override public void tick() { super.tick(); if (!this.level.isClientSide) { // Only on the server boolean isMounted = this.isVehicle() && this.getControllingPassenger() instanceof Player; // Only print if the state changed if (isMounted != lastMountedState) { if (isMounted) { Player player = (Player) this.getControllingPassenger(); // Verify the passenger is a player System.out.println("Server: Player " + player.getName().getString() + " is now mounted."); } else { System.out.println("Server: The wolf no longer has a passenger."); } lastMountedState = isMounted; } } } @Override public void addPassenger(Entity passenger) { super.addPassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(true)); } } } @Override public void removePassenger(Entity passenger) { super.removePassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is no longer mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(false)); } } } @Override public boolean isControlledByLocalInstance() { Entity entity = this.getControllingPassenger(); return entity instanceof Player; } @Override public void positionRider(Entity passenger) { if (this.hasPassenger(passenger)) { double xOffset = Math.cos(Math.toRadians(this.getYRot() + 90)) * 0.4; double zOffset = Math.sin(Math.toRadians(this.getYRot() + 90)) * 0.4; passenger.setPos(this.getX() + xOffset, this.getY() + this.getPassengersRidingOffset() + passenger.getMyRidingOffset(), this.getZ() + zOffset); } } } MountSyncPacket package com.vals.valscraft.network; import com.vals.valscraft.entity.MountableWolfEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.server.level.ServerLevel; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.player.Player; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class MountSyncPacket { private final boolean isMounted; public MountSyncPacket(boolean isMounted) { this.isMounted = isMounted; } public void encode(FriendlyByteBuf buffer) { buffer.writeBoolean(isMounted); } public static MountSyncPacket decode(FriendlyByteBuf buffer) { return new MountSyncPacket(buffer.readBoolean()); } public void handle(NetworkEvent.Context context) { context.enqueueWork(() -> { ServerPlayer player = context.getSender(); // Get the player from the context if (player != null) { // Verifies if the player has dismounted if (!isMounted) { Entity vehicle = player.getVehicle(); if (vehicle instanceof MountableWolfEntity wolf) { // Logic to remove the player as a passenger wolf.removePassenger(player); System.out.println("Server: Player " + player.getName().getString() + " is no longer mounted."); } } } }); context.setPacketHandled(true); // Marks the packet as handled } } networkHandler package com.vals.valscraft.network; import com.vals.valscraft.valscraft; import net.minecraft.resources.ResourceLocation; import net.minecraftforge.network.NetworkRegistry; import net.minecraftforge.network.simple.SimpleChannel; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class NetworkHandler { private static final String PROTOCOL_VERSION = "1"; public static final SimpleChannel CHANNEL = NetworkRegistry.newSimpleChannel( new ResourceLocation(valscraft.MODID, "main"), () -> PROTOCOL_VERSION, PROTOCOL_VERSION::equals, PROTOCOL_VERSION::equals ); public static void init() { int packetId = 0; // Register the mount synchronization packet CHANNEL.registerMessage( packetId++, MountSyncPacket.class, MountSyncPacket::encode, MountSyncPacket::decode, (msg, context) -> msg.handle(context.get()) // Get the context with context.get() ); } }  
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