Kriptikz Posted March 16, 2017 Posted March 16, 2017 (edited) When spawning an entity from an items onPlayerStoppedUsing method, the entity works server side but it seems it's not getting spawned client side. Here is my item class: https://github.com/Kriptikz/Archmage/blob/1.11.2/src/main/java/kriptikz/archmage/item/ItemWand.java#L55 From what I understand, an entity should only be spawned server side and the server will tell the client to spawn the entity, but it's not spawning it on the client. This worked for me previously before I changed my spell class hierarchy to something I thought would work better for me. Basically I have it set up so my ItemWand class will be cleaner, previously I had this: Spoiler @Override public void onPlayerStoppedUsing(ItemStack stack, World worldIn, EntityLivingBase entityLiving, int timeleft) { if (timeleft <= 975) { if (!worldIn.isRemote) { EntitySpellProjectile spell = null; IPlayerData playerData = PlayerDataProvider.getPlayerCapability(entityLiving); switch(playerData.getSelectedSpell()) { case 0: spell = new EntitySpellProjectile(worldIn, entityLiving, SpellProjectileHandler.FIREBALL); break; case 1: spell = new EntitySpellProjectile(worldIn, entityLiving, SpellProjectileHandler.STUN); break; case 2: SpellSelfHeal.healPlayer((EntityPlayer) entityLiving, ((SpellDataHelper.getHealAmount(playerData.getSelectedSpell(), playerData.getSpellLevel(playerData.getSelectedSpell()))))); float manaCost = SpellDataHelper.getManaCost(playerData.getSelectedSpell(), playerData.getSpellLevel(playerData.getSelectedSpell())); if ((playerData.getMana() - manaCost) >= 0) { playerData.setMana(playerData.getMana() - manaCost); } else { entityLiving.sendMessage(new TextComponentString("Not enough mana!!!")); } break; case 3: spell = new EntitySpellProjectile(worldIn, entityLiving, SpellProjectileHandler.HEALPROJECTILE); break; case 4: spell = new EntitySpellProjectile(worldIn, entityLiving, SpellProjectileHandler.DIZZIFY); break; case 5: spell = new EntitySpellProjectile(worldIn, entityLiving, SpellProjectileHandler.SLOW); break; case 6: // SpellDummyClone if ((playerData.getMana() - 25) >= 0) { playerData.setMana(playerData.getMana() - 25); RayTraceResult result = this.rayTrace(worldIn, (EntityPlayer)entityLiving, false); BlockPos blockPos = result.getBlockPos(); worldIn.spawnEntity(new EntityDummyTarget(worldIn, blockPos, entityLiving.getPosition(), 100, (EntityPlayer)entityLiving)); } else { entityLiving.sendMessage(new TextComponentString("Not enough mana!!!")); } break; case 7: if (entityLiving instanceof EntityPlayer) { SpellLevitate.levitate((EntityPlayer) entityLiving); } break; case 8: spell = new EntitySpellProjectile(worldIn, entityLiving, SpellProjectileHandler.WARP); break; case 9: TeleportDestination teleportDestination = playerData.getTeleportDestination(); BlockPos teleportPos = teleportDestination.getTeleportPos(); int dimId = teleportDestination.getTeleportDimId(); int oldId = entityLiving.getEntityWorld().provider.getDimension(); if (oldId != dimId) { TeleportDestination.teleportToDimension((EntityPlayer) entityLiving, dimId, teleportPos.getX() + 0.5, teleportPos.getY() + 1.5, teleportPos.getZ() + 0.5); } else { ((EntityPlayer) entityLiving).setPositionAndUpdate(teleportPos.getX()+0.5, teleportPos.getY() + 0.5, teleportPos.getZ()+0.5); } break; } if (spell != null) { float manaCost = SpellDataHelper.getManaCost(playerData.getSelectedSpell(), playerData.getSpellLevel(playerData.getSelectedSpell())); if ((playerData.getMana() - manaCost) >= 0) { playerData.setMana(playerData.getMana() - manaCost); worldIn.spawnEntity(spell); } else { entityLiving.sendMessage(new TextComponentString("Not enough mana!!!")); } } } } } Some spells are projectiles and some are not. So in the new version I have ISpellBase interface which has only two methods, isProjectile() and doSpell(). From here I have another base class called EntitySpellBase. If the spell is a projectile I extend EntitySpellBase, if not it just implements ISpellBase. I use isProjectile() to determine if the spell is a projectile, if it is I spawn it, if its not I just doSpell(). My goal with the change was to make the code cleaner and make it easier to implement different models for different spell projectiles as well as allow handling a spell easily whether it is suppose to be a projectile or not. So in the switch statement any spell could be initialized like this, whether it is suppose to be an entity or not: Spoiler spell = new SpellFireball(worldIn, entityLiving); Where SpellFireball is replaced by the corresponding spell. This seemed like it could work nicely, but maybe it's a bad design. I'm pretty new to programming in general so any criticism is welcome. I do have other designs in mind but I liked this one the most. Edited March 16, 2017 by Kriptikz Solved Quote
Kriptikz Posted March 16, 2017 Author Posted March 16, 2017 5 minutes ago, diesieben07 said: Cloned your repo and the entity definitely spawns on the client. Do you see the particles as well? Quote
Kriptikz Posted March 16, 2017 Author Posted March 16, 2017 (edited) 16 minutes ago, diesieben07 said: Yes, I did see fire particles. Sorry I should have been more specific, I meant the travel and impact particles. Edited March 16, 2017 by Kriptikz Quote
Kriptikz Posted March 16, 2017 Author Posted March 16, 2017 Ok, It is spawning on the client, I just wasn't writing maxTicksExisted with writeSpawnData(), so it was defaulting to 0 on the client lol, woops. Now to figure out why the particles aren't spawning. Quote
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