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[1.12.2] Sending /me command in radius?


kevinmd88

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I'm coding a mod that adds some items to the game. When one of those items is held in a player's hand and the player right-clicks in the world with it, I need it to send a message to nearby players (in a radius of blocks).

 

What I have so far...

public class MyNewItem extends Item
{
    public MyNewItem()
    {
        super();
        super.setUnlocalizedName("mymod.mynewitem");
        super.setMaxStackSize(1);
    }

    public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn)
    {
        //worldIn.getMinecraftServer().sendMessage(new TextComponentString("/me presents their MyNewItem."));
        return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, playerIn.getHeldItem(handIn));
    }
}

 

 

I'm already pretty sure that sendMessage is not the function I need to use, since it does not have any parameter for block radius. I'm also not sure if it can be passed a TextComponentString as if the string were a /command typed by the player anyway.

 

Still scouring the docs and trying to hunt down a suitable function, if one exists. If anyone can provide guidance I'd be very thankful.

Edited by kevinmd88
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AxisAlignedBB boundingbox = new AxisAlignedBB(minX, minY, minZ, maxX, maxY, maxZ);
List<Entity> entityList = worldIn.getEntitiesWithinAABB(playerIn.getClass(), boundingbox);
for(int i = 0; i < entityList.size(); i++) {
	entity.get(i).sendMessage(new TextComponentString(player.getDisplayNameString() + " displays their MyNewItem"));
}

 

Parameters for the BoudingBox are "minX, minY, minZ, maxX, maxY, maxZ". So if you want to get all players in a cube of 20x20x20 around you, you would need to do.

 

double minX = playerIn.posX - 10.0;
double minY = playerIn.posY - 10.0;
double minZ = playerIn.posZ - 10.0;
double maxX = playerIn.posX + 10.0;
double maxY = playerIn.posY + 10.0;
double maxZ = playerIn.posZ + 10.0;

 

 

The one below is probably more logical.

 

 

 

Edited by Dragonisser
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@diesieben07 I'm hoping to have it show not as a message sent by the player, for example,

 

<PlayerName> A message I've sent

 

but rather as an action they've performed like /me does, for example,

 

* PlayerName does something

 

I wasn't sure if the two were separate things. I'm going to try it as a message sent. @Dragonisser's snippet seems like what I'm looking for to that effect so I'll give it a try and post back.

Edited by kevinmd88
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Wanted to follow-up to say the code snippets @Dragonisser posted were effective in my solution. [EDIT] I did make some specific alterations which I have mentioned in my post below [/EDIT]

 

(It frustrates me when I search for an answer to something and find threads about the information I seek without any followup so I try to update my threads in case anyone else seeks an answer to similar questions. :) Thank you both, again.)

Edited by kevinmd88
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4 minutes ago, diesieben07 said:

Note that the method posted by @Dragonisser unnecessary loops through all entities, not just players. It also sends the message to all of them. For vanilla entities this does nothing, but mods might implement it differently.

No it shouldnt. It should only list all EntityPlayer(MP)

 


List<T> net.minecraft.world.World.getEntitiesWithinAABB(Class<? extends T> classEntity, AxisAlignedBB bb)


Gets all entities of the specified class type which intersect with the AABB.
Type Parameters:<T> Parameters:classEntity bb 

 

Edited by Dragonisser
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1 hour ago, diesieben07 said:

Except that's not the method you called above. In fact now that I checked, the method you called does not exist.

 

Its the exact same method and it does exist, i even tested it myself.

 

worldIn.getEntitiesWithinAABB(playerIn.getClass(), boundingbox);
World.getEntitiesWithinAABB(Class<? extends T> classEntity, AxisAlignedBB bb)

 

Looks totally different.. not.

 

/**
     * Gets all entities of the specified class type which intersect with the AABB.
     */
    public <T extends Entity> List<T> getEntitiesWithinAABB(Class <? extends T > classEntity, AxisAlignedBB bb)
    {
        return this.<T>getEntitiesWithinAABB(classEntity, bb, EntitySelectors.NOT_SPECTATING);
    }

    public <T extends Entity> List<T> getEntitiesWithinAABB(Class <? extends T > clazz, AxisAlignedBB aabb, @Nullable Predicate <? super T > filter)
    {
        int i = MathHelper.floor((aabb.minX - MAX_ENTITY_RADIUS) / 16.0D);
        int j = MathHelper.ceil((aabb.maxX + MAX_ENTITY_RADIUS) / 16.0D);
        int k = MathHelper.floor((aabb.minZ - MAX_ENTITY_RADIUS) / 16.0D);
        int l = MathHelper.ceil((aabb.maxZ + MAX_ENTITY_RADIUS) / 16.0D);
        List<T> list = Lists.<T>newArrayList();

        for (int i1 = i; i1 < j; ++i1)
        {
            for (int j1 = k; j1 < l; ++j1)
            {
                if (this.isChunkLoaded(i1, j1, true))
                {
                    this.getChunkFromChunkCoords(i1, j1).getEntitiesOfTypeWithinAABB(clazz, aabb, list, filter);
                }
            }
        }

        return list;
    }

 

kXpgfTM.png

 

I might not be a master in java and modding minecraft, but im not retarded.

Edited by Dragonisser
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I did make some adaptations - I apologize for creating this confusion. :(

 

public static void sendMessageInRadius(World worldIn, EntityPlayer playerIn, String msg, double radius)
{
    if (!worldIn.isRemote)
    {
        double minX = playerIn.posX - radius;
        double minY = playerIn.posY - radius;
        double minZ = playerIn.posZ - radius;
        double maxX = playerIn.posX + radius;
        double maxY = playerIn.posY + radius;
        double maxZ = playerIn.posZ + radius;

        AxisAlignedBB boundingbox = new AxisAlignedBB(minX, minY, minZ, maxX, maxY, maxZ);
        List<EntityPlayer> entityList = worldIn.getEntitiesWithinAABB(playerIn.getClass(), boundingbox);
        for (EntityPlayer entity : entityList)
        {
            entity.sendMessage(new TextComponentString(msg));
        }
    }
}

 

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Oh, I see.

 

List<EntityPlayer> entityList = worldIn.getEntitiesWithinAABB(EntityPlayer.class, boundingbox);

 

No need to get the class from an object, when it's available as a static field that doesn't require instantiation. I suppose in this particular case it still technically works since playerIn is available, though it's like taking one step backward to take two forward.

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