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458fdb2b
Commit
458fdb2b
authored
Apr 24, 2024
by
Jonathan Thomas
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Plain Diff
- Allow entity to generate text, if they already have a character sheet, and a player attacks them
parent
9871bbbe
Pipeline
#12015
passed with stage
in 20 seconds
Changes
3
Pipelines
1
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3 changed files
with
50 additions
and
5 deletions
+50
-5
ChatDataManager.java
src/main/java/com/owlmaddie/chat/ChatDataManager.java
+4
-1
MixinLivingEntity.java
src/main/java/com/owlmaddie/mixin/MixinLivingEntity.java
+42
-0
ServerPackets.java
src/main/java/com/owlmaddie/network/ServerPackets.java
+4
-4
No files found.
src/main/java/com/owlmaddie/chat/ChatDataManager.java
View file @
458fdb2b
...
...
@@ -83,6 +83,7 @@ public class ChatDataManager {
public
String
characterSheet
;
public
ChatSender
sender
;
public
int
friendship
;
// -3 to 3 (0 = neutral)
public
boolean
auto_generated
;
public
EntityChatData
(
String
entityId
,
String
playerId
)
{
this
.
entityId
=
entityId
;
...
...
@@ -94,6 +95,7 @@ public class ChatDataManager {
this
.
status
=
ChatStatus
.
NONE
;
this
.
sender
=
ChatSender
.
USER
;
this
.
friendship
=
0
;
this
.
auto_generated
=
false
;
}
// Light version with no 'previousMessages' attribute
...
...
@@ -203,8 +205,9 @@ public class ChatDataManager {
}
// Generate greeting
public
void
generateMessage
(
ServerPlayerEntity
player
,
String
systemPrompt
,
String
userMessage
)
{
public
void
generateMessage
(
ServerPlayerEntity
player
,
String
systemPrompt
,
String
userMessage
,
boolean
is_auto_message
)
{
this
.
status
=
ChatStatus
.
PENDING
;
this
.
auto_generated
=
is_auto_message
;
// Add USER Message
if
(
systemPrompt
==
"system-character"
)
{
// Add message without playerId (so it does not display)
...
...
src/main/java/com/owlmaddie/mixin/MixinLivingEntity.java
View file @
458fdb2b
package
com
.
owlmaddie
.
mixin
;
import
com.owlmaddie.chat.ChatDataManager
;
import
com.owlmaddie.network.ServerPackets
;
import
com.owlmaddie.utils.LivingEntityInterface
;
import
net.minecraft.entity.Entity
;
import
net.minecraft.entity.LivingEntity
;
import
net.minecraft.entity.damage.DamageSource
;
import
net.minecraft.entity.mob.MobEntity
;
import
net.minecraft.entity.player.PlayerEntity
;
import
net.minecraft.item.ItemStack
;
import
net.minecraft.server.network.ServerPlayerEntity
;
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.CallbackInfoReturnable
;
@Mixin
(
LivingEntity
.
class
)
public
class
MixinLivingEntity
implements
LivingEntityInterface
{
private
boolean
canTargetPlayers
=
true
;
// Default to true to maintain original behavior
...
...
@@ -19,6 +27,40 @@ public class MixinLivingEntity implements LivingEntityInterface {
}
}
@Inject
(
method
=
"damage"
,
at
=
@At
(
value
=
"RETURN"
))
private
void
onDamage
(
DamageSource
source
,
float
amount
,
CallbackInfoReturnable
<
Boolean
>
cir
)
{
if
(!
cir
.
getReturnValue
())
{
// If damage method returned false, it means the damage was not applied (possibly due to invulnerability).
return
;
}
// Get attacker and entity objects
Entity
attacker
=
source
.
getAttacker
();
LivingEntity
thisEntity
=
(
LivingEntity
)
(
Object
)
this
;
// If PLAYER attacks MOB then
if
(
attacker
instanceof
PlayerEntity
&&
thisEntity
instanceof
MobEntity
&&
!
thisEntity
.
isDead
())
{
// Generate attacked message (only if the previous user message was not an attacked message)
// We don't want to constantly generate messages during a prolonged, multi-damage event
ChatDataManager
chatDataManager
=
ChatDataManager
.
getServerInstance
();
ChatDataManager
.
EntityChatData
chatData
=
chatDataManager
.
getOrCreateChatData
(
thisEntity
.
getUuidAsString
());
if
(!
chatData
.
characterSheet
.
isEmpty
()
&&
!
chatData
.
auto_generated
)
{
// Only auto-generate a response to being attacked if chat data already exists
// and this is the first attack event.
ServerPlayerEntity
player
=
(
ServerPlayerEntity
)
attacker
;
ItemStack
weapon
=
player
.
getMainHandStack
();
String
weaponName
=
weapon
.
isEmpty
()
?
"with fists"
:
"with "
+
weapon
.
getItem
().
toString
();
// Determine if the damage was indirect
boolean
isIndirect
=
source
.
isIndirect
();
String
directness
=
isIndirect
?
"indirectly"
:
"directly"
;
String
attackedMessage
=
"<"
+
player
.
getName
().
getString
()
+
" attacked you "
+
directness
+
" with "
+
weaponName
+
">"
;
ServerPackets
.
generate_chat
(
chatData
,
player
,
(
MobEntity
)
thisEntity
,
attackedMessage
,
true
);
}
}
}
@Override
public
void
setCanTargetPlayers
(
boolean
canTarget
)
{
this
.
canTargetPlayers
=
canTarget
;
...
...
src/main/java/com/owlmaddie/network/ServerPackets.java
View file @
458fdb2b
...
...
@@ -146,7 +146,7 @@ public class ServerPackets {
if
(
chatData
.
characterSheet
.
isEmpty
())
{
generate_character
(
chatData
,
player
,
entity
);
}
else
{
generate_chat
(
chatData
,
player
,
entity
,
message
);
generate_chat
(
chatData
,
player
,
entity
,
message
,
false
);
}
}
});
...
...
@@ -253,17 +253,17 @@ public class ServerPackets {
userMessageBuilder
.
append
(
"who lives near the "
).
append
(
player_biome
).
append
(
"."
);
LOGGER
.
info
(
userMessageBuilder
.
toString
());
chatData
.
generateMessage
(
player
,
"system-character"
,
userMessageBuilder
.
toString
());
chatData
.
generateMessage
(
player
,
"system-character"
,
userMessageBuilder
.
toString
()
,
false
);
}
public
static
void
generate_chat
(
ChatDataManager
.
EntityChatData
chatData
,
ServerPlayerEntity
player
,
MobEntity
entity
,
String
message
)
{
public
static
void
generate_chat
(
ChatDataManager
.
EntityChatData
chatData
,
ServerPlayerEntity
player
,
MobEntity
entity
,
String
message
,
boolean
is_auto_message
)
{
// Set talk to player goal (prevent entity from walking off)
TalkPlayerGoal
talkGoal
=
new
TalkPlayerGoal
(
player
,
entity
,
3.5
F
);
EntityBehaviorManager
.
addGoal
(
entity
,
talkGoal
,
GoalPriority
.
TALK_PLAYER
);
// Add new message
LOGGER
.
info
(
"Player message received: "
+
message
+
" | Entity: "
+
entity
.
getType
().
toString
());
chatData
.
generateMessage
(
player
,
"system-chat"
,
message
);
chatData
.
generateMessage
(
player
,
"system-chat"
,
message
,
is_auto_message
);
}
// Send new message to all connected players
...
...
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