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Entities not updating rotation (not rendering it at least)


Raycoms
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We have our own custom entities which I try to let faceBlocks or faceEntities.

 

Using things like:

 

        worker.faceEntity(entityToAttack, 30.0F, 30.0F);
        worker.getLookHelper().setLookPositionWithEntity(entityToAttack, 30.0F, 30.0F);

 

But our entity doesn't really face it, when I hit it ingame it updates the rotation but else it will still look into the same direction even if his variables have been changed already.

(LookPosition he takes only a glance into the wished direction)

 

package com.minecolonies.entity;

import com.minecolonies.MineColonies;
import com.minecolonies.client.render.RenderBipedCitizen;
import com.minecolonies.colony.*;
import com.minecolonies.colony.buildings.AbstractBuildingWorker;
import com.minecolonies.colony.buildings.BuildingFarmer;
import com.minecolonies.colony.buildings.BuildingHome;
import com.minecolonies.colony.jobs.AbstractJob;
import com.minecolonies.configuration.Configurations;
import com.minecolonies.entity.ai.basic.AbstractEntityAIInteract;
import com.minecolonies.entity.ai.minimal.*;
import com.minecolonies.entity.pathfinding.PathNavigate;
import com.minecolonies.inventory.InventoryCitizen;
import com.minecolonies.lib.Constants;
import com.minecolonies.network.messages.BlockParticleEffectMessage;
import com.minecolonies.util.*;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.*;
import net.minecraft.entity.ai.*;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.entity.item.EntityXPOrb;
import net.minecraft.entity.monster.EntityMob;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.SoundEvents;
import net.minecraft.inventory.ContainerPlayer;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.inventory.Slot;
import net.minecraft.item.Item;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.network.datasync.DataParameter;
import net.minecraft.network.datasync.DataSerializers;
import net.minecraft.network.datasync.EntityDataManager;
import net.minecraft.util.*;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.world.World;
import net.minecraftforge.fml.common.network.NetworkRegistry;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;

import java.lang.reflect.Field;
import java.util.*;

/**
* The Class used to represent the citizen entities.
*/
public class EntityCitizen extends EntityAgeable implements INpc
{
    private static final DataParameter<Integer> DATA_TEXTURE         = EntityDataManager.<Integer>createKey(EntityCitizen.class, DataSerializers.VARINT);
    private static final DataParameter<Integer> DATA_LEVEL           = EntityDataManager.<Integer>createKey(EntityCitizen.class, DataSerializers.VARINT);
    private static final DataParameter<Integer> DATA_IS_FEMALE       = EntityDataManager.<Integer>createKey(EntityCitizen.class, DataSerializers.VARINT);
    private static final DataParameter<Integer> DATA_COLONY_ID       = EntityDataManager.<Integer>createKey(EntityCitizen.class, DataSerializers.VARINT);
    private static final DataParameter<Integer> DATA_CITIZEN_ID      = EntityDataManager.<Integer>createKey(EntityCitizen.class, DataSerializers.VARINT);
    private static final DataParameter<String>  DATA_MODEL           = EntityDataManager.<String>createKey(EntityCitizen.class, DataSerializers.STRING);
    private static final DataParameter<String>  DATA_RENDER_METADATA = EntityDataManager.<String>createKey(EntityCitizen.class, DataSerializers.STRING);

    /**
     * The movement speed for the citizen to run away.
     */
    private static final int MOVE_AWAY_SPEED = 2;

    /**
     * The range for the citizen to move away.
     */
    private static final int MOVE_AWAY_RANGE = 6;

    /**
     * Number of ticks to heal the citizens
     */
    private static final int HEAL_CITIZENS_AFTER = 200;

    /**
     * Tag's to save data to NBT
     */
    private static final String TAG_COLONY_ID      = "colony";
    private static final String TAG_CITIZEN        = "citizen";
    private static final String TAG_HELD_ITEM_SLOT = "HeldItemSlot";
    private static final String TAG_STATUS         = "status";

    /**
     * The delta yaw value for looking at things.
     */
    private static final float FACING_DELTA_YAW = 10F;

    /**
     * The range in which we can hear a block break sound.
     */
    private static final double BLOCK_BREAK_SOUND_RANGE = 16.0D;

    /**
     * The range in which someone will see the particles from a block breaking.
     */
    private static final double BLOCK_BREAK_PARTICLE_RANGE = 16.0D;

    /**
     * Divide experience by a factor to ensure more levels fit in an int.
     */
    private static final int EXP_DIVIDER               = 10;

    /**
     * Chance the citizen will rant about bad weather. 20 ticks per 60 seconds = 5 minutes.
     */
    private static final int RANT_ABOUT_WEATHER_CHANCE = 20*60*5;
    private static Field navigatorField;
    protected Status                   status  = Status.IDLE;
    private   RenderBipedCitizen.Model modelId = RenderBipedCitizen.Model.SETTLER;
    private String           renderMetadata;
    private ResourceLocation texture;
    private InventoryCitizen inventory;
    private int              colonyId;
    private int citizenId = 0;
    private int level;
    private int textureId;
    /**
     * Skill modifier defines how fast a citizen levels in a certain skill
     */
    private double skillModifier = 0;
    private boolean     female;
    @Nullable
    private Colony      colony;
    @Nullable
    private CitizenData citizenData;
    @NotNull
    private Map<String, Integer> statusMessages = new HashMap<>();
    private PathNavigate newNavigator;

