Jump to content

Game Type Refactoring


Recommended Posts

At the moment game types are practically hard coded in via EnumGameType and GuiCreateWorld. The button cycling the game types doesn't even use EnumGameType. This make extremely hard to add your own game type. (see GuICreateWorld.java, line 281)


If maybe EnumGameType were to be refactored into an interface and the GuiCreateWorld were changed to be more maintainable it would allow for custom game types.


I think this would elegantly open the door way to some mods. For example, a game type such as "Zombie Survival" or "RPG", the player may not want their normal worlds to be constantly invaded by zombies, now they wouldn't have to worry because so long as the game type is not set to "Zombie Survival" they won't be bothered by the mod. Alternatively without the game type refactoring you would have to use a command to be able to start zombie survival or force the user to take the mod out of the mods folder each time. It's just more elegant if you could make it a custom game type.


You could take it one step further and give the game types an easy hook for custom huds, allow them to set a custom PlayerController, a custom EntityPlayer, maybe even a custom render routine for drawing things in the world that wouldn't be so easy otherwise. Perhaps a mod could even declare the GameType it uses in the @Mod annotation, then it wouldn't even need to be loaded until the user selects the game type and starts it up. (Although I think forge already does something like this)

Link to comment
Share on other sites

A better way to add an EnumGameType would be great, I need it for my mod.




About custom HUD's, it's pretty easy to add on the render tick but it is however difficult to hide specific parts or it entirely without hiding the held item.



It looks like a player's PlayerController is set when a player logs in and can be set with IPlayerTracker's onPlayerLogin.



A custom EntityPlayer isn't really needed since you can save to the player's nbt and do things using ticks already.



Rendering to the world can be done with the render tick or the RenderWorldLast event.



I also don't see the point of declaring the GameType in the @Mod annotation, it would most likely be registered with GameRegistry.registerGameType(EnumGameType)

Link to comment
Share on other sites

I'm working on a PR for FML. Except I developed it all in a MinecraftForge dev environment, so I have to move it over to an FML dev environment. Other then that, it works. I'll post a link to the PR here when I submit it.

Protip: try and find answers yourself before asking on the forum.

It's pretty likely that there is an answer.


Was I helpful? Give me a thank you!



width=635 height=903http://bit.ly/HZ03zy[/img]



Tired of waiting for mods to port to bukkit?

use BukkitForge! (now with a working version of WorldEdit!)

Link to comment
Share on other sites

  • 1 month later...

Please sign in to comment

You will be able to leave a comment after signing in

Sign In Now


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • It wasnt mappings issue, I was reading fabric and not forge. Fabric has PlayerEntity while forge has Player. Through a mixin I was able to change the player's velocity so that there is a sort of slow-motion type movement. Only issue is that jumping seems to be handled separately. Changing that velocity only makes the jump lower, not slower. Unsure how to increase the duration in which a jump happens.   @Mixin(LivingEntity.class) public abstract class ExampleMixin extends Entity { public ExampleMixin(EntityType<?> type, World world) { super(type, world); } @Inject(method = "tickMovement", at = @At("HEAD")) private void onTickMovement(CallbackInfo ci) { // Access the player entity LivingEntity entity = (LivingEntity)(Object)this; // Modify player's acceleration by applying a force in the opposite direction double slowdownFactor = 0.75; // Adjust as needed entity.setVelocity(entity.getVelocity().multiply(1, slowdownFactor, 1)); } }  
    • Hi so i made a modded survival, and when i go to the page 13 of my JEI,  my game instant crash and give this error "The game crashed whilst rendering item Error", I don't know what to do i give you the crash report : https://pastebin.com/EhzYdEZg
    • You need to run build at least once before running the game for the first time in a dev environment. Make sure stuff's working *before* you start making changes to the mdk template
    • Greetings, people of the forge forums: I come to you in a time of need. While creating my silly block entity that is (in theory) supposed to point to a position within world space I've started to question how to actually implement it.   How would I get a tile entity element (or bone) to change its pitch/yaw/roll? While I do have prior experience with programming, I have no actual experience with the forge API except the things listed in its docs. Please correct me if I am in any way wrong.
    • Making my own screen by extending from net.minecraft.client.gui.screens.Screen and override render method. I am trying to make green square only to be visible when intersecting with red square. This is what I got so far: @Override public void render(PoseStack poseStack, int mx, int my, float partialTick) {     RenderSystem.enableDepthTest(); // Red square     GuiComponent.fill(pPoseStack, 32, 32, 64, 64, 0xFFFF0000);     RenderSystem.depthFunc(GlConst.GL_LEQUAL); // Green square     GuiComponent.fill(pPoseStack, mx-16, my-16, mx+16, my+16, 0xFF00FF00); } Thank you in advance.
  • Topics

  • Who's Online (See full list)

  • Create New...

Important Information

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