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[1.8] [1.7.10] Implementing Guardians | onLivingUpdate() failure


naitdog15

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I'm still heavy into to the 1.7.10 code, with my modpack design and majority of the mods still staying there.

 

I decided to incorporate some 1.8 elements into 1.7.10. Guardians included and the ones that became the most difficult.

 

I've so far been copying and pasting pieces of 1.8 code across to 1.7.10. Downgrading where necessary and using 'extenders' for additional code.

I'd successfully made the model and render, however, the AI system just simply doesn't work and the mob just says in one spot.

 

Just looking for assistance with trying to work the ai system of the guardian, since its so unique and different to other modded mobs. If you can spot the problem please let me know. I managed to narrow down the problem to the onLivingUpdate() algorithm.

 

(the EntityGuardian.class onLivingUpdate() code below)

 

 public void onLivingUpdate()
    {
   
        if (this.worldObj.isRemote)
        {
            this.field_175484_c = this.field_175482_b;

           if (!this.isInWater())
            {
                this.field_175483_bk = 2.0F;

                if (this.motionY > 0.0D && this.field_175480_bp)

                {
                    this.worldObj.playSound(this.posX, this.posY, this.posZ, "TemogAesthetics:flop", 1.0F, 1.0F, false);
                }
                
              
                this.field_175480_bp = this.motionY < 0.0D;

            }
            else if (this.func_175472_n())
            {
                if (this.field_175483_bk < 0.5F)
                {
                    this.field_175483_bk = 4.0F;
                }
                else
                {
                    this.field_175483_bk += (0.5F - this.field_175483_bk) * 0.1F;
                }
            }
            else
            {
                this.field_175483_bk += (0.125F - this.field_175483_bk) * 0.2F;
            }

           this.field_175482_b += this.field_175483_bk;
           this.field_175486_bm = this.field_175485_bl;

            if (!this.isInWater())
            {
                this.field_175485_bl = this.rand.nextFloat();
            }
            else if (this.func_175472_n())
            {
                this.field_175485_bl += (0.0F - this.field_175485_bl) * 0.25F;
            }
            else
            {
                this.field_175485_bl += (1.0F - this.field_175485_bl) * 0.06F;
            }

            if (this.func_175472_n() && this.isInWater())
            {
                Vec3 vec3 = this.getLook(0.0F);

                for (int i = 0; i < 2; ++i)
                {
                	this.worldObj.spawnParticle("bubble", this.posX + (this.rand.nextDouble() - 0.5D) * (double)this.width - vec3.xCoord * 1.5D, this.posY + this.rand.nextDouble() * (double)this.height - vec3.yCoord * 1.5D, this.posZ + (this.rand.nextDouble() - 0.5D) * (double)this.width - vec3.zCoord * 1.5D, 0.0D, 0.0D, 0.0D);
                }
            }

           if (this.hasTargetedEntity())
            {
                if (this.field_175479_bo < this.func_175464_ck())
                {
                    ++this.field_175479_bo;
                }

                EntityLivingBase entitylivingbase = this.getTargetedEntity();

                if (entitylivingbase != null)
                {
                    this.getLookHelper().setLookPositionWithEntity(entitylivingbase, 90.0F, 90.0F);
                    this.getLookHelper().onUpdateLook();
                    double d5 = (double)this.func_175477_p(0.0F);
                    double d0 = entitylivingbase.posX - this.posX;
                    double d1 = entitylivingbase.posY + (double)(entitylivingbase.height * 0.5F) - (this.posY + (double)this.getEyeHeight());
                    double d2 = entitylivingbase.posZ - this.posZ;
                    double d3 = Math.sqrt(d0 * d0 + d1 * d1 + d2 * d2);
                    d0 = d0 / d3;
                    d1 = d1 / d3;
                    d2 = d2 / d3;
                    double d4 = this.rand.nextDouble();

                    while (d4 < d3)
                    {
                        d4 += 1.8D - d5 + this.rand.nextDouble() * (1.7D - d5);
                        this.worldObj.spawnParticle("bubble", this.posX + d0 * d4, this.posY + d1 * d4 + (double)this.getEyeHeight(), this.posZ + d2 * d4, 0.0D, 0.0D, 0.0D);
                    }
                }
    		}
	}

 

 

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