Jump to content

What is the event for zombies breaking down doors?


meee39

Recommended Posts

Not sure about the event, but the AI for breaking doors can be found in the minecraft source at net.minecraft.entity.ai.EntityAIBreakDoor; It looks like it just sets the door block to be air, I don't know what the associated event is called.

 

As far as the slime, see the setDead() method in net.minecraft.entity.monster.EntitySlime; for 1.10.2 source it is line #212

Link to comment
Share on other sites

27 minutes ago, meee39 said:

I need to make a block that stops them from doing that

That block already exists in vanilla Minecraft. It's called "Iron Door". Servers also have a "peaceful" mode in which zombies don't even break wooden doors. You might look at how that's coded in vanilla.

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.

Link to comment
Share on other sites

  • 2 weeks later...

The LivingEntity#tasks list is public. Just modify it.

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

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

10 hours ago, meee39 said:

That is odd. Eclipse claims that tasks cannot be resolved.

 

What type is the variable holding the entity you're trying to modify the tasks of? Since tasks is a field of EntityLiving, you can't reference it on a variable of type Entity or EntityLivingBase.

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.

Link to comment
Share on other sites

19 minutes ago, meee39 said:

Oh I just realised the problem. I am using EntityLivingEvent.getEntity() which returns Entity, not EntityLiving. I will need to cast it to EntityZombie and then it will be fine.

Just make sure if you do that you first check that the Entity is, in fact, an instance of EntityZombie, otherwise the cast could fail and cause problems.

Whatever Minecraft needs, it is most likely not yet another tool tier.

Link to comment
Share on other sites

In my event hooks I replace the Door break AI task with my own:

@SubscribeEvent
	public void onEntitySpawn(EntityJoinWorldEvent e) {
		if (e.getEntity() instanceof EntityZombie) {
			((EntityZombie)e.getEntity()).tasks.removeTask(new EntityAIBreakDoor((EntityLiving) e.getEntity()));
			((EntityZombie)e.getEntity()).tasks.addTask(8, new EntityAIBreakDoorCheckMobSuppressor((EntityLiving)e.getEntity()));
		}
	}
package com.leo.mobsuppressors.entities.ai;

import com.leo.mobsuppressors.EnumMobSuppressorType;
import com.leo.mobsuppressors.tileentity.TileEntityMobSuppressor;

import net.minecraft.block.Block;
import net.minecraft.block.BlockDoor;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.ai.EntityAIDoorInteract;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.EnumDifficulty;

public class EntityAIBreakDoorCheckMobSuppressor extends EntityAIDoorInteract
{
    private int breakingTime;
    private int previousBreakProgress = -1;

    public EntityAIBreakDoorCheckMobSuppressor(EntityLiving entityIn)
    {
        super(entityIn);
    }

    /**
     * Returns whether the EntityAIBase should begin execution.
     */
    public boolean shouldExecute()
    {
    	for (TileEntity te: theEntity.world.loadedTileEntityList) {
    		if (te instanceof TileEntityMobSuppressor && ((TileEntityMobSuppressor) te).type == EnumMobSuppressorType.ZOMBIE) {
    			double distanceX = te.getPos().getX() - theEntity.getPosition().getX();
    			double distanceY = te.getPos().getY() - theEntity.getPosition().getY();
    			double distanceZ = te.getPos().getZ() - theEntity.getPosition().getZ();
    			
    			System.out.println(distanceX + "\n");
				System.out.println(distanceY + "\n");
				System.out.println(distanceZ + "\n\n");
    			
    			if (!(distanceX < 5 && distanceY < 5 && distanceZ < 5)) {
    				return false;
    			}
    		}
    	}
    	
        if (!super.shouldExecute())
        {
            return false;
        }
        else if (!this.theEntity.world.getGameRules().getBoolean("mobGriefing") || !this.theEntity.world.getBlockState(this.doorPosition).getBlock().canEntityDestroy(this.theEntity.world.getBlockState(this.doorPosition), this.theEntity.world, this.doorPosition, this.theEntity) || !net.minecraftforge.event.ForgeEventFactory.onEntityDestroyBlock(this.theEntity, this.doorPosition, this.theEntity.world.getBlockState(this.doorPosition)))
        {
            return false;
        } 
        else
        {
            BlockDoor blockdoor = this.doorBlock;
            return !BlockDoor.isOpen(this.theEntity.world, this.doorPosition);
        }
    }

    /**
     * Execute a one shot task or start executing a continuous task
     */
    public void startExecuting()
    {
        super.startExecuting();
        this.breakingTime = 0;
    }

    /**
     * Returns whether an in-progress EntityAIBase should continue executing
     */
    public boolean continueExecuting()
    {
        double d0 = this.theEntity.getDistanceSq(this.doorPosition);
        boolean flag;

        if (this.breakingTime <= 240)
        {
            BlockDoor blockdoor = this.doorBlock;

            if (!BlockDoor.isOpen(this.theEntity.world, this.doorPosition) && d0 < 4.0D)
            {
                flag = true;
                return flag;
            }
        }

        flag = false;
        return flag;
    }

    /**
     * Resets the task
     */
    public void resetTask()
    {
        super.resetTask();
        this.theEntity.world.sendBlockBreakProgress(this.theEntity.getEntityId(), this.doorPosition, -1);
    }

    /**
     * Updates the task
     */
    public void updateTask()
    {
        super.updateTask();

        if (this.theEntity.getRNG().nextInt(20) == 0)
        {
            this.theEntity.world.playEvent(1019, this.doorPosition, 0);
        }

        ++this.breakingTime;
        int i = (int)((float)this.breakingTime / 240.0F * 10.0F);

        if (i != this.previousBreakProgress)
        {
            this.theEntity.world.sendBlockBreakProgress(this.theEntity.getEntityId(), this.doorPosition, i);
            this.previousBreakProgress = i;
        }

        if (this.breakingTime == 240 && this.theEntity.world.getDifficulty() == EnumDifficulty.HARD)
        {
            this.theEntity.world.setBlockToAir(this.doorPosition);
            this.theEntity.world.playEvent(1021, this.doorPosition, 0);
            this.theEntity.world.playEvent(2001, this.doorPosition, Block.getIdFromBlock(this.doorBlock));
        }
    }
}

The zombies still break down doors.

Link to comment
Share on other sites

11 minutes ago, meee39 said:

((EntityZombie)e.getEntity()).tasks.removeTask(new EntityAIBreakDoor((EntityLiving) e.getEntity()));

You need to iterate the tasks.taskEntries to find the one you want to remove. Removing the object you've just created is not going to work in most cases as it won't be present.

 

Your AI task can just extend EntityAIBreakDoor and that way you don't need to maintain a copy of vanilla's code. You can override the shouldExecute method and && the super condition and your condition just fine.

Edited by V0idWa1k3r
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



×
×
  • Create New...

Important Information

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