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[1.13.2] Help with AI task for pig


Yamahari

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Hi, I have this AI task

package yamahari.weeds.entities.ai;

import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.ai.EntityAIBase;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraftforge.common.util.Constants;
import net.minecraftforge.event.ForgeEventFactory;
import yamahari.weeds.blocks.BlockDryFarmland;
import yamahari.weeds.lists.BlockList;

public class EntityAIMakeSoil extends EntityAIBase {
    private final EntityLiving soilMakerEntity;

    private final World entityWorld;

    private int makingSoilTimer;

    public EntityAIMakeSoil(EntityLiving soilMakerEntity) {
        this.soilMakerEntity = soilMakerEntity;
        this.entityWorld = soilMakerEntity.world;
        this.setMutexBits(7);
    }

    @Override
    public boolean shouldExecute() {
        if(this.soilMakerEntity.getRNG().nextInt(this.soilMakerEntity.isChild() ? 100 : 200) == 0) {
            IBlockState blockState = this.entityWorld.getBlockState(this.soilMakerEntity.getPosition().down());
            Block block = blockState.getBlock();
            return block == Blocks.GRASS_BLOCK
                    || block == Blocks.DIRT
                    || block == BlockList.dry_farmland
                    || block == Blocks.COARSE_DIRT;
        }
        return false;
    }

    @Override
    public void startExecuting() {
        this.makingSoilTimer = 40;
        this.soilMakerEntity.getNavigator().clearPath();
    }

    @Override
    public void resetTask() {
        this.makingSoilTimer = 0;
    }

    @Override
    public boolean shouldContinueExecuting() {
        return this.makingSoilTimer > 0;
    }

    public int getMakingSoilTimer() {
        return this.makingSoilTimer;
    }

    @Override
    public void tick() {
        this.makingSoilTimer = Math.max(0, this.makingSoilTimer - 1);
        if(this.makingSoilTimer == 4) {
            BlockPos pos = new BlockPos(this.soilMakerEntity).down();
            IBlockState blockState = this.entityWorld.getBlockState(pos);

            if(ForgeEventFactory.getMobGriefingEvent(this.entityWorld, this.soilMakerEntity)) {
                if(blockState.getBlock() == Blocks.GRASS_BLOCK || blockState.getBlock() == Blocks.DIRT) {
                    this.entityWorld.playEvent(Constants.WorldEvents.BREAK_BLOCK_EFFECTS, pos, Block.getStateId(blockState.getBlock().getDefaultState()));
                    this.entityWorld.setBlockState(pos, BlockList.dry_farmland.getDefaultState(), Constants.BlockFlags.NOTIFY_LISTENERS);
                }
                else if(blockState.getBlock() == Blocks.COARSE_DIRT) {
                    this.entityWorld.playEvent(Constants.WorldEvents.BREAK_BLOCK_EFFECTS, pos, Block.getStateId(blockState.getBlock().getDefaultState()));
                    this.entityWorld.setBlockState(pos, Blocks.DIRT.getDefaultState(), Constants.BlockFlags.NOTIFY_LISTENERS);
                }
                else if(blockState.getBlock() == BlockList.dry_farmland && !blockState.get(((BlockDryFarmland) blockState.getBlock()).getNutrition())) {
                    this.entityWorld.playEvent(Constants.WorldEvents.BREAK_BLOCK_EFFECTS, pos, Block.getStateId(blockState.getBlock().getDefaultState()));
                    this.entityWorld.setBlockState(pos, blockState.with(((BlockDryFarmland) blockState.getBlock()).getNutrition(), Boolean.valueOf(true)), Constants.BlockFlags.NOTIFY_LISTENERS);
                }
            }
        }
    }
}

that is attached to pigs when they spawn. It works like the EatGrass AI task for sheeps, but it turns dirt/grass block into my farmblock with no nutrition, and my farmblock with no nutrition into one with nutrition. Everything seems to work like I want it to but for some reason the first case

if(blockState.getBlock() == Blocks.GRASS_BLOCK || blockState.getBlock() == Blocks.DIRT) {
                    this.entityWorld.playEvent(Constants.WorldEvents.BREAK_BLOCK_EFFECTS, pos, Block.getStateId(blockState.getBlock().getDefaultState()));
                    this.entityWorld.setBlockState(pos, BlockList.dry_farmland.getDefaultState(), Constants.BlockFlags.NOTIFY_LISTENERS);
                }

is called often even though the pig is not standing on dirt, you can just hear the sound playing. It's not caused by trampling the underlying farmland, I tried that already. 

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I'd put an IDE breakpoint on the line of code that's being unexpectedly hit (this.entityWorld.playEvent....) and find out what the blockstate actually is there (and verify that the blockpos is what you expect it to be, i.e. the block the entity is standing on).

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After you get the block below the entity, first check if the block above that is farmland, and if so, use that block instead.

 

Alternatively, get the blockpos one block below the entity's position with a small positive Y offset.

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this seems to have done the trick

IBlockState blockState = this.entityWorld.getBlockState(new BlockPos(this.soilMakerEntity.posX, Math.ceil(this.soilMakerEntity.posY), this.soilMakerEntity.posZ).down());
 BlockPos pos = new BlockPos(this.soilMakerEntity.posX, Math.ceil(this.soilMakerEntity.posY), this.soilMakerEntity.posZ).down();

thanks! 

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