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Posted

If you mean every block in the world, the only way I could think it could be done would be to literally check every block in the world (the stored blocks array) and check if each one has the specific ID, and if it does, add it to the list. It'd be best to check a small range (maybe -64 to 64 in x, y, z directions) and see which of those blocks, if any, are the block ID you're looking for, and then add them. Doing literally every block in a world could cause extreme lag running through nested loops that many times.

Posted

Okay, I'm making a radios mod, currently there are radios, and transmitters. The transmitters broadcast to a certain range, and send a packet with a URL and a few other details to all players that should hear sound, that being within the range of a radio block. So there are two ranges, a radio range, and a transmitter range, and if a player falls within a radio range that is within a transmitter range, the player should get a packet with a URL. How I originally wanted to do this was, I have an array of radios, and I just check if its in rage, issue is, this list only holds *active* radios(ones that are playing, or in the process of playing), and this array doesn't really need to be stored, so it isn't. My new idea is to require radios to be turned "on" with a redstone signal, and then to be added to the array. So a question, would onNeighborBlockChange run if there was a button press, or a redstone pulse? If not how would I go about doing that?

Posted

One way to do the transmission is to basically use nested for-loops for the x, y, and z directions for when the transmitter is updating (assuming you're using a tile entity, if not, you might be able to use randomDisplayTick()), and then run through every block:

 

if(world.getBlockId(i + i1, j + j1, k + k1) == radio.blockID)

where i, j, and k are the coords of the transmitter and i1, j1, and k1 are the offsets in the for-loops (-range <= i1 < range). Then under the if-statement, you can do something with the radio's tile entity (assuming you have one) like this:

 

((TileEntityRadio)world.getBlockTileEntity(i + i1, j + j1, k + k1)).playRadio();

 

and then your code for the radio's range will go in the entity file under play radio, to basically play a sound, song, etc at that coordinate using the Tile Entity's worldObj and coords, at a specific loudness to cover the radio's range. I'm sure you can figure out the things like whether or not a radio is on or not.

 

Also, sorry if this confused you, I think you had something else in mind but I find probably the easiest way to do it.

Posted

I have an idea, but it would make the range thing not work (unless it's only one transmitter per frequency). so what you would do, is you would have a static array in the transmitter class, and it would have all the frequencies, the coordinates of the transmitter, and what's being played. the radio will only play it if it is within a certain range of the transmitter and is on. it would look something like this.

public static Object[][][][] radio = new Object[MAX_NUMBER_OF_FREQUENCIES][x][y][z]

the x, y, and z would be the coordinates of the transmitter. if the transmitter was at the coordinates 20, 72, 30 and was on frequency 42 and transmitting "hello world" you would add it to the list by doing

CLASS_WITH_THE_ARRAY_IN_IT.radio[42][20][72][30] = "hello world";

the radio would just have to look at the coordinates around it and see if there is something being played on it's frequency at the coordinates in it's range. of course, you could make the array any type of array you want, it doesn't have to be an object array. if you want it to not have a range, you can omit the last three [] of the array. so it would look like

public static Object[] radio = new Object[MAX_NUMBER_OF_FREQUENCIES]

and making it have "hello world" on frequency 42 would be

CLASS_WITH_THE_ARRAY_IN_IT.radio[42] = "hello world";

Posted

Huh, interesting code, but I think I found a way, but I need help. So originally I had two option for making a radio that would even work, make a tileentity with a small class to handle the radio, or just go all out in one huge handler class. I wanted to do the first, but I couldn't get tile entities working, so I went with the latter method. Now I want/need to use tile entities, because there is a updateEntity method which is called everytick. I thought perfect, but again I tried couldn't get tile entities to work >_<. I

1) Made a simple tile entity class extending tileentity with a updateEntity method that prints test

2) Put create tile entity in my block

3) Registered my tile entity with GameRegistry

4) Cried as all my attempts failed. >_<

Posted

Oh sorry, I didn't want to use his code, for looping though large amounts of blocks is being resource consuming, but with tile entities I had my own idea, but failed, anyways, I'll get code.

