Jump to content

Entities not updating rotation (not rendering it at least)


Raycoms

Recommended Posts

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
    }
}

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

 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);

Link to comment
Share on other sites

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.

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I want to make a tree decorator that will generate a beehive under branches of my tree. I have no idea how to check for branches and make beehives generate because TreeDecorator.Context.logs() is just a block pos and i dont understand how it works. i hope ill get an answer here.
    • Imagine this: you've painstakingly accumulated $97,000 worth of Bitcoin, only to see it vanish into the digital abyss at the hands of cunning scammers. It's a devastating blow, leaving you feeling helpless and betrayed. But fear not, for Lee Ultimate Hacker is here to turn the tide in your favor. After conducting extensive research on cryptocurrency recovery options, I stumbled upon Lee Ultimate Hacker, and it proved to be the most suitable choice for the daunting task at hand. Despite my initial skepticism, they shattered my doubts by successfully retrieving $92,000 of the lost Bitcoin—a feat I once deemed impossible. From the moment I reached out to Lee Ultimate Hacker and provided them with all the pertinent information about the fraudulent transaction, they sprang into action with unwavering determination. True to their word, they delivered on their promise to recover the lost Bitcoin within an impressive timeframe of 24 to 72 hours. Their professionalism, expertise, and commitment to their clients were truly commendable, transforming what seemed like an insurmountable ordeal into a resounding triumph. In my eyes, the investment of both time and money was more than justified by the remarkable outcome achieved by Lee Ultimate Hacker. So, if you've fallen victim to cryptocurrency scams and are grappling with the anguish of lost funds, don't despair. Reach out to Lee Ultimate Hacker and let them work their magic. Their track record of success speaks for itself, and with their assistance, you can reclaim what's rightfully yours and emerge stronger than ever before. Don't let the darkness of cybercrime overshadow your financial future. Take a stand against fraudsters with the help of Lee Ultimate Hacker, and witness the transformation from despair to triumph. Your journey to recovery starts here. LEEULTIMATEHACKER@ AOL. COM or Support @ leeultimatehacker . com. telegram:LEEULTIMATE or wh@tsapp +1  (715) 314  -  9248 https://leeultimatehacker.com Thank you.
    • There's a scheme I got into where they promised to trade Bitcoin for me and take a cut as a commission. Seemed like a good idea at the time. But then, things went south real fast. They ended up transferring   $190,000 worth of my Bitcoin. I was devastated and felt completely helpless. That's when I stumbled upon the Wizard Web Recovery Tool. It was like a beacon of hope amid chaos. With this tool, I could finally start digging into what went wrong and hopefully get my Bitcoin back. Using Wizard Web was surprisingly easy. I just had to plug in some details about my Bitcoin account and let it do its thing. It started scanning the internet, looking for any clues about what happened to my Bitcoin. It felt like having a detective on my side, searching for answers. And guess what? Wizard Web found some leads. It uncovered evidence of the scheme's shady dealings and helped me track down the people responsible for losing my Bitcoin. Armed with this information, I took the case to court. After a long and hard-fought legal battle, the court ruled in my favor. The perpetrators were held accountable for their actions and faced criminal charges for their involvement in the scheme. It was a victory not just for me, but for anyone who's been taken advantage of by these kinds of scams. Thanks to Wizard Web Recovery, I was able to get justice and reclaim what was rightfully mine. It showed me that even in the face of adversity, there's always a way to fight back. And with the right tools and determination, anything is possible.   The following is the contact information for Wizard Web Recovery.   Email: wizard web recovery((@))programmer . net
    • Hello, good morning. I know some programming and I'm interested in mod creation. That's why I've decided to follow a tutorial guide on YouTube by TurtyWurty. https://www.youtube.com/watch?v=DhoX9cmAZqA&t=160s&ab_channel=TurtyWurty I've followed the tutorial perfectly. The problem is that when checking the food, the texture doesn't load for me. However, everything seems fine no matter how much I check. I'm sure it's something trivial, the problem is that I can't find it. Could you help me solve it, please? I leave a zip of my file so you can edit it freely. forge-1.20-Civicraft.rar
    • If you have nvidia graphics, it's important that you make sure Minecraft (and anything Minecraft-related) is set to prefer high performance graphics first. If you only update your AMD drivers it might fix the issue but cause severe performance loss vs Vanilla as it'll be running on the integrated graphics instead of dedicated nvidia graphics
  • Topics

×
×
  • Create New...

Important Information

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