After much research and much time wasted, I still can't find out how to hide an entity to a player.
What I'm trying to do is create a disguise command. I've now gotten everything worked out, except the issue is that the entity is still visible, and once stationary you can't interact with anything because the mob's hitbox is in the way. I want to hide the entity from the player so that you can do this. I know with players you can use Player#hidePlayer(), but this does not work with entities. I've tried using solutions such as this, but it gave an error while following the example. (And many things were depreciated, so I assumed it was out of date. I'm using Spigot 1.11.2). Any help would be very much appreciated.
PS: If you're wondering why I don't just use an already made plugin, it's because none of them work from what I've found.
To accomplish what you want, you must use packets to cancel what the player sees.
I strongly recommend ProtocolLib, have it in your server and use in your plugin.
Bearing that in mind, Bukkit user Comphenix has developed a class for protocollib to hide entities. You can find it in github.
Comphenix also provides an example of usage, as you can see below:
public class ExampleMod extends JavaPlugin {
private EntityHider entityHider;
private static final int TICKS_PER_SECOND = 20;
#Override
public void onEnable() {
entityHider = new EntityHider(this, Policy.BLACKLIST);
}
#Override
public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
if (sender instanceof Player) {
final Player player = (Player) sender;
final Sheep sheep = player.getWorld().spawn(player.getLocation(), Sheep.class);
// Show a particular entity
entityHider.toggleEntity(player, sheep);
getServer().getScheduler().scheduleSyncDelayedTask(this, new Runnable() {
#Override
public void run() {
entityHider.toggleEntity(player, sheep);
}
}, 10 * TICKS_PER_SECOND);
}
return true;
}
}
Related
I'm making a [Bed Wars][1] plugin for my Minecraft server. Actually I have to make a custom villager shop.
I have made my GUI (with implements InventoryHolder). It's working with a commands. I have searched all over the Internet, but I have not found anything on a system that makes, when you right click on a villager (I know how to spawn it) it's is showing my GUI. What would be an idea for that?
edit : I tried to use PlayerInteractAtEntityEvent, i maked a class, register it and make this code :
#EventHandler
public void interactAtEntity(PlayerInteractAtEntityEvent e) {
if (e.getRightClicked() == ShopVillager.villager1) {
System.out.println("UwU");
Player player = e.getPlayer();
FastShop shop = new FastShop(player);
player.openInventory(shop.getInventory());
e.setCancelled(true);
return;
}
}
It show the gui like 0.2sec but after i close it and show the original trade gui, and i got the uwu in my console.
It depend of how you make the PNJ (villager).
Spawn PNJ as default entity
If you spawn it with world.spawnEntity, you can use default spigot event.
For example, with PlayerInteractAtEntityEvent, you can get the entity.
Spawn entity with Packet
Personnally, I used packet to detect PacketPlayInUseEntity and get villager with the ID.
Globally, with multiple interact event and by checking location/nearest PNJ, you will be able to find the which one you are looking for.
If you want to have greater versatility and use things other than villagers, consider using the Citizens2 API, which lets you easily spawn entities and attach traits to them.
https://wiki.citizensnpcs.co/API
Adding Citizens to your Maven project
<repository>
<id>everything</id>
<url>https://repo.citizensnpcs.co/</url>
</repository>
<dependency>
<groupId>net.citizensnpcs</groupId>
<artifactId>citizens-main</artifactId>
<version>VERSION</version>
<type>jar</type>
<scope>provided</scope>
</dependency>
Custom Shop NPC
You can spawn an NPC, and attach a custom Trait to it. Here's how I implemented it in a minigame I made:
public class ItemShopTrait extends Trait
{
public ItemShopTrait()
{
super("itemshoptrait");
}
#EventHandler
public void rightClick(net.citizensnpcs.api.event.NPCRightClickEvent rightClickEvent)
{
if (rightClickEvent.getNPC().equals(this.getNPC()))
{
this.openShop(rightClickEvent.getClicker());
}
}
#EventHandler
public void leftClick(net.citizensnpcs.api.event.NPCLeftClickEvent leftClickEvent)
{
if (leftClickEvent.getNPC().equals(this.getNPC()))
{
this.openShop(leftClickEvent.getClicker());
}
}
public void openShop(Player player)
{
// Open shop inventory, etc.
}
}
And then to spawn the NPC and attach the trait:
Location shopLocation = /* Location where you want the NPC to spawn */;
// shopList is an ArrayList of usernames that have skins you want to use. This randomly chooses one of the skins from the list.
