Jump to content

Where do I find some documentation to Minecraft mechanics?


Recommended Posts

Posted

I am looking for something like documentation to mechanics of the game and the values of different attributes (right now, for example I would like to know what number should I put in MovementInput.moveForward and MovementInput.moveStrafe to make it the same values as is normal for walking & sprinting in Minecraft.

 

But in the future I am sure I will have to handle more stuff like this and I will have to look up other values for other attributes. Where can I find those things? I checked for example this: http://minecraft.gamepedia.com/Sprinting, but it has certainly different values than those I should put in the mentioned class.

 

 

Posted

If you can't find documentation, look at the implementation.

 

MovementInputFromOptions#updatePlayerMoveState

increments/decrements

MovementInput#moveForward

and

MovementInput#moveStrafe

based on which movement keys are pressed and then multiplies them by 0.3 if the sneak key is pressed.

 

EntityPlayerSP#onLivingUpdate

calls

MovementInputFromOptions#updatePlayerMoveState

and handles most player movement input (e.g. flying/sprinting toggles, flying vertical movement).

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

Thank you for replying. Now I am looking into the implementation as you suggested and can't wrap my mind around this - in EntityPlayerSP on lines 913~917 I see following code:

 

        boolean flag = this.movementInput.jump;
        boolean flag1 = this.movementInput.sneak;
        float f = 0.8F;
        boolean flag2 = this.movementInput.moveForward >= f;
        this.movementInput.updatePlayerMoveState();

 

When I look into MovementInput#updatePlayerMoveState(), its implementation is blank. Why? And what is the purpose of this in a bigger picture?

 

What I am pretty much trying to do is essentially simulate player control - I want my mode to take over control and do some actions. My current idea is to implement logic that would every tick (onPlayerTick?) check the state of current task to be performed (for example "travel to coordinates", "break a block" and similar). I will have probably a lot of smaller classes representing tasks to be executed and will be executing them in order to accomplish bigger tasks: e.g. "get to x,y,z" will be composed of "travel to x+1, z+1, adjust y if needed" where "adjust y if needed" would be composed of some logic that would determine when to jump/place a block, how many blocks to place.

 

 

For this, will I need to know stuff like "how long in ticks does it take for this particular block to break"? And what do you think of my current approach? Do you see possible weak spots in doing this the way I am currently planning to do it?

 

Also, would you recommend to me to use something else than setting up MovementInput value properly and putting it to getMinecraft().thePlayer.movementInput?

 

Thanks in advance for any help provided!

Posted

I recommend finding the vanilla mob AI classes, setting some break points, and then tracing the "thought" processes of a few animals and monsters as the game runs in the debugger. Watching variables such as speed and acceleration will give you benchmarks.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted

Thank you for replying. Now I am looking into the implementation as you suggested and can't wrap my mind around this - in EntityPlayerSP on lines 913~917 I see following code:

 

        boolean flag = this.movementInput.jump;
        boolean flag1 = this.movementInput.sneak;
        float f = 0.8F;
        boolean flag2 = this.movementInput.moveForward >= f;
        this.movementInput.updatePlayerMoveState();

 

When I look into MovementInput#updatePlayerMoveState(), its implementation is blank. Why? And what is the purpose of this in a bigger picture?

 

MovementInput#updatePlayerMoveState

is overridden by

MovementInputFromOptions#updatePlayerMoveState

, which actually reads the player's input. In vanilla,

EntityPlayerSP#movementInput

is always an instance of

MovementInputFromOptions

.

 

Those flags store the

MovementInput

values from the previous tick before updating the

MovementInput

with the player's current input.

 

flag

(set from

MovementInput#jump

) is used to toggle creative and elytra flight and to charge/release the horse jump meter.

 

flag1

(set from

MovementInput#sneak

) and

flag2

(set from

MovementInput#moveForward

being greater than or equal to [nobbc]0.8)[/nobbc] is used to toggle sprinting (i.e. only start sprinting if the player wasn't holding sneak and wasn't moving forward at full speed).

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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

    • on my last computer, i had a similar problem with forge/ neoforge mods but instead them launcher screen was black
    • I am trying to make a mod, all it is, a config folder that tells another mod to not require a dependency, pretty simple right.. well, I dont want whoever downloads my mod to have to download 4 other mods and then decide if they want 2 more that they kinda really need.. i want to make my mod basically implement all of these mods, i really dont care how it does it, ive tried putting them in every file location you can think of, ive downloaded intellij, mcreator, and tried vmware but thats eh (had it from school). I downloaded them in hopes theyd create the correct file i needed but honestly im only more lost now. I have gotten my config file to work, if i put all these mods into my own mods folder and the config file into the config and it works (unvbelievably) but i want to share this to everyone else, lets just say this mod will legitimately get 7M downloads.  I tried putting them in a run folder then having it create all the contents in that for a game (mods,config..etc) then i drop the mods in and all the sudden i cant even open the game, like it literally works with my own world i play on, but i cant get it to work on any coding platform, they all have like built in java versions you cant switch, its a nightmare. I am on 1.20.1 I need Java 17 (i dont think the specific versions of 17 matter) I have even tried recreating the mods i want to implement and deleting import things like net.adamsandler.themodsname and replacing it with what mine is. that only creates other problems, where im at right now is i got the thing to start opening then it crashes, closest ive gotten it, then it just says this  exception in thread "main" cpw.mods.niofs.union.unionfilesystem$uncheckedioexception: java.util.zip.zipexception: zip end header not found caused by: java.util.zip.zipexception: zip end header not found basically saying theres something wrong with my java.exe file, so i tried downloading so many different versions of java and putting them all in so many different spots, nothing, someone online says its just a mod that isnt built right so i put the mod into an editor and bunch of errors came up, id post it but i deleted it on accident, i just need help integrating mods
    • Vanilla 1.16.5 Crash Report [#L2KYKaK] - mclo.gs  
    • Hello, probably the last update, if anyone has the same problem or this can be of any help, the answer was pretty simple, textures started rendering just using a Tesselator instead of a VertexConsumer given by a MultibufferSource and a RenderType, pretty simple
    • Finally circling back to this, and I think all of us were half right.  getChunk() does appear to immediately load the chunk, but what changed between 1.16 and 1.18 is that the list of entities is now stored in the server, not per chunk.  So while it was possible to load a chunk in 1.16 and immediately grab an entity out of it, 1.18 loads the chunk and submits a request to load its entities on the next tick (if I understand correctly).  All this to say, you can immediately access the chunk itself, however you have to wait an additional tick for its entities to load in. In my case what this means is that I do have to set up an interface to wait an additional tick before submitting the request to retrieve the entity.  However, other functions do appear to be available immediately.  Just depends on what you're trying to do. Thank you all for the help! 
  • Topics

×
×
  • Create New...

Important Information

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