Jump to content

[1.12.2] arrows fired spawned don't do damage


Merthew

Recommended Posts

The arrows that i fire from my tileentiy don't actually do damage. Is there a way to fix this?

 

Code File:

Spoiler

package merthew.mod.block.divinity.altar;

import java.util.ArrayList;
import java.util.HashMap;
import java.util.Map;

import javax.annotation.Nullable;

import merthew.mod.inventory.EobItemHandler;
import merthew.mod.util.handlers.packets.DivineAltarButtonMessage;
import merthew.mod.util.handlers.packets.PacketHandler;
import net.minecraft.dispenser.BehaviorDefaultDispenseItem;
import net.minecraft.dispenser.IBehaviorDispenseItem;
import net.minecraft.entity.projectile.EntityTippedArrow;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.init.MobEffects;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.network.NetworkManager;
import net.minecraft.network.play.server.SPacketUpdateTileEntity;
import net.minecraft.potion.PotionEffect;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ITickable;
import net.minecraft.util.registry.RegistryDefaulted;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.items.CapabilityItemHandler;

public class TileEntityAltar extends TileEntity implements ITickable{
	public static final RegistryDefaulted<Item, IBehaviorDispenseItem> DISPENSE_BEHAVIOR_REGISTRY = new RegistryDefaulted<Item, IBehaviorDispenseItem>(new BehaviorDefaultDispenseItem());
	
	private final EobItemHandler itemHandler;
	boolean isCheckStart;
	boolean isPressed;
	int ticksPressed;
	
    boolean rainOfDeath;
    int rainOfDeathTick;
	
	public enum Ritual {
		RAIN, CLEAR, RAIN_OF_DEATH
	}
	
	Map<ArrayList<Item>, Ritual> recipes = new HashMap<ArrayList<Item>, Ritual>();
	
	public TileEntityAltar() {
		super();
		itemHandler = new EobItemHandler(8);
		
		ArrayList<Item> rain = new ArrayList<Item>();
		for(int i = 0; i < 8; i ++) {
			rain.add(Items.WATER_BUCKET);
		}
		recipes.put(rain, Ritual.RAIN);
		
		ArrayList<Item> clear = new ArrayList<Item>();
		for(int i = 0; i < 8; i ++) {
			clear.add(Item.getItemFromBlock(Blocks.AIR));
		}
		recipes.put(clear, Ritual.RAIN_OF_DEATH);
	}

	@Override
	public void update() {
		if(isPressed) {
			ticksPressed ++;
		}
		
		if(ticksPressed >= 10) {
			isPressed = false;
			ticksPressed = 0;
		}
		
		if(isCheckStart) {
			System.out.println("Check Start is a go.");
			if(shouldStart()) {
				System.out.println("Should Start is a go.");
				ArrayList<Item> inputs = new ArrayList<Item>();
				inputs.add(itemHandler.getStackInSlot(0).getItem());
				inputs.add(itemHandler.getStackInSlot(1).getItem());
				inputs.add(itemHandler.getStackInSlot(2).getItem());
				inputs.add(itemHandler.getStackInSlot(3).getItem());
				inputs.add(itemHandler.getStackInSlot(4).getItem());
				inputs.add(itemHandler.getStackInSlot(5).getItem());
				inputs.add(itemHandler.getStackInSlot(6).getItem());
				inputs.add(itemHandler.getStackInSlot(7).getItem());
				Ritual r = recipes.get(inputs);
				System.out.println("Ritual: " + r);
				
				switch(r) {
				case RAIN:
					PacketHandler.INSTANCE.sendToServer(new DivineAltarButtonMessage(0));
		            break;
				case CLEAR:
					PacketHandler.INSTANCE.sendToServer(new DivineAltarButtonMessage(1));
					break;
				case RAIN_OF_DEATH:
					rainOfDeath = true;
					System.out.println("Starting rain of death.");
				}
			}
			isCheckStart = false;
		}
		