Random random = new Random();
String randomName = MapBase.shopList.get(random.nextInt(shopList.size()));
// EntityType.PLAYER can be changed to whatever EntityType you want, like a VILLAGER
// "Shop" is the name of the NPC
NPC npc = CitizensAPI.getNPCRegistry().createNPC(EntityType.PLAYER, "Shop");
// Sets the NPC's skin to always stay the same
npc.data().setPersistent(NPC.PLAYER_SKIN_UUID_METADATA, randomName);
// Add the right/left click traits to the NPC
npc.addTrait(new ItemShopTrait());
// No capes
SkinLayers trait = npc.getTrait(SkinLayers.class);
trait.hideCape();
trait.setVisible(SkinLayers.Layer.CAPE, false);
// Spawn the NPC in the world
npc.spawn(shopLocation);
I just go on github and i have explore a lot of bedwars plugin code, and i find !!!
I just need to use : PlayerInteractEntityEvent
Thats it
Having an issue with tables and updating a label! Here is the dilemma, I have a sell button in my game that is updating the player's coins whenever they sell an item, that part is working perfectly. The issue I am having is trying to get the coin value to update on the screen while there in this separate menu (see pic attached, coins in the top left). The problem is that the coin value is in another stage in another class. This is because I have different tables that pop up in the middle when I click the different buttons at the bottom. I have tried helper methods for going in and clearing that table and updating it and then sending me back to this item page but it is not working, I can post any code needed but this is more of a general question on how to update a label within a table in a stage.
Update: So to kinda sum up my question, I have a Screen and I have have three tables in it the bottom table the top left and the top right. Then I add the table to the stage in the middle when they press the inventory or shop button etc. What I am looking to do is to keep the item page open and simply just update the value of the Coin label, I know I can change the text using .setText(); Im just not sure how I can update that portion of the screen etc..
Update 2: If I just set the screen back to a new screen of this screen it updates the coin value but then I am not on the item page anymore which is not ideal.
Update 3: Thanks for the help so far guys, #John your answer is super helpful aswell. Im still not getting this working though here is a little bit of the code where the label is being handled.
playerCoinLabel = new Label(playerSave.getCoinsString(),skin,"defaultMiddle");
This is where it is getting added to the table.
tableLeft = new Table(skin);
stage.addActor(tableLeft);
tableLeft.setBounds(0,0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
tableLeft.setFillParent(true);
tableLeft.top().left();
tableLeft.add(healthNonButton).size(84,80).left().padLeft(10).padTop(5);
tableLeft.add(playerHealthLabel).left().padLeft(15);
tableLeft.row();
tableLeft.add(levelNonButton).size(74,70).center().padLeft(10);
tableLeft.add(playerLevelLabel).left().padLeft(19);
tableLeft.row();
tableLeft.add(coinNonButton).size(74,70).center().padLeft(10);
tableLeft.add(this.playerCoinLabel).left().padLeft(15); //This line
tableLeft.row();
Then I have this method for updating my label using the setText like you guys were telling me about.
public void updatePlayerCoins() {
playerCoinLabel.setText(playerSave.getCoinsString());
}
and if I call this method anywhere, render() or where im setting the new coin value it is not updating/changing the label in the top left of my screen. I can post all the code to a github if I need to just posted the things involving the label. This is just a project im working on to increase my skill set so sorry if I sound amateur, it is because I am!
Thanks everyone!
It seems like you're asking two things- how do I update a label? and How do I structure my code? It's hard to tell what's going wrong with the former since we can't see your code, but #Tenfour04 is right- you want to retain a reference to the label somewhere and call setText() when you want to change the amount.
As far as structuring your code, I would suggest a simple OOP design and then evolve it like so:
First, we need an object to represent the player:
class Player {
private int coins; // Pretend there are getters / setters.
private int health;
private int level;
}
Now you probably have more than one way that you want to represent this player information, so we'll split the rendering code into a separate class or set of classes:
class StatWidget {
private Stage stage;
private Player player;
private Label lblCoins;
public StatWidget(Player player) { // Pseudo-code
this.player = player;
this.stage = new Stage();
Table tbl = new Table();
this.lblCoins = new Label(); // Notice we keep a reference to the label
tbl.add( this.coins );
}
public void update() {
lblCoins.setText(player.getCoins());
}
}
Now you can sync the UI with your player object's state simply by calling Player#update(). But when do you call it?
