kiou.23 Posted November 7, 2020 Posted November 7, 2020 I have an Item (DynamiteStickItem) that when used spawns an entity (DynamiteEntity) that extends ProjectileTileEntity. if (!worldIn.isRemote) { DynamiteEntity dynamiteEntity = new DynamiteEntity(worldIn, player); dynamiteEntity.setItem(currentItemStack); dynamiteEntity.func_234612_a_(player, player.rotationPitch, player.rotationYaw, 0.0f, 1.5f, 1.0f); worldIn.addEntity(dynamiteEntity); } However, the Java compiler seems to have a problem with the constructors. At first, in the DynamiteEntity, I had the following constructor: public DynamiteEntity(World world, PlayerEntity player) { super(EntityTypes.SNOWBALL, player, world); } Then when I used the Item, the summoned entity had the snowball texture. I figured I had to register my own EntityType, and I'm trying to do so with the Deferred Registries. public static final RegistryObject<EntityType<DynamiteEntity>> DYNAMITE_ENTITY = RegistryHandler.ENTITIES.register("dynamite_entity", () -> EntityType.Builder.create(DynamiteEntity::new, EntityClassification.MISC) .size(0.25f, 0.25f) .build("dynamite_entity") ); (I don't know if I'm missing something when passing the Supplier using EntityType.Builder.create method, I haven't found much resources about registering entities) However, The EntityType.Builder.create complained about the constructor, so I looked at the code for the Snowball constructors and added the following to the DynamiteEntity class: public DynamiteEntity(EntityType<? extends DynamiteEntity> entity, World world) { super(entity, world); } Then the EntityType.Builder.create is not being able to resolve the constructor for 'DynamiteEntity'. I Tried removing the initial constructor (and updating the code in DynamiteStickItem to use only the construcor that uses EntityType<? extends DynamiteEntity>), the EntityType.Builder.create then worked, but the Item wouldn't spawn the Entity, and It wasn't textures when I tried spawning it using commands... What am I doing wrong? Additionnaly, is there a Data Generator to generate Entity models? Quote
TheGreyGhost Posted November 7, 2020 Posted November 7, 2020 Howdy >Additionnaly, is there a Data Generator to generate Entity models? Try BlockBench, it is quite awesome https://blockbench.net/ I don't know about DeferredRegister for Entities; but this method should work for what you're trying to do: // register our entity types @SubscribeEvent public static void onEntityTypeRegistration(RegistryEvent.Register<EntityType<?>> entityTypeRegisterEvent) { emojiEntityType = EntityType.Builder.<EmojiEntity>create(EmojiEntity::new, EntityClassification.MISC) .size(0.25F, 0.25F) .build("minecraftbyexample:mbe81a_emoji_type_registry_name"); emojiEntityType.setRegistryName("minecraftbyexample:mbe81a_emoji_type_registry_name"); entityTypeRegisterEvent.getRegistry().register(emojiEntityType); } /** * Created by TGG on 24/06/2020. * * Heavily based on the vanilla SnowballEntity */ public class EmojiEntity extends ProjectileItemEntity { public EmojiEntity(EntityType<? extends EmojiEntity> entityType, World world) { super(entityType, world); } public EmojiEntity(World world, LivingEntity livingEntity) { super(StartupCommon.emojiEntityType, livingEntity, world); } public EmojiEntity(World world, double x, double y, double z) { super(StartupCommon.emojiEntityType, x, y, z, world); } // If you forget to override this method, the default vanilla method will be called. // This sends a vanilla spawn packet, which is then silently discarded when it reaches the client. // Your entity will be present on the server and can cause effects, but the client will not have a copy of the entity // and hence it will not render. @Nonnull @Override public IPacket<?> createSpawnPacket() { return NetworkHooks.getEntitySpawningPacket(this); } // ProjectileItemEntity::setItem uses this to save storage space. It only stores the itemStack if the itemStack is not // the default item. @Override protected Item getDefaultItem() { return StartupCommon.emojiItemHappy; } // We hit something (entity or block). @Override protected void onImpact(RayTraceResult rayTraceResult) { // if we hit an entity, apply an effect to it depending on the emoji mood if (rayTraceResult.getType() == RayTraceResult.Type.ENTITY) { EntityRayTraceResult entityRayTraceResult = (EntityRayTraceResult)rayTraceResult; Entity entity = entityRayTraceResult.getEntity(); if (entity instanceof LivingEntity) { LivingEntity livingEntity = (LivingEntity)entity; Optional<EmojiItem.EmojiMood> mood = getMoodFromMyItem(); if (mood.isPresent()) { EffectInstance effect = (mood.get() == EmojiItem.EmojiMood.HAPPY) ? new EffectInstance(Effects.REGENERATION, 100, 1) : new EffectInstance(Effects.POISON, 10, 0); livingEntity.addPotionEffect(effect); } } } if (!this.world.isRemote) { this.world.setEntityState(this, VANILLA_IMPACT_STATUS_ID); // calls handleStatusUpdate which tells the client to render particles this.remove(); } } // not needed here, but can be useful as a breakpoint location to check whether the entity was spawned properly, and to debug the behaviour / lifetime @Override public void tick() { super.tick(); } private static final byte VANILLA_IMPACT_STATUS_ID = 3; /* see https://wiki.vg/Entity_statuses make a cloud of particles at the impact point */ @Override public void handleStatusUpdate(byte statusID) { if (statusID == VANILLA_IMPACT_STATUS_ID) { IParticleData particleData = this.makeParticle(); for(int i = 0; i < 8; ++i) { this.world.addParticle(particleData, this.getPosX(), this.getPosY(), this.getPosZ(), 0.0D, 0.0D, 0.0D); } } } private IParticleData makeParticle() { Optional<EmojiItem.EmojiMood> mood = getMoodFromMyItem(); if (!mood.isPresent()) return ParticleTypes.SNEEZE; return (mood.get() == EmojiItem.EmojiMood.HAPPY) ? ParticleTypes.HEART : ParticleTypes.ANGRY_VILLAGER; } /** Look at the ItemStack stored by this entity and determine its mood * @return The mood, or empty if no mood defined (for some unknown reason...) */ private Optional<EmojiItem.EmojiMood> getMoodFromMyItem() { ItemStack itemStackForThisEntity = this.func_213882_k(); // returns air if the entity is storing the default item (HAPPY in this case) Item item = itemStackForThisEntity.isEmpty() ? getDefaultItem() : itemStackForThisEntity.getItem(); if (item instanceof EmojiItem) { EmojiItem.EmojiMood mood = ((EmojiItem) item).getEmojiMood(); return Optional.of(mood); } return Optional.empty(); } } -TGG Quote
kiou.23 Posted November 7, 2020 Author Posted November 7, 2020 32 minutes ago, TheGreyGhost said: >Additionnaly, is there a Data Generator to generate Entity models? Try BlockBench, it is quite awesome https://blockbench.net/ This is going to be REALy useful, thanks!! But then... I know there are Deferred Registries for Entities, I'm just not getting EntityType.Builder.create to work I think... Still thanks tho I'm going to stick sctrictly to deferred registries, they seem far easier to write Quote
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