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I'm trying to make a projectile with several varieties, and instead of making 3 separate entites with largely the same code, I'm using an enum to distinguish between them. The only issue is, I want the different entity types to create different particle effects, but I can only access the 'type' enum on the server side. How would I go about making sure the client also has access to the enum?

Here's my projectile class so far

Spoiler

//Imports removed

public class EntityThrownBrick extends EntityThrowable {

    public enum BrickType {
        NORMAL,
        NETHER,
        ALCHEMICAL
    }

    private BrickType type;

    public EntityThrownBrick(World worldIn) {
        super(worldIn);
    }

    public EntityThrownBrick(World worldIn, double x, double y, double z) {
        super(worldIn, x, y, z);
    }

    public EntityThrownBrick(World worldIn, EntityLivingBase throwerIn) {
        super(worldIn, throwerIn);
    }

    public static void registerFixesBrick(DataFixer fixer) {
        EntityThrowable.registerFixesThrowable(fixer,"Brick");
    }

    /**
     * Set what type of brick this is
     * @param type The type of brick
     */
    public void setBrickType(BrickType type) {
        this.type = type;
    }

    /**
     * Get the brick type of this thrown brick
     * @return The type of brick
     */
    public BrickType getBrickType() {
        return this.type;
    }

    @Override
    public void onEntityUpdate() {
        super.onEntityUpdate();

        //Particles! Currently does not work
        if (!world.isRemote && this.getBrickType() == BrickType.NETHER) {
            for (int i = 0; i < 2; ++i) {
                this.world.spawnParticle(EnumParticleTypes.SMOKE_LARGE, this.posX + (this.rand.nextDouble() - 0.5D) * (double) this.width, this.posY + this.rand.nextDouble() * (double) this.height, this.posZ + (this.rand.nextDouble() - 0.5D) * (double) this.width, 0.0D, 0.0D, 0.0D);
            }
        }
    }


    /**
     * Called when this EntityThrowable hits a block or entity.
     *
     * @param result
     */
    @Override
    protected void onImpact(RayTraceResult result) {

        //If we hit an entity
        if (result.entityHit != null) {

            //Calculate damage
            int dmg = 3;
            //Do more to skeletons
            if (result.entityHit instanceof EntitySkeleton || result.entityHit instanceof EntityWitherSkeleton) {
                dmg = 6;
            }

            //Deal damage
            result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this,this.getThrower()),(float)dmg);

            if (!this.world.isRemote) {
                //Additional effects
                switch (type) {
                    //Normal brick does nothing
                    case NORMAL:
                        break;
                    case NETHER:
                        //Nether brick lights enemies on fire
                        result.entityHit.setFire(2);
                        break;
                    case ALCHEMICAL:
                        //Alchemical brick summons a lightning bolt
                        if (rand.nextDouble() < .1) {
                            world.addWeatherEffect(new EntityLightningBolt(world, posX, posY, posZ, false));
                        }
                }
            }

        //Handle block hits
        }else if (result.typeOfHit == RayTraceResult.Type.BLOCK) {

            IBlockState state = this.world.getBlockState(result.getBlockPos());

            //Check for glass
            //TODO make this break less things
            if (state.getMaterial() == Material.GLASS) {
                this.world.destroyBlock(result.getBlockPos(),true);

            //Check for additional effects
            }else if (!this.world.isRemote) {

                if (type == BrickType.NETHER && state.getBlock() == Blocks.SAND) {

                    //'Smelt' glass
                    this.world.setBlockState(result.getBlockPos(), Blocks.GLASS.getDefaultState());

                    //Add sound effect
                    world.playSound(posX, posY, posZ, SoundEvents.BLOCK_LAVA_EXTINGUISH, SoundCategory.BLOCKS, 1.0f, 1.0f,false);

                //Alchemical bricks convert things based on a table
                }else if (type == BrickType.ALCHEMICAL) {
                  //Unrelated code removed
                }
            }

        }

        //Kill entity
        if (!this.world.isRemote)
        {
            //Particle effects, does not currently work due to client/server issues
            switch (type) {

                case NETHER:
                    for (int i = 0; i < 8; i++) {
                        this.world.spawnParticle(EnumParticleTypes.SMOKE_NORMAL, posX + (rand.nextDouble() * 2) - 1, posY + (rand.nextDouble() * 2) - 1, posZ + (rand.nextDouble() * 2) - 1, 0.0D, 0.0D, 0.0D);
                    }
                    break;
                case ALCHEMICAL:
                    for (int i = 0; i < 8; i++) {
                        this.world.spawnParticle(EnumParticleTypes.FLAME, posX + (rand.nextDouble() * 2) - 1, posY + (rand.nextDouble() * 2) - 1, posZ + (rand.nextDouble() * 2) - 1, 0.0D, 0.0D, 0.0D);
                    }
                    break;

            }

            //Kill entity
            this.world.setEntityState(this, (byte)3);
            this.setDead();
        }
    }
}

ย 

ย 

Edited by Sciman101

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