    /**
     * Height of the citizen.
     */
    private static final double CITIZEN_HEIGHT = 1.8D;

    /**
     * Width of the citizen.
     */
    private static final double CITIZEN_WIDTH = 0.6D;

    /**
     * Defines how far the citizen will be rendered.
     */
    private static final double RENDER_DISTANCE_WEIGHT = 2.0D;

    /**
     * Citizen constructor.
     *
     * @param world the world the citizen lives in.
     */
    public EntityCitizen(World world)
    {
        super(world);
        setSize((float)CITIZEN_WIDTH, (float)CITIZEN_HEIGHT);
        this.enablePersistence();
        this.setAlwaysRenderNameTag(Configurations.alwaysRenderNameTag);
        this.inventory = new InventoryCitizen("Minecolonies Inventory", false, this);
        this.newNavigator = new PathNavigate(this, world);
        updateNavigatorField();
        if(world.isRemote)
        {
            setRenderDistanceWeight(RENDER_DISTANCE_WEIGHT);
        }
        this.newNavigator.setCanSwim(true);
        this.newNavigator.setEnterDoors(true);

        initTasks();
    }
    
    /**
     *
     */
    private synchronized void updateNavigatorField()
    {
        if (navigatorField == null)
        {
            Field[] fields = EntityLiving.class.getDeclaredFields();
            for (@NotNull Field field : fields)
            {
                if (field.getType().equals(net.minecraft.pathfinding.PathNavigate.class))
                {
                    field.setAccessible(true);
                    navigatorField = field;
                    break;
                }
            }
        }

        if (navigatorField == null)
        {
            throw new IllegalStateException("Navigator field should not be null, contact developers.");
        }

        try
        {
            navigatorField.set(this, this.newNavigator);
        }
        catch (IllegalAccessException e)
        {
            Log.getLogger().error("Navigator error", e);
        }
    }

    /**
     * Initiates basic citizen tasks.
     */
    private void initTasks()
    {
        this.tasks.addTask(0, new EntityAISwimming(this));

        if(this.getColonyJob() == null || !this.getColonyJob().getName().equals("com.minecolonies.job.Guard"))
        {
            this.tasks.addTask(1, new EntityAICitizenAvoidEntity(this, EntityMob.class, 8.0F, 0.6D, 1.6D));
        }
        this.tasks.addTask(2, new EntityAIGoHome(this));
        this.tasks.addTask(3, new EntityAISleep(this));
        this.tasks.addTask(4, new EntityAIOpenDoor(this, true));
        this.tasks.addTask(4, new EntityAIOpenFenceGate(this, true));
        this.tasks.addTask(5, new EntityAIWatchClosest2(this, EntityPlayer.class, 3.0F, 1.0F));
        this.tasks.addTask(6, new EntityAIWatchClosest2(this, EntityCitizen.class, 5.0F, 0.02F));
        this.tasks.addTask(7, new EntityAICitizenWander(this, 0.6D));
        this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityLiving.class, 6.0F));

        onJobChanged(getColonyJob());
    }

    /**
     * Defines job changes and state changes of the citizen.
     * @param job the set job.
     */
    public void onJobChanged(@Nullable AbstractJob job)
    {
        //  Model
        if (job != null)
        {
            modelId = job.getModel();
        }
        else
        {
            switch (getLevel())
            {
                case 1:
                    modelId = RenderBipedCitizen.Model.CITIZEN;
                    break;
                case 2:
                    modelId = RenderBipedCitizen.Model.NOBLE;
                    break;
                case 3:
                    modelId = RenderBipedCitizen.Model.ARISTOCRAT;
                    break;
                default:
                    modelId = RenderBipedCitizen.Model.SETTLER;
                    break;
            }
        }

        dataManager.set(DATA_MODEL, modelId.name());
        setRenderMetadata("");


        //  AI Tasks
        @NotNull Object[] currentTasks = this.tasks.taskEntries.toArray();
        for (@NotNull Object task : currentTasks)
        {
            if (((EntityAITasks.EntityAITaskEntry) task).action instanceof AbstractEntityAIInteract)
            {
                this.tasks.removeTask(((EntityAITasks.EntityAITaskEntry) task).action);
            }
        }

        if (job != null)
        {
            job.addTasks(this.tasks);
            if (ticksExisted > 0  && getWorkBuilding() != null)
            {
                BlockPosUtil.tryMoveLivingToXYZ(this, getWorkBuilding().getLocation());
            }
        }
    }

    public AbstractJob getColonyJob()
    {
        return citizenData != null ? citizenData.getJob() : null;
    }

    public int getLevel()
    {
        return level;
    }

    public void setRenderMetadata(String metadata)
    {
        renderMetadata = metadata;
        dataManager.set(DATA_RENDER_METADATA, renderMetadata);
        //Display some debug info always available while testing
        //tofo: remove this when in Beta!
        //Will help track down some hard to find bugs (Pathfinding etc.)
        if (citizenData != null)
        {
            if (this.getColonyJob() != null && Configurations.enableInDevelopmentFeatures)
            {
                setCustomNameTag(citizenData.getName() + " (" + getStatus() + ")[" + this.getColonyJob()
                                                                                       .getNameTagDescription() + "]");
            }
            else
            {
                setCustomNameTag(citizenData.getName());
            }
        }
    }

