Hi! New here, so hopefully this is the right place to ask. I'm having trouble finding resources that explain server-client communication with regards to block states, which I think is the problem I'm having. I'm trying to create a block that is temporarily turned into an entity and then back into a block. The block isn't meant to be immediately removed - the entity and the block should coexist for a small period of time, but there should only be one entity for a particular block. The problem I'm having is that the block doesn't recognize that it's already created an entity, and creates a large number in a row. I'm trying to use the "TRIGGERED" block state to prevent this from happening, but this doesn't seem to be the correct way of doing it, as the block state doesn't seem to get set on the server side and then gets reverted on the client side. (I think.) Here's the relevant code from the custom block class:
public static final BooleanProperty TRIGGERED = BlockStateProperties.TRIGGERED;
public FallingStone(AbstractBlock.Properties properties) {
super(properties);
this.registerDefaultState(this.stateDefinition.any().setValue(TRIGGERED, false));
}
protected void createBlockStateDefinition(StateContainer.Builder<Block, BlockState> builder) {
builder.add(TRIGGERED);
}
public void entityInside(BlockState blockState, World world, BlockPos blockPos, Entity entity)
{
if(blockState.getValue(TRIGGERED) == false)
{
world.setBlock(blockPos, blockState.setValue(TRIGGERED, true), 3); // Not sure what the 3 does, honestly. Some kind of flags?
FallingStoneEntity fallingStoneEntity = new FallingStoneEntity(world,
(double)blockPos.getX() + 0.5D, (double)blockPos.getY(), (double)blockPos.getZ() + 0.5D, blockState);
world.addFreshEntity(fallingStoneEntity);
}
}
Any help would be much appreciated. (Also, the name "FallingStone" is a misnomer... I know I could just extend FallingBlock to do that.)