		//Rain of Death =================================================================================================
		if(rainOfDeath) {
			rainOfDeathTick ++;
			EntityTippedArrow e = new EntityTippedArrow(world, pos.getX()+.5, pos.getY()+1, pos.getZ()+.5);
			e.motionX = (Math.random()*4)-2;
			e.motionZ = (Math.random()*4)-2;
			e.motionY = 1.0F;
			world.spawnEntity(e);
			System.out.println("Fired arrow.");
		}
		if(rainOfDeathTick >= 20* 10) {
			rainOfDeath = false;
			rainOfDeathTick = 0;
		}
	}
	
	protected IBehaviorDispenseItem getBehavior(ItemStack stack)
    {
        return DISPENSE_BEHAVIOR_REGISTRY.getObject(stack.getItem());
    }
	
	private boolean shouldStart() {
		ArrayList<Item> inputs = new ArrayList<Item>();
		inputs.add(itemHandler.getStackInSlot(0).getItem());
		inputs.add(itemHandler.getStackInSlot(1).getItem());
		inputs.add(itemHandler.getStackInSlot(2).getItem());
		inputs.add(itemHandler.getStackInSlot(3).getItem());
		inputs.add(itemHandler.getStackInSlot(4).getItem());
		inputs.add(itemHandler.getStackInSlot(5).getItem());
		inputs.add(itemHandler.getStackInSlot(6).getItem());
		inputs.add(itemHandler.getStackInSlot(7).getItem());
		
		if(recipes.containsKey(inputs)) {
			System.out.println("Is a recipe");
			return true;
		}
		else {
			System.out.println("Not a recipe");
			return false;
		}
	}
	
	@Override
	public void readFromNBT(NBTTagCompound nbtTagCompound)
	{
		super.readFromNBT(nbtTagCompound);
		itemHandler.deserializeNBT(nbtTagCompound.getCompoundTag("ItemHandler"));
	}
	
	@Override
	public NBTTagCompound writeToNBT(NBTTagCompound nbtTagCompound)
	{
		super.writeToNBT(nbtTagCompound);
		nbtTagCompound.setTag("ItemHandler", itemHandler.serializeNBT());	
		return nbtTagCompound;
	}
	
	public EobItemHandler getItemHandler()
	{
		return itemHandler;
	}
	
	@SuppressWarnings("unchecked")
	@Override
	public <T> T getCapability(Capability<T> capability, @Nullable EnumFacing facing)
	{
		if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
		{
			return (T) itemHandler;
		}

		return super.getCapability(capability, facing);
	}

	@Override
	public boolean hasCapability(Capability<?> capability, @Nullable EnumFacing facing)
	{
		return false;
	}

	@Override
	public SPacketUpdateTileEntity getUpdatePacket()
	{
		return new SPacketUpdateTileEntity(pos, 0, getUpdateTag());
	}

	@Override
	public void onDataPacket(NetworkManager net, SPacketUpdateTileEntity pkt)
	{
		readFromNBT(pkt.getNbtCompound());
	}

	@Override
	public NBTTagCompound getUpdateTag()
	{
		return this.writeToNBT(new NBTTagCompound());
	}

	public void saveCraftingInfo(String text, boolean modeRecieved) {
		this.updateTile();
	}

	void updateTile(){
		world.notifyBlockUpdate(pos, world.getBlockState(pos), world.getBlockState(pos), 3);
		world.scheduleBlockUpdate(pos,this.getBlockType(),0,0);
		markDirty();
	}
}

 

In all honesty it is more than likely something obvious.

The seven became one and the one became two.

Link to comment
Share on other sites

I believe you have to call a function top set the arrow's damage amount. 

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

This is how i create the arrow and fire it:

EntityTippedArrow e = new EntityTippedArrow(world, pos.getX()+.5, pos.getY()+1, pos.getZ()+.5);
e.motionX = (Math.random()*4)-2;
e.motionZ = (Math.random()*4)-2;
e.motionY = 1.0F;
world.spawnEntity(e);

The way the bow does it, it calls the shoot function, i also tried that but to no avail.

The seven became one and the one became two.