    /**
     * calculate this workers building.
     *
     * @return the building or null if none present.
     */
    @Nullable
    public AbstractBuildingWorker getWorkBuilding()
    {
        return (citizenData != null) ? citizenData.getWorkBuilding() : null;
    }

    public Status getStatus()
    {
        return status;
    }

    public void setStatus(Status status)
    {
        this.status = status;
    }

    /**
     * Checks if a worker is at his working site.
     * If he isn't, sets it's path to the location
     *
     * @param site  the place where he should walk to
     * @param range Range to check in
     * @return True if worker is at site, otherwise false.
     */
    public boolean isWorkerAtSiteWithMove(@NotNull BlockPos site, int range)
    {
        return EntityUtils.isWorkerAtSiteWithMove(this, site.getX(), site.getY(), site.getZ(), range)
                 //Fix for getting stuck sometimes
                 || EntityUtils.isWorkerAtSite(this, site.getX(), site.getY(), site.getZ(), range + 1);
    }

    @Nullable
    public <J extends AbstractJob> J getColonyJob(@NotNull Class<J> type)
    {
        return citizenData != null ? citizenData.getJob(type) : null;
    }

    /**
     * Change the citizens Rotation to look at said block
     *
     * @param block the block he should look at
     */
    public void faceBlock(@Nullable BlockPos block)
    {
        if (block == null)
        {
            return;
        }

        double xDifference = block.getX() - this.posX;
        double zDifference = block.getZ() - this.posZ;
        double yDifference = block.getY() - (this.posY + (double) this.getEyeHeight());

        double squareDifference = Math.sqrt(xDifference * xDifference + zDifference * zDifference);
        double intendedRotationYaw = (Math.atan2(zDifference, xDifference) * 180.0D / Math.PI) - 90.0;
        double intendedRotationPitch = -(Math.atan2(yDifference, squareDifference) * 180.0D / Math.PI);
        this.setRotation((float) this.updateRotation(this.rotationYaw, intendedRotationYaw, 30), (float) this.updateRotation(this.rotationPitch, intendedRotationPitch, 30));
    }

    /**
     * Returns the new rotation degree calculated from the current and intended rotation up to a max.
     *
     * @param currentRotation  the current rotation the citizen has
     * @param intendedRotation the wanted rotation he should have after applying this
     * @param maxIncrement     the 'movement speed'
     * @return a rotation value he should move
     */
    private double updateRotation(double currentRotation, double intendedRotation, double maxIncrement)
    {
        double wrappedAngle = MathHelper.wrapDegrees(intendedRotation - currentRotation);

        if (wrappedAngle > maxIncrement)
        {
            wrappedAngle = maxIncrement;
        }

        if (wrappedAngle < -maxIncrement)
        {
            wrappedAngle = -maxIncrement;
        }

        return currentRotation + wrappedAngle;
    }

    /**
     * Collect exp orbs around the entity
     */
    public void gatherXp()
    {
        for (@NotNull EntityXPOrb orb : getXPOrbsOnGrid())
        {
            addExperience(orb.getXpValue());
            orb.setDead();
        }
    }

    /**
     * Defines the area in which the citizen automatically gathers experience
     *
     * @return a list of xp orbs around the entity
     */
    private List<EntityXPOrb> getXPOrbsOnGrid()
    {
        @NotNull AxisAlignedBB bb = new AxisAlignedBB(posX - 2, posY - 2, posZ - 2, posX + 2, posY + 2, posZ + 2);

        return worldObj.getEntitiesWithinAABB(EntityXPOrb.class, bb);
    }

    /**
     * Add experience points to citizen.
     * Increases the citizen level if he has sufficient experience.
     * This will reset the experience.
     *
     * @param xp the amount of points added
     */
    public void addExperience(double xp)
    {
        double maxValue = Integer.MAX_VALUE - citizenData.getExperience();

        double localXp = xp * skillModifier / EXP_DIVIDER;
        if (localXp > maxValue)
        {
            localXp = maxValue;
        }
        citizenData.addExperience(localXp);

        while (ExperienceUtils.getXPNeededForNextLevel(citizenData.getLevel()) < citizenData.getExperience())
        {
            citizenData.increaseLevel();
        }

        citizenData.markDirty();
    }

    /**
     * Entities treat being on ladders as not on ground; this breaks navigation logic
     */
    @Override
    protected void updateFallState(double y, boolean onGroundIn, IBlockState state, BlockPos pos)
    {
        if (!onGround)
        {
            int px = MathHelper.floor_double(posX);
            int py = (int) posY;
            int pz = MathHelper.floor_double(posZ);

            this.onGround =
              worldObj.getBlockState(new BlockPos(px, py, pz)).getBlock().isLadder(worldObj.getBlockState(new BlockPos(px, py, pz)), worldObj, new BlockPos(px, py, pz), this);
        }

        super.updateFallState(y, onGroundIn, state, pos);
    }

    /**
     * Called when the mob's health reaches 0.
     *
     * @param par1DamageSource the attacking entity
     */
    @Override
    public void onDeath(DamageSource par1DamageSource)
    {
        dropExperience();
        this.setDead();

        if (colony != null)
        {
            LanguageHandler.sendPlayersLocalizedMessage(
              colony.getMessageEntityPlayers(),
              "tile.blockHutTownHall.messageColonistDead",
              citizenData.getName());

            colony.removeCitizen(getCitizenData());
        }
        super.onDeath(par1DamageSource);
    }

