Jump to content

[1.16.5] Updating blockstate properties doesn't work


Recommended Posts

Posted

I have a custom TNT block which is meant to increase its power by 1 whenever given gunpowder, and I tried to make it put its power in a property instead of just a variable so I'd save, but nothing seems to change despite everything else working correctly. I know the explosion size changes correctly as it worked previously before using properties, and the only thing I've really done since it stopped working was add properties.

Block class:

Spoiler
public class DynamicTnt extends TNTBlock
{
    public static final IntegerProperty POWER = imnotjahan.mod.dynamictnt.init.Properties.POWER;

    public DynamicTnt()
    {
        super(AbstractBlock.Properties.of(Material.EXPLOSIVE));
    }
    
    @Override
    public ActionResultType use(BlockState state, World world, BlockPos pos, PlayerEntity player,
                                Hand hand, BlockRayTraceResult ray)
    {
        ItemStack itemstack = player.getItemInHand(hand);
        Item item = itemstack.getItem();
        if (item != Items.FLINT_AND_STEEL && item != Items.FIRE_CHARGE) 
        {
            if(item == Items.GUNPOWDER)
            {
                itemstack.shrink(1);

                int powerP1 = state.getValue(POWER) + 1; // P1 = Plus one
                state.setValue(POWER, Integer.valueOf(Math.min(powerP1, 100)));

                return ActionResultType.SUCCESS;
            } else return super.use(state, world, pos, player, hand, ray);
        } else // From here it's all minecraft code
        {
            catchFire(state, world, pos, ray.getDirection(), player);
            world.setBlock(pos, Blocks.AIR.defaultBlockState(), 11);
            if (!player.isCreative()) 
            {
                if (item == Items.FLINT_AND_STEEL) 
                {
                    itemstack.hurtAndBreak(1, player, (p_220287_1_) -> {
                        p_220287_1_.broadcastBreakEvent(hand);
                    });
                } else 
                {
                    itemstack.shrink(1);
                }
            }

            return ActionResultType.sidedSuccess(world.isClientSide);
        }
    }

    @Override
    public void catchFire(BlockState state, World world, BlockPos pos, @Nullable net.minecraft.util.Direction face,
                          @Nullable LivingEntity igniter)
    {
        explode(world, pos, igniter, state.getValue(POWER));
    }

    private void explode(World world, BlockPos pos, @Nullable LivingEntity entity, int power)
    {
        if (!world.isClientSide)
        {
            DynamicTNTEntity tntEntity = new DynamicTNTEntity(world,
                    (double)pos.getX() + 0.5D, pos.getY(), (double)pos.getZ() + 0.5D, entity, power);
            world.addFreshEntity(tntEntity);
            world.playSound(null, tntEntity.getX(), tntEntity.getY(), tntEntity.getZ(), SoundEvents.TNT_PRIMED,
                    SoundCategory.BLOCKS, 1.0F, 1.0F);
        }
    }

    @Override
    protected void createBlockStateDefinition(StateContainer.Builder<Block, BlockState> stateBuilder)
    {
        super.createBlockStateDefinition(stateBuilder);
        stateBuilder.add(POWER);
    }
}

 

 

TNT entity class

Spoiler
public class DynamicTNTEntity extends TNTEntity
{
    LivingEntity owner;
    int size = 4;

    public DynamicTNTEntity(EntityType<? extends TNTEntity> type, World world)
    {
        super(type, world);
    }

    public DynamicTNTEntity(World world, double xo, double yo, double zo, @Nullable LivingEntity owner, int size)
    {
        this(EntityType.TNT, world);
        this.setPos(xo, yo, zo);
        double d0 = world.random.nextDouble() * (double)((float)Math.PI * 2F);
        this.setDeltaMovement(-Math.sin(d0) * 0.02D, (double)0.2F, -Math.cos(d0) * 0.02D);
        this.setFuse(80);
        this.xo = xo;
        this.yo = yo;
        this.zo = zo;
        this.size = size;
        this.owner = owner;
    }

    @Override
    protected void explode()
    {
        this.level.explode(this, this.getX(), this.getY(0.0625D), this.getZ(),
                size, Explosion.Mode.BREAK);
    }

    @Nullable
    @Override
    public LivingEntity getOwner()
    {
        return this.owner;
    }
}

 

 

Properties class:

Spoiler
public class Properties
{
    public static final IntegerProperty POWER = IntegerProperty.create("tnt_power", 4, 100);
}

 

 

Posted

I added

this.registerDefaultState(this.defaultBlockState().setValue(UNSTABLE, Boolean.valueOf(false)) .setValue(POWER, 4));

to the constructor right after the super, but nothing has seemed to change.

Posted (edited)
38 minutes ago, ImNotJahan said:
        if (item != Items.FLINT_AND_STEEL && item != Items.FIRE_CHARGE) 
        {
            if(item == Items.GUNPOWDER)
            {

 

You know you could just do the second if statement, right?

Think about it. If the second one is true, the first one MUST be true. The vanilla code is then wrapped in an if-else that checks for flint and steel or fire charges, and a final else-return-super.

If the catch-fire portion ("from here on its vanilla code") is the code from the TNT block (your super) you could just call super...

Edited by Draco18s
  • Thanks 1

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Actually yea that's a good point, I'll just call super instead, but also I've figured out why it wasn't working

By looking at SweetBerryBush I figured out that you have to replace the block to change the block state, so I just changed my previous state.setValue to world.setBlock(pos, state.setValue(POWER, Math.min(state.getValue(POWER) + 1, 100)), 2); and it all works now.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.