Posted September 30, 20177 yr Hi, i've got an entity, that's does, what it has to do. Just one thing is not working. It will not use doors. Even when he has a path to walk and i open the door, he will not walk trough. If i destroy the door then, he continous his way. I tried everything i could, including wasting hours in debugger without result. The entity class Spoiler package helpinghands.Models; import helpinghands.HelpingHands; import helpinghands.events.PacketHelpingHands; import java.io.IOException; import javax.annotation.Nullable; import net.minecraft.entity.EntityCreature; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.SharedMonsterAttributes; import net.minecraft.entity.ai.EntityAIAvoidEntity; import net.minecraft.entity.ai.EntityAIBase; import net.minecraft.entity.ai.EntityAIMoveIndoors; import net.minecraft.entity.ai.EntityAIMoveTowardsRestriction; import net.minecraft.entity.ai.EntityAIOpenDoor; import net.minecraft.entity.ai.EntityAIRestrictOpenDoor; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAITasks.EntityAITaskEntry; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.ai.EntityAIWatchClosest2; import net.minecraft.entity.monster.EntityZombie; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.util.EnumActionResult; import net.minecraft.util.EnumHand; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.Vec3d; import net.minecraft.world.World; public class EntityWorker extends EntityCreature{ public EntityTyp profession; public boolean selected; protected EntityAIBase aiMoveTo = null; public EntityWorker(World worldIn) { super(worldIn); this.profession = EntityTyp.DEFAULT; this.setDropItemsWhenDead(false); this.selected = false; /* this.setItemStackToSlot(EntityEquipmentSlot.HEAD, new ItemStack(Items.DIAMOND_HELMET)); this.setItemStackToSlot(EntityEquipmentSlot.CHEST, new ItemStack(Items.DIAMOND_CHESTPLATE)); this.setItemStackToSlot(EntityEquipmentSlot.LEGS, new ItemStack(Items.DIAMOND_LEGGINGS)); this.setItemStackToSlot(EntityEquipmentSlot.FEET, new ItemStack(Items.DIAMOND_BOOTS)); this.setItemStackToSlot(EntityEquipmentSlot.MAINHAND, new ItemStack(Items.DIAMOND_SWORD)); */ } @Override protected void entityInit() { super.entityInit(); } @Override protected void applyEntityAttributes() { super.applyEntityAttributes(); // Here we set various attributes for our mob. Like maximum health, armor, speed, ... this.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(15F); this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.3D); this.getEntityAttribute(SharedMonsterAttributes.FOLLOW_RANGE).setBaseValue(64.0D); this.getEntityAttribute(SharedMonsterAttributes.ARMOR).setBaseValue(2.0D); } @Override protected void initEntityAI() { this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(1, new EntityAIAvoidEntity(this, EntityZombie.class, 8.0F, 0.6D, 0.6D)); this.tasks.addTask(2, new EntityAIMoveIndoors(this)); this.tasks.addTask(3, new EntityAIRestrictOpenDoor(this)); this.tasks.addTask(4, new EntityAIOpenDoor(this, true)); this.tasks.addTask(5, new EntityAIOpenFenceGate(this, true)); this.tasks.addTask(6, new EntityAIMoveTowardsRestriction(this, 0.6D)); this.tasks.addTask(7, new EntityAIWatchClosest2(this, EntityPlayer.class, 3.0F, 1.0F)); this.tasks.addTask(8, new EntityAIWander(this, 0.6D)); this.tasks.addTask(9, new EntityAIWatchClosest(this, EntityLiving.class, 8.0F)); this.applyEntityAI(); } public void applyEntityAI() { } @Override public void writeEntityToNBT(NBTTagCompound nbt) { super.writeEntityToNBT(nbt); } @Override public void readEntityFromNBT(NBTTagCompound nbt) { super.readEntityFromNBT(nbt); } @Override public EnumActionResult applyPlayerInteraction(EntityPlayer player, Vec3d vec, @Nullable ItemStack stack, EnumHand hand) { GuiWorker.setup(this); if (worldObj.isRemote) { player.openGui(HelpingHands.instance, 0, worldObj, (int) player.posX, (int) player.posY, (int) player.posZ); } return super.applyPlayerInteraction(player, vec, stack, hand); } @Override public void onUpdate() { super.onUpdate(); } public void clearTasks() { if(!this.targetTasks.taskEntries.isEmpty()) { for (EntityAITaskEntry t : this.targetTasks.taskEntries) { this.targetTasks.removeTask(t.action); } } } public void removeTask(EntityAIBase task) { if(task != null) { this.targetTasks.removeTask(task); task = null; } } @Override public void onLivingUpdate() { super.onLivingUpdate(); } public void moveTo(BlockPos pos, EntityPlayer player, BlockPos facePos) { // first clear the move task removeTask(aiMoveTo); // add task aiMoveTo = new EntityAIMoveTo(this, 1D, 1, pos, facePos); this.targetTasks.addTask(50, aiMoveTo); } public void faceBlock(@Nullable final BlockPos block) { if (block == null) { return; } final double xDifference = block.getX() - this.posX; final double zDifference = block.getZ() - this.posZ; final double yDifference = block.getY() - (this.posY + (double) this.getEyeHeight()); final double squareDifference = Math.sqrt(xDifference * xDifference + zDifference * zDifference); final double intendedRotationYaw = (Math.atan2(zDifference, xDifference) * 180.0D / Math.PI) - 90.0; final double intendedRotationPitch = -(Math.atan2(yDifference, squareDifference) * 180.0D / Math.PI); float newYaw = (float)intendedRotationYaw; float newPitch = (float)intendedRotationPitch; this.setLocationAndAngles(this.posX, this.posY, this.posZ, newYaw, newPitch); final double goToX = xDifference > 0 ? 