    /**
     * Drop some experience share depending on the experience and experienceLevel.
     */
    private void dropExperience()
    {
        int experience;

        if (!this.worldObj.isRemote && this.recentlyHit > 0 && this.canDropLoot() && this.worldObj.getGameRules().getBoolean("doMobLoot"))
        {
            experience = (int) (citizenData.getLevel() * 100 + this.getExperiencePoints());

            while (experience > 0)
            {
                int j = EntityXPOrb.getXPSplit(experience);
                experience -= j;
                this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, j));
            }
        }

        //Spawn particle explosion of xp orbs on death
        for (int i = 0; i < 20; ++i)
        {
            double d2 = this.rand.nextGaussian() * 0.02D;
            double d0 = this.rand.nextGaussian() * 0.02D;
            double d1 = this.rand.nextGaussian() * 0.02D;
            this.worldObj.spawnParticle(EnumParticleTypes.EXPLOSION_LARGE,
              this.posX + (this.rand.nextDouble() * this.width * 2.0F) - (double) this.width,
              this.posY + (this.rand.nextDouble() * this.height),
              this.posZ + (this.rand.nextDouble() * this.width * 2.0F) - (double) this.width,
              d2,
              d0,
              d1);
        }
    }

    @Nullable
    public CitizenData getCitizenData()
    {
        return citizenData;
    }

    /**
     * Get the experience points the entity currently has.
     * <p>
     *
     * @return the amount of xp this entity has
     */
    private double getExperiencePoints()
    {
        return citizenData.getExperience();
    }

    @Override
    public EntityAgeable createChild(EntityAgeable var1)
    {
        //TODO 
        return null;
    }

    /**
     * Called when a player tries to interact with a citizen.
     *
     * @param player which interacts with the citizen
     * @return If citizen should interact or not.
     */
    @Override
    public boolean processInteract(@NotNull EntityPlayer player, EnumHand hand, @Nullable ItemStack stack)
    {
        if (worldObj.isRemote)
        {
            CitizenDataView citizenDataView = getCitizenDataView();
            if (citizenDataView != null)
            {
                MineColonies.proxy.showCitizenWindow(citizenDataView);
            }
        }
        return true;
    }

    @Override
    public void entityInit()
    {
        super.entityInit();
        dataManager.register(DATA_COLONY_ID, colonyId);
        dataManager.register(DATA_CITIZEN_ID, citizenId);
        dataManager.register(DATA_TEXTURE, 0);
        dataManager.register(DATA_LEVEL, 0);
        dataManager.register(DATA_IS_FEMALE, 0);
        dataManager.register(DATA_MODEL, RenderBipedCitizen.Model.SETTLER.name());
        dataManager.register(DATA_RENDER_METADATA, "");
    }

    @Override
    public void writeEntityToNBT(NBTTagCompound compound)
    {
        super.writeEntityToNBT(compound);
        compound.setInteger(TAG_STATUS, status.ordinal());
        if (colony != null && citizenData != null)
        {
            compound.setInteger(TAG_COLONY_ID, colony.getID());
            compound.setInteger(TAG_CITIZEN, citizenData.getId());
        }

        inventory.writeToNBT(compound);
        compound.setInteger(TAG_HELD_ITEM_SLOT, inventory.getHeldItemSlot());
    }

    @Override
    public void readEntityFromNBT(NBTTagCompound compound)
    {
        super.readEntityFromNBT(compound);

        status = Status.values()[compound.getInteger(TAG_STATUS)];
        colonyId = compound.getInteger(TAG_COLONY_ID);
        citizenId = compound.getInteger(TAG_CITIZEN);

        if (isServerWorld())
        {
            updateColonyServer();
        }
        inventory.readFromNBT(compound);

        inventory.setHeldItem(compound.getInteger(TAG_HELD_ITEM_SLOT));
    }

    /**
     * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
     * use this to react to sunlight and start to burn.
     */
    @Override
    public void onLivingUpdate()
    {
        if (recentlyHit > 0)
        {
            citizenData.markDirty();
        }
        if (worldObj.isRemote)
        {
            updateColonyClient();
        }
        else
        {
            pickupItems();
            cleanupChatMessages();
            updateColonyServer();
            if(worldObj.isDaytime() && !worldObj.isRaining())
            {
                SoundUtils.playRandomSound(worldObj, this);
            }
            else if(worldObj.isRaining() && 1 >=rand.nextInt(RANT_ABOUT_WEATHER_CHANCE) && this.getColonyJob() != null)
            {
                SoundUtils.playSoundAtCitizenWithChance(worldObj, this.getPosition(), this.getColonyJob().getBadWeatherSound(), 1);
            }
        }

        if (isEntityInsideOpaqueBlock() || isInsideOfMaterial(Material.LEAVES))
        {
            getNavigator().moveAwayFromXYZ(this.getPosition(), MOVE_AWAY_RANGE, MOVE_AWAY_SPEED);
        }

        checkHeal();
        super.onLivingUpdate();
    }

    /**
     * Getter of the citizens random object.
     * @return random object.
     */
    public Random getRandom()
    {
        return rand;
    }

    private void updateColonyClient()
    {
        if (dataManager.isDirty())
        {
            if (colonyId == 0)
            {
                colonyId = dataManager.get(DATA_COLONY_ID);
            }

            if (citizenId == 0)
            {
                citizenId = dataManager.get(DATA_CITIZEN_ID);
            }

            female = dataManager.get(DATA_IS_FEMALE) != 0;
            level = dataManager.get(DATA_LEVEL);
            modelId = RenderBipedCitizen.Model.valueOf(dataManager.get(DATA_MODEL));
            textureId = dataManager.get(DATA_TEXTURE);
            renderMetadata = dataManager.get(DATA_RENDER_METADATA);
            setTexture();
            dataManager.setClean();
        }
        updateArmSwingProgress();
    }

