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Add a event for modify player's movement during using item #4112
base: 1.21.1
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/* | ||
* Copyright (c) 2016, 2017, 2018, 2019 FabricMC | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
*/ | ||
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package net.fabricmc.fabric.api.entity.event.client; | ||
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import net.minecraft.client.network.ClientPlayerEntity; | ||
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import net.fabricmc.fabric.api.event.Event; | ||
import net.fabricmc.fabric.api.event.EventFactory; | ||
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public final class ClientPlayerEvents { | ||
/* | ||
* Flag for using default slowdown during using an item. | ||
*/ | ||
public static final float USE_DEFAULT_SLOWDOWN_SPEED = -1.0F; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. change the return type of the interface to There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is indeed a good idea. Thank you! |
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/* | ||
* Default percentage of speed slowdown when using an item in Minecraft. | ||
*/ | ||
private static final float DEFAULT_SLOWDOWN_SPEED = 0.2F; | ||
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/** | ||
* An event that is called when a player is moving during using an item. | ||
*/ | ||
public static final Event<AdjustUsingItemSpeed> ADJUST_USING_ITEM_SPEED = EventFactory.createArrayBacked(AdjustUsingItemSpeed.class, callbacks -> player -> { | ||
float maxSpeed = USE_DEFAULT_SLOWDOWN_SPEED; | ||
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for (AdjustUsingItemSpeed callback : callbacks) { | ||
float currentSpeed = callback.adjustUsingItemSpeed(player); | ||
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if (currentSpeed >= 0.0F && currentSpeed <= 1.0F) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. why is the speed capped at 1.0? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. On a similar note, why doesn't it accept speeds below zero? Is it just because of the There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Since this event is used to adjust the player's movement speed while using items, a value of 0 means the player's speed is already 0. A value of 1 means the player will maintain their original movement speed without any slowdown. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Personally, I find it perfectly intuitive that negative speed would move you backwards. Do we really ever know that this functionality will not be necessary for any current or future mod? It just seems like an artificial limit to me. If it requires extra effort to make these values work, that would be a different story. But given that it seems to just work without the limit, I think we might as well remove the limit and give modders the flexibility to use crazy values if they want to. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Thank you! I understand, and I will remove this limit. |
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maxSpeed = currentSpeed > maxSpeed ? currentSpeed : maxSpeed; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. use There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Thank you! I’ve made the changes. |
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} | ||
} | ||
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return maxSpeed == USE_DEFAULT_SLOWDOWN_SPEED ? DEFAULT_SLOWDOWN_SPEED : maxSpeed; | ||
}); | ||
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@FunctionalInterface | ||
public interface AdjustUsingItemSpeed { | ||
/** | ||
* Called when a player is moving during using an item. | ||
* | ||
* @param player the player is moving during using an item. | ||
* @return the percentage of the player's speed from 0.0F to 1.0F. | ||
* Return {@link #USE_DEFAULT_SLOWDOWN_SPEED} indicates that no adjustment should be applied. | ||
*/ | ||
float adjustUsingItemSpeed(ClientPlayerEntity player); | ||
} | ||
} |
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/* | ||||||
* Copyright (c) 2016, 2017, 2018, 2019 FabricMC | ||||||
* | ||||||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||||||
* you may not use this file except in compliance with the License. | ||||||
* You may obtain a copy of the License at | ||||||
* | ||||||
* http://www.apache.org/licenses/LICENSE-2.0 | ||||||
* | ||||||
* Unless required by applicable law or agreed to in writing, software | ||||||
* distributed under the License is distributed on an "AS IS" BASIS, | ||||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||||||
* See the License for the specific language governing permissions and | ||||||
* limitations under the License. | ||||||
*/ | ||||||
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package net.fabricmc.fabric.mixin.client.entity.event; | ||||||
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import org.spongepowered.asm.mixin.Mixin; | ||||||
import org.spongepowered.asm.mixin.injection.At; | ||||||
import org.spongepowered.asm.mixin.injection.Inject; | ||||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo; | ||||||
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import net.minecraft.client.network.ClientPlayerEntity; | ||||||
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import net.fabricmc.fabric.api.entity.event.client.ClientPlayerEvents; | ||||||
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@Mixin(ClientPlayerEntity.class) | ||||||
abstract class ClientPlayerMixin { | ||||||
@Inject(method = "tickMovement", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/network/ClientPlayerEntity;isUsingItem()Z")) | ||||||
private void beforeTickMovement(CallbackInfo ci) { | ||||||
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Suggested change
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Thank you! I’ve made the changes. |
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ClientPlayerEntity player = (ClientPlayerEntity) (Object) this; | ||||||
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if (player.isUsingItem() && !player.hasVehicle() && (player.input.movementForward != 0.0F || player.input.movementSideways != 0.0F)) { | ||||||
float slowdown = ClientPlayerEvents.ADJUST_USING_ITEM_SPEED.invoker().adjustUsingItemSpeed(player) * 5.0F; | ||||||
player.input.movementSideways *= slowdown; | ||||||
player.input.movementForward *= slowdown; | ||||||
} | ||||||
} | ||||||
} |
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Question: Does this also need to be handled on the server somewhere? E.g if I wanted to increase the players speed?
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I don't think it's necessary to make any changes on the server, as all information related to movement speed is processed on the client and sent to the server. We only need to modify the movement speed on the client. In the test mod, if you want to increase the player's speed, you only need to modify the multiplier coefficient. If you have any thoughts or additional comments, please let me know with more detailed information.