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I would like to setup a test that makes sure an animation completes, however this animation can be a couple of seconds long. Are there any examples of using a GameTestSequence created from GameTestHelper#startSequence to wait until a certain function in the code is reached or finished?
    • Minecraft java and forge seem to have it out for me, any ideas? I have had issues with exit code 1 while loading forge -fabric was having the same issues, but I seemed to fix it in these repairs? (tried different versions upwards from 1.19 to 1.20.2 for forge, nothing worked and I'm confident older versions wouldn't either) -The launcher itself loads fine, it will load the game within the launcher, and then crash the moment it tries to load outside of the launcher. I have tried the default launcher, legacy launcher, and the curse forge launcher, none have worked! (all have had the same problem) I think this started when I took a break and upgraded to windows 11 and wonder if that changed anything? I have tried the following: uninstalled & reinstalled java, (I have having issues where I download jdk 17 but only 8 would show up (would not show up anywhere but the control panel, not even the official uninstaller, I *think* I got that fixed) tried jarfix uninstalled & reinstalled minecraft tried alternate launchers -forge & legacy, & repaired them too. tried without mods updated game drivers uninstalled and reinstalled forge -including completely wiping it from my system changed java excutable path followed everything in the error code 1 post completely reset my pc I tried to change the launch path but couldn't seem to get it to work -the default launcher wont let me even see properties as an option, i have yet to try with the other two (i did try on legacy but it was being weird) I want to include my debug log; but its over the max size? sorry my brains gone numb from trying to fix this for the past 2 days
    • I personally create registries using DataPackRegistryEvent.NewRegistry. It's pretty powerful as long as you know how to make codecs. In some class, make a registry key like so: public static final ResourceKey<Registry<MyDataType>> MY_REGISTRY = ResourceKey.createRegistryKey(new ResourceLocation(MyMod.MOD_ID, "registry_name")); This will make a registry that holds objects of type "MyDataType". JSON files stored in data/<datapack_namespace>/modid/registryname/ will be parsed and put into this registry. Note that the directory structure has a folder named after your mod inside your datapack directory, so the actual path would look like: data/my_mod/my_mod/registry_name (or if another mod uses your registry: data/their_mod/my_mod/registry_name. To register this registry, subscribe to the DataPackRegistryEvent.NewRegistry event on the MOD event bus and call event.dataPackRegistry() for every registry you have. An example of what I'm doing for my mod (this is in the constructor for the main mod file): IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus(); bus.addListener((DataPackRegistryEvent.NewRegistry event) -> { event.dataPackRegistry(ModRegistries.INSULATOR_DATA, InsulatorData.CODEC); }); CODEC is a public static field inside the class for the custom data type I am registering. It holds a Codec<InsulatorData> that tells Minecraft how to serialize/deserialize the data. Most of my data so far can be represented by records, so I use RecordCodecBuilder.create() to do this: public static final Codec<InsulatorData> CODEC = RecordCodecBuilder.create(instance -> instance.group( // Yadda yadda ).apply(instance, InsulatorData::new)); What exactly to put here depends on what you're trying to do, so that's up to you. But basically you're just defining a list of codecs that correspond to the parameters of the record (data type). Most primitive data types have records in the Codec class (ex. Codec.INT) that you can use, and other classes like ResourceLocation have their own codecs as a static field (ex. ResourceLocation.CODEC). Hopefully this is what you're looking for, and that this helps.
    • Good days  I finnaly manage to fix and get a working gui from BlockItem and from BlockEntity the next issues i have to fix is this the block Entity model for some reason is moved to the south west  this briefcase model must be centered but is moved to a side, i have nothing weird in the code but this is happening // ########## ########## ########## ########## @Override public RenderShape getRenderShape(BlockState blkstate) {     return RenderShape.MODEL; } the block model is out of place However The hitBox of the block is right in place   ########################################################################################################### This next issue  Mi gui also adds the 5 slots from the player equipment the thing is theres no filter to determine whats can be put in an armor slot and what not      i have this method that draws the slots for the armor, the part i dont get i slike wheres the code that responds when you set an item in a item slot to do checks and allow the item to be set or not  //########## ########## ########## //Draw Player Armor private void addPlayerArmorSlots(Inventory playerInventory) { // 36 this.addSlot(new Slot(playerInventory, 39, 8, 8)); this.addSlot(new Slot(playerInventory, 38, 8, 26)); this.addSlot(new Slot(playerInventory, 37, 8, 44)); this.addSlot(new Slot(playerInventory, 36, 8, 62)); this.addSlot(new Slot(playerInventory, 40, 26, 53)); }   theres must be a method that triggers when you set a itemstack inside an slot and allows to do a check if its a valid item for that slot                                             
    • No like how do I use my new PreperableReloadListener, I know how to set it up now and register it, I just need to know how to use it in other classes.
  • Topics

×
×
  • Create New...

Important Information

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