    /**
     * Pick up all items in a range around the citizen.
     */
    private void pickupItems()
    {
        @NotNull List<EntityItem> retList = new ArrayList<>();
        //I know streams look better but they are flawed in type erasure
        for (Object o : worldObj.getEntitiesWithinAABB(EntityItem.class, getEntityBoundingBox().expand(2.0F, 0.0F, 2.0F)))
        {
            if (o instanceof EntityItem)
            {
                retList.add((EntityItem) o);
            }
        }

        retList.stream()
          .filter(item -> item != null)
          .filter(item -> !item.isDead)
          .filter(item -> canPickUpLoot())
          .forEach(this::tryPickupEntityItem);
    }

    private void cleanupChatMessages()
    {
        //Only check if there are messages and once a second
        if (statusMessages.size() > 0 && ticksExisted % 20 == 0)
        {
            @NotNull Iterator<Map.Entry<String, Integer>> it = statusMessages.entrySet().iterator();
            while (it.hasNext())
            {
                if (ticksExisted - it.next().getValue() > 20 * Configurations.chatFrequency)
                {
                    it.remove();
                }
            }
        }
    }

    /**
     * Checks the citizens health status and heals the citizen if necessary.
     */
    private void checkHeal()
    {
        if (citizenData != null && getOffsetTicks() % HEAL_CITIZENS_AFTER == 0 && getHealth() < getMaxHealth())
        {
            heal(1);
            citizenData.markDirty();
        }
    }

    /**
     * Sets the textures of all citizens and distinguishes between male and female
     */
    private void setTexture()
    {
        if (!worldObj.isRemote)
        {
            return;
        }

        RenderBipedCitizen.Model model = getModelID();

        String textureBase = "textures/entity/";
        textureBase += model.textureBase;
        textureBase += female ? "Female" : "Male";

        int moddedTextureId = (textureId % model.numTextures) + 1;
        texture = new ResourceLocation(Constants.MOD_ID, textureBase + moddedTextureId + renderMetadata + ".png");
    }

    public int getOffsetTicks()
    {
        return this.ticksExisted + 7 * this.getEntityId();
    }

    public RenderBipedCitizen.Model getModelID()
    {
        return modelId;
    }

    /**
     * Server-specific update for the EntityCitizen
     */
    public void updateColonyServer()
    {
        if (colonyId == 0)
        {
            setDead();
            return;
        }

        if (colony == null)
        {
            handleNullColony();
        }
    }

    /**
     * Handles extreme cases like colony or citizen is null.
     */
    private void handleNullColony()
    {
        Colony c = ColonyManager.getColony(colonyId);

        if (c == null)
        {
            Log.getLogger().warn(String.format("EntityCitizen '%s' unable to find Colony #%d", getUniqueID(), colonyId));
            setDead();
            return;
        }

        CitizenData data = c.getCitizen(citizenId);
        if (data == null)
        {
            //  Citizen does not exist in the Colony
            Log.getLogger().warn(String.format("EntityCitizen '%s' attempting to register with Colony #%d as Citizen %d, but not known to colony",
              getUniqueID(),
              colonyId,
              citizenId));
            setDead();
            return;
        }

        @Nullable EntityCitizen existingCitizen = data.getCitizenEntity();
        if (existingCitizen != null && existingCitizen != this)
        {
            // This Citizen already has a different Entity registered to it
            handleExistingCitizen(data, existingCitizen);
            return;
        }

        setColony(c, data);
    }

    private void handleExistingCitizen(@NotNull CitizenData data, @NotNull EntityCitizen existingCitizen)
    {
        Log.getLogger().warn(String.format("EntityCitizen '%s' attempting to register with Colony #%d as Citizen #%d, but already have a citizen ('%s')",
          getUniqueID(),
          colonyId,
          citizenId,
          existingCitizen.getUniqueID()));
        if (!existingCitizen.getUniqueID().equals(this.getUniqueID()))
        {
            setDead();
        }
        else
        {
            data.setCitizenEntity(this);
        }
    }