 

Radio class with some unrelated code removed

public class Radio extends Block {
private Side side = FMLCommonHandler.instance().getEffectiveSide();
@SideOnly(Side.CLIENT)
private Icon[] icons;
private int id;
        public Radio (int id, Material material){
                super(id, material);
        		this.id=id;
                this.setCreativeTab(CreativeTabs.tabBlock);
                this.setHardness(5F);
                this.setUnlocalizedName("Radio");
        @Override
        public boolean hasTileEntity(){
        	return true;
        }
        @Override
        public TileEntity createTileEntity(World world, int metadata){
        	System.out.println("test");
                return new RadioTileEntity();
        }
}

 

TileEntity class

public class RadioTileEntity extends TileEntity{
@Override
public void writeToNBT(NBTTagCompound par1){
   super.writeToNBT(par1);
}

@Override
public void readFromNBT(NBTTagCompound par1){
   super.readFromNBT(par1);
}
@Override
public void updateEntity(){
	System.out.println("TEST?EDFRT");
}
}

Main mod file with some unrelated things removed

package matthew.CloudSound;

@Mod(modid="CloudSound", name="CloudSound", version="0.0.7")
@NetworkMod(clientSideRequired=true, serverSideRequired=false, channels={"URLfrom", "URLto", "RadioBreak", "transmitter"}, packetHandler = PacketHandler.class)
public class CloudSound {
private Side side = FMLCommonHandler.instance().getEffectiveSide();
public Radio radio = new Radio(1000, Material.wood);
public IronAntenna antenna= new IronAntenna(502, "Iron", Material.iron);
public final static Transmitter transmitter= new Transmitter(500, Material.rock);
public final WoodTransmitter woodTransmitter= new WoodTransmitter(501, Material.wood);
//player is set in RAdioGUI
public String player=null;
ItemStack obsidian = new ItemStack(Block.obsidian);
public TransmitterHandler transHandler = new TransmitterHandler();
ItemStack diamond = new ItemStack(Item.diamond, 64);

        // The instance of your mod that Forge uses.
        @Instance("CloudSound")
        public static CloudSound instance;
        
        // Says where the client and server 'proxy' code is loaded.
        @SidedProxy(clientSide="matthew.CloudSound.client.ClientProxy", serverSide="matthew.CloudSound.CommonProxy")
        public static CommonProxy proxy;
        
        @Mod.EventHandler
        public void preInit(FMLPreInitializationEvent event) {
        	if(side==Side.CLIENT){
            	transHandler = new TransmitterHandler();
        	}
            Utils.makeStore();
           // GameRegistry.registerPlayerTracker(new playerTracker());
            NetworkRegistry.instance().registerConnectionHandler(new ConnectionHandler());
        	NetworkRegistry.instance().registerGuiHandler(this, new GuiHandler());
        	instance = this;
        }
        
        @Mod.EventHandler
        public void load(FMLInitializationEvent event) {
            proxy.registerRenderers();
            GameRegistry.registerBlock(transmitter, "Transmitter");
            GameRegistry.registerBlock(radio, "Radio");
            GameRegistry.registerBlock(woodTransmitter, "Wood Transmitter");
            GameRegistry.registerBlock(antenna, "IronAntenna");
            GameRegistry.addRecipe(new ItemStack(transmitter), "xxx", "xyx", "xxx", 'x', obsidian, 'y', diamond);
            LanguageRegistry.addName(transmitter, "Transmitter");
            LanguageRegistry.addName(woodTransmitter, "Wooden Transmitter");
            LanguageRegistry.addName(antenna, "Iron Antenna");
            LanguageRegistry.addName(radio, "Radio");
            MinecraftForge.setBlockHarvestLevel(transmitter, "pickaxe", 3);
            MinecraftForge.setBlockHarvestLevel(woodTransmitter, "pickaxe", 1);
        	GameRegistry.registerTileEntity(RadioTileEntity.class, "Radio");
                
        }

Posted

Huh, it works with a container, is there any reason why it must be a container? None of the tutorials mentioned it, and I has a Override annotation that didn't complain. =/

Posted

Block Container is what makes the TileEntity work!

 

But you don't need to do that, you just need to implement/override the TE related methods.

I can't remember all their names in my head at the moment but they are something like

CreateNewTileEntity (returns the new tileEntity).

HasTileEntity(returns true if it has one).

 

Also I'm not sure but you may have to just create you're own TE upon placing and adding the block to the world if the above isn't enough :)

If you guys dont get it.. then well ya.. try harder...

Posted

Hmm but how many blocks of this type will there ever be inn the world?

if it's radios I guess there wont be so many hundreds of them?

 

Inn that case you could make them add their positions to a Vec3 list when added/placed?

then you can loop trough that list whenever you need to find radios and then you only loop trough the worlds radios? :)

If you guys dont get it.. then well ya.. try harder...

Posted

Eh, I'll stick with the container for now, but @Mazetar, that's pretty much what I've planned to do, have all radios put their coordinates in a list as there tile entities are initialized. =) Thanks for your help

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} }  
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