Jump to content

[1.16.3]No longer a target for MonsterEntity while equipped with an iron chest plate


Recommended Posts

Posted (edited)

Assumptions and what we want to achieve

No longer a target for MonsterEntity while equipped with an iron chest plate.

You also want to make the same motion if you have an iron chest plate in your right or left hand

 

What I've tried

 

As an example, F "Ignored by Zombies"

 

Override the following goal of ZombieEntity

 

this.targetSelector.addGoal(2, new NearestAttackableTargetGoal<>(this, PlayerEntity.class, true));
      

Extract the goals of zombieEntity.targetSelector.

Find the above goal that targets PlayerEntity and extract the targetEntitySelector.

  private static final Field privateFieldGoals = ObfuscationReflectionHelper
      .findField(GoalSelector.class, "goals");

  private static final Field privateFieldExcludedFieldTargetEntitySelector = ObfuscationReflectionHelper
      .findField(NearestAttackableTargetGoal.class, "targetEntitySelector");

Set your custom IronChecker in setCustomPredicate

        EntityPredicate entityPredicate = (EntityPredicate) privateFieldExcludedFieldTargetEntitySelector
            .get(goal);
        entityPredicate.setCustomPredicate(new IronChecker());

 

  private static class IronChecker implements Predicate<LivingEntity> {

    @Override
    public boolean test(LivingEntity livingEntity) {
      if (!(livingEntity instanceof PlayerEntity)) {
        return false;
      }
      PlayerEntity playerEntity = (PlayerEntity) livingEntity;

      if (playerEntity.getHeldItemMainhand()
          .isItemEqual(Items.DIAMOND_CHESTPLATE.getDefaultInstance())) {
        System.out.println("HeldItemMainhand");
        return false;
      }
      System.out.println(playerEntity.inventory.armorInventory);
      if (playerEntity.inventory.armorInventory
          .contains(Items.DIAMOND_CHESTPLATE.getDefaultInstance())) {

        return false;
      }
      System.out.println(playerEntity.inventory.offHandInventory);
      if (playerEntity.inventory.offHandInventory
          .contains(Items.DIAMOND_CHESTPLATE.getDefaultInstance())) {

        return false;
      }
      return true;
    }
  }

 

If you spawn a zombie while holding the iron chest plate, it will ignore you.
However, if you don't have the chest plate, you become a target for the zombie.
And if you switch to the iron chest plate again, You will continue to be a target for the zombies. (Ideally you want to be untargeted.)

 

supplementary information

minecraft version 1.16.3
minecraft forge version 1.16.3

 

 

I have looked into various things and tried, but I can't seem to solve the problem and I am having trouble.
Please help me out.

 

 

A similar move is the pig.
If you hold a carrot, or a fishing rod with a carrot, the pig will follow the player.

But what I would like to implement is an even faster switch.
In this case, the moment you hold the chest plate in your hand, it is released from the target. Once the chest plate is removed from the hand, the player becomes the target, just like the existing movement. The moment you hold the chest plate in your hand again, you are released from the target.

 

 

Edited by KGJP
Posted

Usually something like should use the new brain system to store the current target of an entity. However, very few entities are implemented with that right now. A simple solution is to check during LivingSetAttackTargetEvent for if your entity is an instance of this and the one being targeted has whatever it does and to set the current attack target to null. However, this is a huge cost in performance. The much more efficient way would be to create your own task that takes in a predicate to check if it should execute or continue executing.

Posted
16 hours ago, ChampionAsh5357 said:

Usually something like should use the new brain system to store the current target of an entity. However, very few entities are implemented with that right now. A simple solution is to check during LivingSetAttackTargetEvent for if your entity is an instance of this and the one being targeted has whatever it does and to set the current attack target to null. However, this is a huge cost in performance. The much more efficient way would be to create your own task that takes in a predicate to check if it should execute or continue executing.

I was able to do this by overriding TemptGoal and manipulating AttackTarget and delayTemptCounter.
I'm glad there's a great existing class,...
Thanks for the pork and carrots.

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Yep I did upgrade just because it showed me a new version available.  I'll redownload the mod list and make sure anything works.  Thanks!
    • The latest log was taken down by pastebin for some reason. Did you try removing the mods you added? The mods you updated, was there a specific reason you updated, or just because? It's possible the updates introduced incompatibilitie, or even need a newer build of forge. If you didn't need the updates for a specific reason, you could also try downgrading those mods.
    • Please read the FAQ, and post logs as described there. https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/
    • I am using forge 1.20.1 (version 47.3.0). My pc has an RTX 4080 super and an i9 14900 KF, I am on the latest Nvidia graphics driver, latest windows 10 software, I have java 23, forge 1.12.2 works and so does all vanilla versions but for some reason no version of forge 1.20.1 works and instead the game just crashes with the error code "-1." I have no mods in my mods fodler, I have deleted my options.txt and forge.cfg files in case my settings were causing a crash and have tried removing my forge version from the installations folder and reinstalling but no matter what I still crash with the same code and my log doesn't tell me anything: 18:34:53.924 game 2025-02-06 18:34:53,914 main WARN Advanced terminal features are not available in this environment 18:34:54.023 game [18:34:54] [main/INFO] [cp.mo.mo.Launcher/MODLAUNCHER]: ModLauncher running: args [--username, mrmirchi, --version, 1.20.1-forge-47.3.0, --gameDir, C:\Users\aryam\AppData\Roaming\.minecraft, --assetsDir, C:\Users\aryam\AppData\Roaming\.minecraft\assets, --assetIndex, 5, --uuid, 2db00ea8d678420a8956109a85d90e9d, --accessToken, ????????, --clientId, ZWI3NThkNzMtNmNlZS00MGI5LTgyZTgtYmZkNzcwMTM5MGMx, --xuid, 2535436222989555, --userType, msa, --versionType, release, --quickPlayPath, C:\Users\aryam\AppData\Roaming\.minecraft\quickPlay\java\1738838092785.json, --launchTarget, forgeclient, --fml.forgeVersion, 47.3.0, --fml.mcVersion, 1.20.1, --fml.forgeGroup, net.minecraftforge, --fml.mcpVersion, 20230612.114412] 18:34:54.027 game [18:34:54] [main/INFO] [cp.mo.mo.Launcher/MODLAUNCHER]: ModLauncher 10.0.9+10.0.9+main.dcd20f30 starting: java version 17.0.8 by Microsoft; OS Windows 10 arch amd64 version 10.0 18:34:54.132 game [18:34:54] [main/INFO] [ne.mi.fm.lo.ImmediateWindowHandler/]: Loading ImmediateWindowProvider fmlearlywindow 18:34:54.191 game [18:34:54] [main/INFO] [EARLYDISPLAY/]: Trying GL version 4.6 18:34:54.303 game [18:34:54] [main/INFO] [EARLYDISPLAY/]: Requested GL version 4.6 got version 4.6 18:34:54.367 monitor Process Monitor Process crashed with exit code -1     screenshot of log: https://drive.google.com/file/d/1WdkH88H865XErvmIqAKjlg7yrmj8EYy7/view?usp=sharing
    • I am currently working on a big mod, but I'm having trouble with my tabs, I want to find a way to add tabs inside tabs, like how in mrcrayfishes furniture mod, his furniture tab has multiple other sub tabs to them, so i know it is possible but i just don't know how it is possible, any help would be appreciated, thanks
  • Topics

×
×
  • Create New...

Important Information

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