    /**
     * Assigns a citizen to a colony.
     * @param c the colony.
     * @param data the data of the new citizen.
     */
    public void setColony(@Nullable Colony c, @Nullable CitizenData data)
    {
        if (c == null)
        {
            colony = null;
            colonyId = 0;
            citizenId = 0;
            citizenData = null;
            setDead();
            return;
        }

        colony = c;
        colonyId = colony.getID();
        citizenId = data.getId();
        citizenData = data;

        setCustomNameTag(citizenData.getName());

        female = citizenData.isFemale();
        textureId = citizenData.getTextureId();

        dataManager.set(DATA_COLONY_ID, colonyId);
        dataManager.set(DATA_CITIZEN_ID, citizenId);
        dataManager.set(DATA_IS_FEMALE, female ? 1 : 0);
        dataManager.set(DATA_TEXTURE, textureId);
        updateLevel();

        citizenData.setCitizenEntity(this);

        onJobChanged(getColonyJob());

        inventory.createMaterialStore(c.getMaterialSystem());
    }

    /**
     * Updates the level of the citizen.
     */
    private void updateLevel()
    {
        level = citizenData != null ? citizenData.getLevel() : 0;
        dataManager.set(DATA_LEVEL, level);
    }

    /**
     * Getter of the dataview, the clientside representation of the citizen.
     * @return the view.
     */
    private CitizenDataView getCitizenDataView()
    {
        if (colonyId != 0 && citizenId != 0)
        {
            ColonyView colonyView = ColonyManager.getColonyView(colonyId);
            if (colonyView != null)
            {
                return colonyView.getCitizen(citizenId);
            }
        }

        return null;
    }

    /**
     * Applies attributes like health, charisma etc to the citizens.
     */
    @Override
    protected void applyEntityAttributes()
    {
        super.applyEntityAttributes();
        getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(20.0D);
        getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.3D);

        //path finding search range
        getEntityAttribute(SharedMonsterAttributes.FOLLOW_RANGE).setBaseValue(100);
    }

    @NotNull
    @Override
    public PathNavigate getNavigator()
    {
        return newNavigator;
    }
    
    /**
     * Drop the equipment for this entity.
     */
    @Override
    protected void dropEquipment(boolean par1, int par2)
    {
        //Drop actual inventory
        for (int i = 0; i < inventory.getSizeInventory(); i++)
        {
            ItemStack itemstack = inventory.getStackInSlot(i);
            if (itemstack != null && itemstack.stackSize > 0)
            {
                entityDropItem(itemstack);
            }
        }
    }

    /**
     * Returns false if the newer Entity AI code should be run
     */
    @Override
    public boolean isAIDisabled()
    {
        return false;
    }

    /**
     * Return this citizens inventory.
     *
     * @return the inventory this citizen has.
     */
    @NotNull
    public InventoryCitizen getInventoryCitizen()
    {
        return inventory;
    }

    /**
     * Handles the dropping of items from the entity.
     * @param itemstack to drop.
     * @return the dropped item.
     */
    private EntityItem entityDropItem(@NotNull ItemStack itemstack)
    {
        return entityDropItem(itemstack, 0.0F);
    }

    /**
     * Getter of the resource location of the texture.
     * @return location of the texture.
     */
    public ResourceLocation getTexture()
    {
        return texture;
    }

    /**
     * Getter which checks if the citizen is female.
     * @return true if female.
     */
    public boolean isFemale()
    {
        return female;
    }

    /**
     * Clears the colony of the citizen.
     */
    public void clearColony()
    {
        setColony(null, null);
    }

    public boolean isAtHome()
    {
        @Nullable BlockPos homePosition = getHomePosition();
        return homePosition != null && homePosition.distanceSq((int) Math.floor(posX), (int) posY, (int) Math.floor(posZ)) <= 16;
    }

    /**
     * Returns the home position of each citizen (His house or town hall)
     *
     * @return location
     */
    @Nullable
    @Override
    public BlockPos getHomePosition()
    {
        @Nullable BuildingHome homeBuilding = getHomeBuilding();
        if (homeBuilding != null)
        {
            return homeBuilding.getLocation();
        }
        else if (getColony() != null && getColony().getTownHall() != null)
        {
            return getColony().getTownHall().getLocation();
        }

        return null;
    }

    private BuildingHome getHomeBuilding()
    {
        return (citizenData != null) ? citizenData.getHomeBuilding() : null;
    }

    @Nullable
    public Colony getColony()
    {
        return colony;
    }

    public boolean isInventoryFull()
    {
        return InventoryUtils.isInventoryFull(getInventoryCitizen());
    }

    @NotNull
    public DesiredActivity getDesiredActivity()
    {
        if (!worldObj.isDaytime())
        {
            return DesiredActivity.SLEEP;
        }
        else if (worldObj.isRaining())
        {
            return DesiredActivity.IDLE;
        }
        else
        {
            return DesiredActivity.WORK;
        }
    }

    /**
     * We override this method and execute no code to avoid citizens travelling to the nether.
     *
     * @param dimensionIn dimension to travel to.
     */
    @Override
    @Nullable
    public Entity changeDimension(int dimensionIn)
    {
        return null;
    }

    @NotNull
    @Override
    public BlockPos getPosition()
    {
        return new BlockPos(posX, posY, posZ);
    }

    /**
     * Returns the first slot in the inventory with a specific item.
     * @param targetItem the item.
     * @return the slot.
     */
    public int findFirstSlotInInventoryWith(Item targetItem)
    {
        return InventoryUtils.findFirstSlotInInventoryWith(getInventoryCitizen(), targetItem);
    }

    /**
     * Returns the first slot in the inventory with a specific block.
     * @param block the block.
     * @return the slot.
     */
    public int findFirstSlotInInventoryWith(Block block)
    {
        return InventoryUtils.findFirstSlotInInventoryWith(getInventoryCitizen(), block);
    }