0.001D : -0.001D; final double goToZ = zDifference > 0 ? 0.001D : -0.001D; this.moveEntity((float) goToX, 0, (float) goToZ); } public String getName() { if(this.hasCustomName()) return this.getCustomNameTag(); return ""; } public void setSelected(boolean selected) { this.selected = selected; sendSyncPacket(); } public enum EntityTyp { DEFAULT("default", 0), DELIVERY_MAN("deliveryman", 1); public final String textureBase; public final int numTextures; EntityTyp(final String textureBase, final int numTextures) { this.textureBase = textureBase; this.numTextures = numTextures; } } // send sync packet to client, if on server side public void sendSyncPacket() { if (!this.worldObj.isRemote) { try { HelpingHands.channel.sendToAll(PacketHelpingHands.createEntityPacket(this)); } catch (IOException e) { e.printStackTrace(); } } else { try { HelpingHands.channel.sendToServer(PacketHelpingHands.createEntityPacket(this)); } catch (IOException e) { e.printStackTrace(); } } } } The movement ai Spoiler package helpinghands.Models; import akka.dispatch.CachingConfig.PathEntry; import net.minecraft.entity.ai.EntityAIBase; import net.minecraft.pathfinding.Path; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; public class EntityAIMoveTo extends EntityAIBase { private final EntityWorker theEntity; private final double movementSpeed; /** Controls task execution delay */ private int timeoutCounter; private int maxStayTicks; /** Block to move to */ public BlockPos destinationBlock; /** Block to look at after reaching the destination */ public BlockPos facingBlock; private final int searchLength; private boolean isAboveDestination; public EntityAIMoveTo(EntityWorker creature, double speedIn, int length, BlockPos pos, BlockPos facingBlock) { this.theEntity = creature; this.movementSpeed = speedIn; this.searchLength = length; this.destinationBlock = pos; this.facingBlock = facingBlock; this.setMutexBits(5); } public boolean shouldExecute() { this.theEntity.faceBlock(this.destinationBlock); return this.searchForDestination(); } public boolean continueExecuting() { return this.timeoutCounter >= -this.maxStayTicks && this.timeoutCounter <= 1200 && this.shouldMoveTo(this.theEntity.worldObj, this.destinationBlock); } public void startExecuting() { this.theEntity.getNavigator().clearPathEntity(); this.theEntity.getNavigator().tryMoveToXYZ((double)((float)this.destinationBlock.getX()) + 0.5D, (double)(this.destinationBlock.getY()), (double)((float)this.destinationBlock.getZ()) + 0.5D, this.movementSpeed); this.timeoutCounter = 0; this.maxStayTicks = this.theEntity.getRNG().nextInt(this.theEntity.getRNG().nextInt(1200) + 1200) + 1200; } public void resetTask() { } public void updateTask() { if (this.theEntity.getDistanceSqToCenter(this.destinationBlock.up()) > 1.0D) { this.isAboveDestination = false; ++this.timeoutCounter; if (this.timeoutCounter % 40 == 0) { this.theEntity.getNavigator().clearPathEntity(); this.theEntity.getNavigator().tryMoveToXYZ((double)((float)this.destinationBlock.getX()) + 0.5D, (double)(this.destinationBlock.getY()), (double)((float)this.destinationBlock.getZ()) + 0.5D, this.movementSpeed); } } else { this.isAboveDestination = true; this.theEntity.faceBlock(this.facingBlock); this.theEntity.removeTask(this.theEntity.aiMoveTo); --this.timeoutCounter; } } public boolean getIsAboveDestination() { return this.isAboveDestination; } private boolean searchForDestination() { int i = this.searchLength; BlockPos blockpos = new BlockPos(this.destinationBlock); for (int k = 0; k <= 1; k = k > 0 ? -k : 1 - k) { for (int l = 0; l < i; ++l) { for (int i1 = 0; i1 <= l; i1 = i1 > 0 ? -i1 : 1 - i1) { for (int j1 = i1 < l && i1 > -l ? l : 0; j1 <= l; j1 = j1 > 0 ? -j1 : 1 - j1) { BlockPos blockpos1 = blockpos.add(i1, k - 1, j1); if (this.shouldMoveTo(this.theEntity.worldObj, blockpos1)) { this.destinationBlock = blockpos1; return true; } } } } } return false; } protected boolean shouldMoveTo(World worldIn, BlockPos pos) { return true; } } Edited September 30, 20177 yr by Dustpuppy
September 30, 20177 yr Author That's it. I looked at the villager, but there's only ((PathNavigateGround)this.getNavigator()).setBreakDoors(true); It has to be ((PathNavigateGround)this.getNavigator()).setEnterDoors(true); Now he opens and uses doors. I am happy. Thank you
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