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Posted

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?

Posted

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

Posted
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

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