You could call update() in your render method. This is a little inefficient because you're updating the object whether it needs to be updated or not, but it's dead simple, and if you're only updating a few UI elements this way it probably doesn't matter. Personally, I'd stop here.
If you want to be more precise, you would only call update() when you actually make a change to the Player's coins. You can do this by finding the places in your code where you set the player's coins and add the update call like so:
player.setCoins( A_LOT_OF_MONEY );
statWidget.update();
Problem is this gets more cumbersome as you add more widgets- all your game logic now has to know about StatWidget and make calls to it. We could cut this dependency a little bit by using an event-driven architecture. Essentially, whenever player's state changes, it would send an event to interested parties notifying them of the change. You could use the pseudo-code below:
interface Publisher {
void subscribe(Subscriber subby);
void unsubscribe(Subscriber subby);
}
class Player implements Publisher {
private List<Subscriber> subscribers;
private int coins;
// ...
public void setCoins(int amount) {
this.coins = amount;
for(Subscriber subscriber : subscribers) subscriber.notify("COINS", amount);
}
public void subscribe(Subscriber subby) {
this.subscribers.add(subby);
}
public void unsubscribe(Subscriber subby) {
this.subscribers.remove(subby);
}
}
interface Subscriber {
void notify(String event, int qty);
void dispose();
}
class StatWidget implements Subscriber {
private Publisher player;
private Label label;
// ...
public StatWidget(Player player) {
this.player = player;
this.player.addSubscriber(this);
void notify(String event, int qty) {
if(event.equals("COINS")) label.setText(qty);
}
void dispose() {
this.player.unsubscribe(this);
}
}
The event system above could certainly be polished, and you could likely do clever things with generics (or use a library that has thought all this out for your), but hopefully it illustrates the concepts.
I am trying to look up how to add on ground traps in libGDX, but to no avail. I would like to find a trap example. It would be really nice if it uses object colisions, but I don't know if it is possible to do without making them impassable.
A use case would be like caltrops, where the player should be able to walk over them, but a collision still takes place.
A lot of information is lacking on your question. But it seems you are using boxd2, because if you were handling the collisions with your custom code you would easily solve your problem.
If you are using boxd2, you can make your trap body a sensor.
body.getFixtureList().get(0).setSensor(true); //assuming it has only one fixture
And set its UserData to something you can check when the collision occurs.
body.getFixtureList().get(0).setUserData("trap");
then, define a contact listener to check for collisions with bodies with that user data:
//define the Contact listener
public class MyContactListener implements ContactListener{
#Override
public void beginContact(Contact contact){
if ((String)contact.getFixtureA().getUserData()=="trap" || (String)contact.getFixtureB().getUserData()=="trap")
//hurt player
}
#Override public void endContact(Contact contact){}
#Override public void preSolve(Contact contact, Manifold oldManifold){}
#Override public void postSolve(Contact contact, ContactImpulse impulse){}
};
And create and set the contact listener in your ini code.
MyContactListener contactListener = new MyContactListener();
world.setContactListener(contactListener);
I have a game that tracks user stats after every match, such as how far they travelled, how many times they attacked, how far they fell, etc, and my current implementations looks somewhat as follows (simplified version):
Class Player{
int id;
public Player(){
int id = Math.random()*100000;
PlayerData.players.put(id,new PlayerData());
}
public void jump(){
//Logic to make the user jump
//...
//call the playerManager
PlayerManager.jump(this);
}
public void attack(Player target){
//logic to attack the player
//...
//call the player manager
PlayerManager.attack(this,target);
}
}
Class PlayerData{
public static HashMap<int, PlayerData> players = new HashMap<int,PlayerData>();
int id;
int timesJumped;
int timesAttacked;
}
public void incrementJumped(){
timesJumped++;
}
public void incrementAttacked(){
timesAttacked++;
}
}
Class PlayerManager{
public static void jump(Player player){
players.get(player.getId()).incrementJumped();
}
public void incrementAttacked(Player player, Player target){
players.get(player.getId()).incrementAttacked();
}
}
So I have a PlayerData class which holds all of the statistics, and brings it out of the player class because it isn't part of the player logic. Then I have PlayerManager, which would be on the server, and that controls the interactions between players (a lot of the logic that does that is excluded so I could keep this simple). I put the calls to the PlayerData class in the Manager class because sometimes you have to do certain checks between players, for instance if the attack actually hits, then you increment "attackHits".