    /**
     * Returns the amount of a certain block in the inventory.
     * @param block the block.
     * @return the quantity.
     */
    public int getItemCountInInventory(Block block)
    {
        return InventoryUtils.getItemCountInInventory(getInventoryCitizen(), block);
    }

    /**
     * Returns the amount of a certain item in the inventory.
     * @param targetItem the block.
     * @return the quantity.
     */
    public int getItemCountInInventory(Item targetItem)
    {
        return InventoryUtils.getItemCountInInventory(getInventoryCitizen(), targetItem);
    }

    /**
     * Checks if citizen has a certain block in the inventory.
     * @param block the block.
     * @return true if so.
     */
    public boolean hasItemInInventory(Block block)
    {
        return InventoryUtils.hasitemInInventory(getInventoryCitizen(), block);
    }

    /**
     * Checks if citizen has a certain item in the inventory.
     * @param item the item.
     * @return true if so.
     */
    public boolean hasItemInInventory(Item item)
    {
        return InventoryUtils.hasitemInInventory(getInventoryCitizen(), item);
    }

    /**
     * Citizen will try to pick up a certain item.
     * @param entityItem the item he wants to pickup.
     */
    private void tryPickupEntityItem(@NotNull EntityItem entityItem)
    {
        if (!this.worldObj.isRemote)
        {
            if (entityItem.cannotPickup())
            {
                return;
            }

            ItemStack itemStack = entityItem.getEntityItem();

            int i = itemStack.stackSize;
            if (i <= 0 || InventoryUtils.addItemStackToInventory(this.getInventoryCitizen(), itemStack))
            {
                this.worldObj.playSound((EntityPlayer) null,
                  this.getPosition(),
                        SoundEvents.ENTITY_ITEM_PICKUP,
                  SoundCategory.AMBIENT,
                  0.2F,
                  (float) ((this.rand.nextGaussian() * 0.7D + 1.0D) * 2.0D));
                this.onItemPickup(this, i);

                if (itemStack.stackSize <= 0)
                {
                    entityItem.setDead();
                }
            }
        }
    }

    /**
     * Removes the currently held item.
     */
    public void removeHeldItem()
    {
        setItemStackToSlot(EntityEquipmentSlot.MAINHAND, null);
    }

    /**
     * Sets the currently held item.
     *
     * @param slot from the inventory slot.
     */
    public void setHeldItem(int slot)
    {
        inventory.setHeldItem(slot);
        setItemStackToSlot(EntityEquipmentSlot.MAINHAND, inventory.getStackInSlot(slot));
    }

    /**
     * Swing entity arm, create sound and particle effects.
     * <p>
     * Will not break the block.
     *
     * @param blockPos Block position
     */
    public void hitBlockWithToolInHand(@Nullable final BlockPos blockPos)
    {
        if (blockPos == null)
        {
            return;
        }
        hitBlockWithToolInHand(blockPos, false);
    }

    /**
     * Swing entity arm, create sound and particle effects.
     * <p>
     * If breakBlock is true then it will break the block (different sound and particles),
     * and damage the tool in the citizens hand.
     *
     * @param blockPos   Block position
     * @param breakBlock if we want to break this block
     */
    private void hitBlockWithToolInHand(@Nullable final BlockPos blockPos, final boolean breakBlock)
    {
        if (blockPos == null)
        {
            return;
        }

        this.getLookHelper().setLookPosition(blockPos.getX(), blockPos.getY(), blockPos.getZ(), FACING_DELTA_YAW, getVerticalFaceSpeed());

        this.swingArm(this.getActiveHand());

        IBlockState blockState = worldObj.getBlockState(blockPos);
        Block block = blockState.getBlock();
        if (breakBlock)
        {
            if (!worldObj.isRemote)
            {
                MineColonies.getNetwork().sendToAllAround(
                  new BlockParticleEffectMessage(blockPos, worldObj.getBlockState(blockPos), BlockParticleEffectMessage.BREAK_BLOCK),
                  new NetworkRegistry.TargetPoint(worldObj.provider.getDimension(), blockPos.getX(), blockPos.getY(), blockPos.getZ(), BLOCK_BREAK_SOUND_RANGE));
            }
            worldObj.playSound(null,
              blockPos,
              block.getSoundType(blockState, worldObj, blockPos, this).getBreakSound(),
              SoundCategory.BLOCKS,
              block.getSoundType(blockState, worldObj, blockPos, this).getVolume(),
              block.getSoundType(blockState, worldObj, blockPos, this).getPitch());
            worldObj.setBlockToAir(blockPos);

            damageItemInHand(1);
        }
        else
        {
            //todo: might remove this
            if (!worldObj.isRemote)
            {
                MineColonies.getNetwork().sendToAllAround(
                  //todo: correct side
                  new BlockParticleEffectMessage(blockPos, worldObj.getBlockState(blockPos), 1),
                  new NetworkRegistry.TargetPoint(worldObj.provider.getDimension(), blockPos.getX(), blockPos.getY(), blockPos.getZ(), BLOCK_BREAK_PARTICLE_RANGE));
            }
            worldObj.playSound((EntityPlayer) null,
                    blockPos,
                    block.getSoundType(blockState, worldObj, blockPos, this).getBreakSound(),
                    SoundCategory.BLOCKS,
                    block.getSoundType(blockState, worldObj, blockPos, this).getVolume(),
                    block.getSoundType(blockState, worldObj, blockPos, this).getPitch());
        }
    }

