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How to find an entity the player is attacking in an event? - 1.16.5


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I'm making an event that detects a player attack, which all works well. Now I need to detect the entity the player is attacking. I tried doing this with getLastAttackedEntity, but it always returns null for some reason. Here's the event I have:

@SubscribeEvent
public static void onClickEvent(InputEvent.ClickInputEvent event) {
    PlayerEntity player = Minecraft.getInstance().player;
    if (event.isAttack()) {
        BotwMod.LOGGER.debug(player.getLastAttackedEntity());
    }
}
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12 minutes ago, BliX5 said:

Still have no luck in finding any solution.

InputEvent.ClickInputEvent is a client-side only event, so you probably don't want to use that. The AttackEntityEvent is exactly what you are looking for, it is fired when a player attacks, and you can get the entity the player is attacking with AttackEntityEvent.getTarget().

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Posted (edited)
12 minutes ago, vemerion said:

InputEvent.ClickInputEvent is a client-side only event, so you probably don't want to use that. The AttackEntityEvent is exactly what you are looking for, it is fired when a player attacks, and you can get the entity the player is attacking with AttackEntityEvent.getTarget().

I'm using ClickInputEvent so that I can cancel an attack cooldown entirely, instead of just the damage the attack does. 

In other words, I need to detect the client-side left click, not just the attack. 

Edited by BliX5
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7 hours ago, diesieben07 said:

You'd have to track the last attacked entity yourself then. getLastAttackedEntity is not set on the client.

How would I find the entity the player is attacking client side? I've been searching for the past day and couldn't find anything.

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On 3/21/2021 at 9:51 AM, diesieben07 said:

You'll have to use AttackEntityEvent and store it.

Tried it, but since ServerEvents are called after ClientEvents, it stores the target too late for the client event to register it on the first hit. In other words, it will damage the target of the previous hit instead of the current hit. 

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You are still reaching across logical sides.

Also, what you claim is impossible. It is literally impossible for the server to know that the client attacked before the client has pressed the mouse button. Unless of course Mojang has invented time travel technology.

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2 minutes ago, BliX5 said:

Tried it, but since ServerEvents are called after ClientEvents, it stores the target too late for the client event to register it on the first hit. In other words, it will damage the target of the previous hit instead of the current hit. 

What exactly do you need the target entity for on the client?

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Posted (edited)
5 hours ago, diesieben07 said:

You are still reaching across logical sides.

Also, what you claim is impossible. It is literally impossible for the server to know that the client attacked before the client has pressed the mouse button. Unless of course Mojang has invented time travel technology.

No, I'm saying that the client needs information from the server before the server can detect it, which is my point. 

Edit: I think you misunderstood what I meant. The server event is called after the client event, so when the player hits, the client calls the server for the entity it's attacking, and of course, since the server is late, the client will finish it's process with null and the previous information is left for the next hit. 

 

5 hours ago, vemerion said:

What exactly do you need the target entity for on the client?

Whatever entity the player is currently attacking or last attacked. 

Edited by BliX5
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5 minutes ago, BliX5 said:

No, I'm saying that the client needs information from the server before the server can detect it, which is my point. 

Edit: I think you misunderstood what I meant. The server event is called after the client event, so when the player hits, the client calls the server for the entity it's attacking, and of course, since the server is late, the client will finish it's process with null and the previous information is left for the next hit. 

The client can't "call the server". This is what I meant by "reaching across logical sides".

The only way server and client can communicate is through network packets. A static field will not work.

 

AttackEntityEvent will also fire on the client, before anything happens on the server. So there you can see "oh, the client just attacked this entity" (on the client!) and store this for later reference.

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Posted (edited)
56 minutes ago, diesieben07 said:

The client can't "call the server". This is what I meant by "reaching across logical sides".

The only way server and client can communicate is through network packets. A static field will not work.

 

AttackEntityEvent will also fire on the client, before anything happens on the server. So there you can see "oh, the client just attacked this entity" (on the client!) and store this for later reference.

Will a static field work in transferring information between two client events?

Edit: Tried it, AttackEntityEvent is still called late like I explained earlier, despite having a higher priority. 

Edited by BliX5
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7 hours ago, BliX5 said:

Whatever entity the player is currently attacking or last attacked. 

I understand that, but when you have found the target entity, what do you want to do with it? I am trying to figure out if you really need to know the target entity on the client. From one of your earlier replies, you seem to imply that you need the target on the client because you want to deal damage to it, but that won't work anyway, because you can't deal damage on the client.

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7 hours ago, BliX5 said:

Edit: Tried it, AttackEntityEvent is still called late like I explained earlier, despite having a higher priority. 

Yes. Again: priority only works within event handlers on the same event. It does not magically change Minecraft's code to change the order things happen in.

However the fact that AttackEntityEvent fires later is actually what you want here, because you need it to set the last attacked entity.

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14 hours ago, BliX5 said:

Will a static field work in transferring information between two client events?

No. I don't even know why you'd think so.
Two separate computers on two separate sides of the country do not share the same JVM. You can't magically entangle the RAM of both machines to send data from one to the other without using the internet.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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2 minutes ago, Draco18s said:

No. I don't even know why you'd think so.
Two separate computers on two separate sides of the country do not share the same JVM. You can't magically entangle the RAM of both machines to send data from one to the other without using the internet.

You misread the question.

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11 minutes ago, diesieben07 said:

You misread the question.

You're right, I did. Whoops, not enough morning caffeine.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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8 hours ago, vemerion said:

I understand that, but when you have found the target entity, what do you want to do with it? I am trying to figure out if you really need to know the target entity on the client. From one of your earlier replies, you seem to imply that you need the target on the client because you want to deal damage to it, but that won't work anyway, because you can't deal damage on the client.

Originally I just wanted to make an event that cancelled a player's hit when they were on attack cooldown, as part of my combat system. But when the player did hit, it continued the cooldown and canceled the damage like intended, but the damage the target took when the player made a full hit was based on the first hit during cooldown, which meant if you spam clicked, you're full hit would do less damage, which was not what I wanted. Here's the code I made previously that did this:

    @SubscribeEvent
    public static void onClickEvent(InputEvent.ClickInputEvent event) {
        Minecraft mc = Minecraft.getInstance();
        PlayerEntity player = mc.player;
        if (event.isAttack()) {
            float cooldown = player.getCooledAttackStrength(0);
            if(cooldown < 1) {
                event.setCanceled(true);
            }
        }
    }

I tried to fix this myself by taking the target and cooldown and adding extra damage, which was obviously a mistake because it overcomplicated the code and it ended up not working anyways. 

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3 hours ago, diesieben07 said:

In AttackEntityEvent on the client store the attacked entity.

In ClickEvent you then know the last attacked entity by looking at what you stored.

I’m not looking for the last attacked entity, I’m looking for the entity the player is currently attacking, and I assumed it could do that. 

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23 hours ago, diesieben07 said:

In ClickEvent it is not known yet whether you are even attacking an entity. All you know is that the player clicked.

Yes, I know, but this is also the event I want to cancel, which is what I need help with. 

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