The main problem (in my opinion, correct me if I'm wrong) is that this is not very extensible. I will have to touch the PlayerData class if I want to keep track of a new stat, by adding methods and fields, and then I have to potentially add more methods to my PlayerManager, so it isn't very modulized.
If there is an improvement to this that you would recommend, I would be very appreciative. Thanks.
I am not at all an expert in design patterns. But this is what I think might be useful:
To add actions to the player, you might wanna look at the Strategy Pattern. Just google for it and you will get lot of examples.
Here is an attempt by me:
For updating the player stats, I guess Observer Pattern will be helpful.
The Observer Pattern defines one-to-many dependency between objects so
that when one object changes state, all of its dependents are notified
and updated automatically.
It enforces loose coupling so that future changes are easy.
(You will have to read about Observer Pattern and also will have to see some examples. It is not as straight forward as Strategy.)
Due to the fact that you said you want to be able to add new stats and actions later, I would tend to make a stats object that doesn't need to know anything about the game it's recording. The advantage is that the Stats class would never need to change as you added new features.
public interface Stats {
void incrementStat(Object subject, String stat);
int getStat(Object subject, String stat);
}
You Player implementation would look something like:
public void jump() {
// Logic to make the player jump...
stats.incrementStat(this, "jump");
}
Of course, what you're trading for that flexibility is static type-checking on those increment methods. But in cases like this I tend to think the simplicity is worth it. In addition to removing tons of boiler plate from the PlayerData and PlayerManager classes, you also end up with a reusable component, and you can get rid of the cyclic dependency between PlayerManager and Player.
I have a Java assignment in which my professor requires me to use a LeJOS NXT to make a robot that simulates a certain animal's behaviors. I chose to develop a dragon. All the possible behaviors that I've come up so far is:
Turning around if it's too close to an obstacle.
Going to sleep when battery is low.
Pushing an object if touches.
If it's too bright, find a dark spot.
etc.
I'm now quite confused because I don't know whether to develop it sequentially in one class or to split all the dragon's behaviors into different classes. Please have a look at my explanation below.
Instead of writing everything inside one class like this:
Dragon.java
public class Dragon {
LightSensor ls = new LightSensor
public static main(String args[]) {
while (!BUTTON.Escape.IsPressed()) {
if (this.closeToObject()) {
this.turnAround();
}
// more conditions
}
}
private boolean closeToObject() {
//TODO
return false;
}
private void turnAround() {
//TODO
}
//... more methods
}
However, I want to make it appears to be more object-oriented as the course is meant to help us gain more OOP skills. So what my second option is to create action classes that extends Dragon's Behavior abstract class like this (roughly):
Dragon.java
public class Dragon {
Detect detect = new Detect(); // carry all the detection methods: distance, sound, etc.
TurnAround turnAround = new TurnAround();
public static main(String args[]) {
while (!BUTTON.Escape.IsPressed()) {
if (detect.tooCloseToObject()) {
turnAround.prepare(); // beep beep alert
turnAround.setDerection(true); // e.g. turn right
turnAround.turn();
}
}
}
}
DragonBehaviors.java
abstract class DragonBehavior {
abstract void prepare();
public void setDirection(boolean direction) {
//...
}
}
TurnAround.java
public class TurnAround extends DragonBehaviors {
String direction;
public void TurnAround() {}
public void prepare() {
// sound alert
}
public void setDirection(boolean direction) {
if (direction) this.direction = "Right";
else this.direction = "Left";
}
public void turn() {
// TODO
}
}
The code above is roughly a draft, don't focus on it. Eventually, I want to ask if my idea about the OO structure above is reasonable, otherwise it's much easier to develop the whole thing in one class, but it has nothing to do with OOP. I also have several group members to make the code finished, so I think it could be better if we share the classes to develop in an OOP way.
Which way should I go in this circumstance?
I appreciate all the comments (:
Your choice of extracting different actions into classes with common super class is IMHO reasonable. However I would make Dragon class only aware of the DragonBehavior abstract class, not the subclasses. This way you can add and remove behaviours to the dragon without actually changing it.
How? Look at Chain-of-responsibility pattern - each behaviour has its place in the chain. If behaviour decides to activate itself (i.e. perform something) it may or may not allow further behaviours to be triggered. Moreover, you can and remove behaviours (even at runtime!) and rearrange them to change the precedence (is pushing the obstacle more or less important than going to sleep?).