PaperMC / PaperMC/Paper

RangedEntity-rangedAttack(LivingEntity target, float charge) dont work

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status: needs triage
Dominant language
Java
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Description

Expected behavior

When the method is called, the entity fires an arrow with a loaded crossbow.

Observed/Actual behavior

Nothing happens

Steps/models to reproduce

I created a mobgoal, what makes the entity perform ranged attack

@Override
    public void tick() {
        LivingEntity target = entity.getTarget();
        if (target != null) {
            boolean hasSight = entity.hasLineOfSight(target);
            boolean var2 = seeTime > 0;
            if (hasSight != var2) {
                seeTime = 0;
            }

            if (hasSight) {
                ++seeTime;
            } else {
                --seeTime;
            }

            double distanceSqr = entity.getLocation().distanceSquared(target.getLocation());
            boolean canAttack = (distanceSqr > attackRadiusSqr || seeTime > 5) && attackDelay == 0;

            entity.lookAt(target,30f,30f);

            switch (crossbowState) {
                case UNCHARGED -> {
                    if (canAttack) {
                        entity.startUsingItem(EquipmentSlot.HAND);
                        crossbowState = STATE.CHARGING;
                    }
                }
                case CHARGING -> {
                    if (!entity.hasActiveItem()) {
                        crossbowState = STATE.UNCHARGED;
                    }

                    int ticks = entity.getActiveItemUsedTime();
                    ItemStack item = entity.getEquipment().getItem(EquipmentSlot.HAND);

                    if (ticks > 25) {
                        crossbowState = STATE.CHARGED;
                        attackDelay = 20;

                        item.editMeta(CrossbowMeta.class, meta -> meta.addChargedProjectile(ARROW));
                    }
                }
                case CHARGED -> {
                    --attackDelay;
                    if (attackDelay == 0) {
                        crossbowState = STATE.READY_TO_FIRE;
                    }
                }
                case READY_TO_FIRE ->
                {
                    if (hasSight) {
                        entity.completeUsingActiveItem();
                        entity.rangedAttack(target, 1.0f);
                        crossbowState = STATE.UNCHARGED;
                    }
                }
            }
        }
    }

    enum STATE {
        UNCHARGED,
        CHARGING,
        CHARGED,
        READY_TO_FIRE
    }
Plugin and Datapack List

Only my plugin

Paper version

Paper version 1.21.4-227-ver/1.21.4@7675321

Other

No response

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by tracing the RangedEntity-rangedAttack(LivingEntity target, float charge) entry point and the crossbow state transitions in the supplied mob-goal code. Check how completeUsingActiveItem(), rangedAttack(), and the charged projectile are expected to interact. Done means a crossbow-equipped entity fires an arrow when the method is called, with the relevant behavior verified against the reported Paper version.

Written by the indexing model from the issue text.

Assessment

Tech stack
java
Domain
backend-api-design, game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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