    /**
     * Damage the current held item.
     *
     * @param damage amount of damage
     */
    public void damageItemInHand(final int damage)
    {
        final ItemStack heldItem = inventory.getHeldItemMainhand();
        //If we hit with bare hands, ignore
        if (heldItem == null)
        {
            return;
        }
        heldItem.damageItem(damage, this);

        //check if tool breaks
        if (heldItem.stackSize < 1)
        {
            getInventoryCitizen().setInventorySlotContents(getInventoryCitizen().getHeldItemSlot(), null);
            this.setItemStackToSlot(EntityEquipmentSlot.MAINHAND, null);
        }
    }

    /**
     * Swing entity arm, create sound and particle effects.
     * <p>
     * This will break the block (different sound and particles),
     * and damage the tool in the citizens hand.
     *
     * @param blockPos Block position
     */
    public void breakBlockWithToolInHand(@Nullable final BlockPos blockPos)
    {
        if (blockPos == null)
        {
            return;
        }
        hitBlockWithToolInHand(blockPos, true);
    }

    /**
     * Sends a localized message from the citizen containing a language string with a key and arguments.
     *
     * @param key  the key to retrieve the string.
     * @param args additional arguments.
     */
    public void sendLocalizedChat(String key, Object... args)
    {
        sendChat(LanguageHandler.format(key, args));
    }

    /**
     * Sends a chat string close to the citizen.
     *
     * @param msg the message string.
     */
    private void sendChat(@Nullable String msg)
    {
        if (msg == null || msg.length() == 0 || statusMessages.containsKey(msg))
        {
            return;
        }

        statusMessages.put(msg, ticksExisted);

        LanguageHandler.sendPlayersMessage(
          colony.getMessageEntityPlayers(),
          //TODO does this need to go through the LanguageHandler#format?
          LanguageHandler.format(this.getColonyJob().getName()) + " " + this.getCustomNameTag() + ": " + msg);
    }

    /**
     * Intelligence getter
     *
     * @return citizen intelligence value
     */
    public int getIntelligence()
    {
        return citizenData.getIntelligence();
    }

    /**
     * Charisma getter
     *
     * @return citizen Charisma value
     */
    public int getCharisma()
    {
        return citizenData.getCharisma();
    }

    /**
     * Strength getter
     *
     * @return citizen Strength value
     */
    public int getStrength()
    {
        return citizenData.getStrength();
    }

    /**
     * Endurance getter
     *
     * @return citizen Endurance value
     */
    public int getEndurance()
    {
        return citizenData.getEndurance();
    }

    /**
     * Dexterity getter
     *
     * @return citizen Dexterity value
     */
    public int getDexterity()
    {
        return citizenData.getDexterity();
    }

    /**
     * Set the skill modifier which defines how fast a citizen levels in a certain skill
     *
     * @param modifier input modifier
     */
    public void setSkillModifier(int modifier)
    {
        skillModifier = modifier;
    }

    /**
     * ExperienceLevel getter
     *
     * @return citizen ExperienceLevel value
     */
    public int getExperienceLevel()
    {
        return citizenData.getLevel();
    }

    /**
     * Called when the citizen wakes up.
     */
    public void onWakeUp()
    {
        if (this.getWorkBuilding() instanceof BuildingFarmer)
        {
            ((BuildingFarmer) this.getWorkBuilding()).resetFields();
        }
    }

    /**
     * Enum describing the citizens activity.
     */
    public enum DesiredActivity
    {
        SLEEP,
        IDLE,
        WORK
    }

    /**
     * Used for chat messages, sounds, and other need based interactions
     * Created: June 20, 2014
     *
     * @author Colton
     */
    public enum Status
    {
        IDLE,
        SLEEPING,
        WORKING,
        GETTING_ITEMS,
        NEED_ASSISTANCE,
        PATHFINDING_ERROR
    }
}

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And I just can't let them walk into the direction because they might be fighting or close to a cliff/lava/water so that wouldn't be the smartest solution.

Move them up 0.0001 or similar amount.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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MoveEntity is for moving by an amount, not to a location.

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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 worker.faceEntity(entityToAttack, 30.0F, 30.0F);
        worker.getLookHelper().setLookPositionWithEntity(entityToAttack, 30.0F, 30.0F);
        worker.moveEntity(0, 0.01D, 0);

        worker.swingArm(EnumHand.MAIN_HAND);
        worker.playSound(SoundEvents.ENTITY_SKELETON_SHOOT, 1.0F, 1.0F / (worker.getRNG().nextFloat() * 0.4F + 0.8F));
        worker.worldObj.spawnEntityInWorld(arrowEntity);

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I have to move him into the direction:

 

worker.faceEntity(entityToAttack, 180.0F, 180.0F);
        worker.getLookHelper().setLookPositionWithEntity(entityToAttack, 180.0F, 180.0F);

        double xDiff = targetEntity.posX - worker.posX;
        double zDiff = targetEntity.posZ - worker.posZ;

        double goToX = xDiff > 0? 0.01 : -0.01;
        double goToZ = zDiff > 0? 0.01 : -0.01;

        worker.moveEntity(goToX, 0, goToZ);

 

works.

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