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[1.9] Odd bug with Terrakon AI


NovaViper

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Is your entity less than 2 blocks tall?

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Hum. Then I don't know.

I had a similar swimming problem, but it was for a mob that was ~1 block tall.

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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You can try this:

 

@Override
public boolean handleWaterMovement()
    {
	this.boundingBox.minY += 0.4D;
        if (this.worldObj.handleMaterialAcceleration(this.boundingBox.expand(0.0D, 0.4D, 0.0D).contract(0.001D, 0.001D, 0.001D), Material.water, this)) {
            if (!this.inWater) {
                float f = MathHelper.sqrt_double(this.motionX * this.motionX * 0.20000000298023224D + this.motionY * this.motionY + this.motionZ * this.motionZ * 0.20000000298023224D) * 0.2F;

                if (f > 1.0F) {
                    f = 1.0F;
                }

                this.playSound(this.getSplashSound(), f, 1.0F + (this.rand.nextFloat() - this.rand.nextFloat()) * 0.4F);
                float f1 = (float)MathHelper.floor_double(this.boundingBox.minY);
                int i;
                float f2;
                float f3;

                for (i = 0; (float)i < 1.0F + this.width * 20.0F; ++i) {
                    f2 = (this.rand.nextFloat() * 2.0F - 1.0F) * this.width;
                    f3 = (this.rand.nextFloat() * 2.0F - 1.0F) * this.width;
                    this.worldObj.spawnParticle("bubble", this.posX + (double)f2, (double)(f1 + 1.0F), this.posZ + (double)f3, this.motionX, this.motionY - (double)(this.rand.nextFloat() * 0.2F), this.motionZ);
                }

                for (i = 0; (float)i < 1.0F + this.width * 20.0F; ++i) {
                    f2 = (this.rand.nextFloat() * 2.0F - 1.0F) * this.width;
                    f3 = (this.rand.nextFloat() * 2.0F - 1.0F) * this.width;
                    this.worldObj.spawnParticle("splash", this.posX + (double)f2, (double)(f1 + 1.0F), this.posZ + (double)f3, this.motionX, this.motionY, this.motionZ);
                }
            }

            this.fallDistance = 0.0F;
            this.inWater = true;
            this.extinguish();
        }
        else {
            this.inWater = false;
        }
	this.boundingBox.minY -= 0.4D;

        return this.inWater;
    }

 

(May need tweaks for your entity's size)

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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The modifications are just there to figure out if the entity is underwater.  The +0.4/-0.4 was to fake my entity being taller than it was.

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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I did this

	@Override
public boolean handleWaterMovement()
{
	if (this.worldObj.handleMaterialAcceleration(this.getEntityBoundingBox().expand(0.0D, 0.4D, 0.0D).contract(0.001D), Material.WATER, this)) {
		if (!this.inWater) {
			float f = MathHelper.sqrt_double(this.motionX * this.motionX * 0.20000000298023224D + this.motionY * this.motionY + this.motionZ * this.motionZ * 0.20000000298023224D) * 0.2F;

			if (f > 1.0F) {
				f = 1.0F;
			}

			this.playSound(this.getSplashSound(), f, 1.0F + (this.rand.nextFloat() - this.rand.nextFloat()) * 0.4F);
			float f1 = (float) MathHelper.floor_double(this.getEntityBoundingBox().minY);
			int i;
			float f2;
			float f3;

			for (i = 0; (float)i < 1.0F + this.width * 20.0F; ++i) {
				f2 = (this.rand.nextFloat() * 2.0F - 1.0F) * this.width;
				f3 = (this.rand.nextFloat() * 2.0F - 1.0F) * this.width;
				this.worldObj.spawnParticle(EnumParticleTypes.WATER_BUBBLE, this.posX + (double)f2, (double)(f1 + 1.0F), this.posZ + (double)f3, this.motionX, this.motionY - (double)(this.rand.nextFloat() * 0.2F), this.motionZ);
			}

			for (i = 0; (float)i < 1.0F + this.width * 20.0F; ++i) {
				f2 = (this.rand.nextFloat() * 2.0F - 1.0F) * this.width;
				f3 = (this.rand.nextFloat() * 2.0F - 1.0F) * this.width;
				this.worldObj.spawnParticle(EnumParticleTypes.WATER_SPLASH, this.posX + (double)f2, (double)(f1 + 1.0F), this.posZ + (double)f3, this.motionX, this.motionY, this.motionZ);
			}
		}

		this.fallDistance = 0.0F;
		this.inWater = true;
		this.extinguish();
	}
	else {
		this.inWater = false;
	}

	return this.inWater;
}

 

But it still doesn't swim

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I am at a loss, then.

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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Ok! I finally made some kind of progress on figuring out why the entity isn't jumping, I changed the class that the entity is extending into to

EntityModTameable

instead of

EntityModRideableTameable

and it begins swimming!! It has to be something inside

EntityModRideableTameable

that is messing around with the swimming AI.

Main Developer and Owner of Zero Quest

Visit the Wiki for more information

If I helped anyone, please give me a applaud and a thank you!

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