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[1.16.5]Setting a custom spawn point asks for Server Player/World, but I can't deliver it

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Posted

Feel my pain:

 

 
if(event.getPlayer().world.getBlockState(event.getPos()).getBlock() == RegisterContainer.BLOCKCAMPFIRE.getBlock()) {
            
            PlayerEntity playerRef = event.getPlayer();
            ServerPlayerEntity playerMain = (ServerPlayerEntity) playerRef;
            ServerWorld world = playerMain.interactionManager.world;
            //ServerWorld world = (ServerWorld) playerRef.world;
            playerMain.func_242111_a(world.getDimensionKey(), event.getPos(), playerMain.rotationYaw, false, true);
            
        }

 

Or in other words, the spawn set function applied when trying to sleep asks for a ServerPlayer Entity, but the PlayerInteractEvent.RightClickBlock Event doesn't have it. Any Ideas?

I just want to make my campfire a respawn point. If all fails I might just use a OnPlayerRespawn Event, if it exists, and teleport the player to a custom set position near the campfire.

Edited by Cratthorax

  • Cratthorax changed the title to [1.16.5]Setting a custom spawn point asks for Server Player/World, but I can't deliver it
  • Author

I do feel a bit stupid now. Sometimes you don't see the forest of many trees. I basically just told it to return where the sun doesn't shine, if it's an instance of ServerWorld. I also found a less complicated function inside ServerWorld, which asks for position and angle only. However, reminding me of instanceof, I utilized the right search logic in ServerWorld, without that hint I'd never uncovered my finds. So thanks a bunch D7. Final code for now:

 
 ...       if(event.getPlayer().world.getBlockState(event.getPos()).getBlock() == RegisterContainer.BLOCKCAMPFIRE.getBlock()) {
            
            World world = EventUtility.getClientWorld(event.getWorld());
            
            if (world == null) {
                return;
            }
            
            if (world instanceof ServerWorld == false) {
                return;
            }
            
            ServerWorld serverWorld = (ServerWorld)world;
            serverWorld.func_241124_a__(event.getPos(), 1.0f);
            //PlayerEntity playerRef = event.getPlayer();
            //ServerPlayerEntity playerMain = (ServerPlayerEntity) playerRef;
            //ServerWorld world = playerMain.interactionManager.world;
            //ServerWorld world = (ServerWorld) playerRef.world;
            //playerMain.func_242111_a(world.getDimensionKey(), event.getPos(), playerMain.rotationYaw, false, true);
	...
public static World getClientWorld(IWorld iWorld) {
        
    if (iWorld.isRemote()) {
            return null;
        }
        
        if (iWorld instanceof World) {
            return ((World)iWorld);
        }
        return null;
    }    
            
}

 

Edited by Cratthorax

  • Author

I exported all my custom Event helper functions into a .class named EventUtility. Things got quite messy inside my EventHandlers.

  • Author

Well, it imports the BiomeReader, which is needed to check for spawnpoints.

Oh, you mean why I do something that already exists? Because I would often get confused on what .isRemote() is actually doing, because there isn't a simple explanation like f.e.: 

!isRemote = "you're not on a server"
isRemote = "you are on a Server"

As far as I understand it, and I prolly understand it wrong, isRemote is just used to "divide" addressing Server/Client, but it doesn't clearly tell you if you ARE actually on a server, which already you've stated in another thread, you always are(on a server, even in singleplayer). Hence why I found this utility function on Stackoverflow by someone who was just as confused as I am about the topic. I guess I already have seen how that has changed for 1.17 and onwards, because the method has changed to .isClient(). Might be wrong though, and is just a custom utility method as well. Github states otherwise. Just as well as "world" changed to "level"? Which is not really better, because a world is a world, not a level???

 
...
import net.minecraft.world.level.Level;
...
	@SubscribeEvent
	public void onEntityJoin(EntityJoinWorldEvent e) {
		Level world = e.getWorld();
		if (world.isClientSide) {
			return;
		}
		Entity entity = e.getEntity();
		if (entity instanceof Zombie == false) {
			return;
		}
		Zombie zombie = (Zombie)entity;
		zombie.setCanBreakDoors(false);
	}

 

Edited by Cratthorax

  • Author

Yes, it does. That's because you'd need the iWorld which implements the BiomeReader, so I can define the spawn point anywhere, not just near my campfire. It's just a convenience option. It also makes sure that always a ServerWorld is returned, because iWorld can only be Server, right?

  • Author

How is respawn Client based? It's called ClientWorld, because I created it 4 weeks ago, when I still confused up isRemote.

I posted the method.

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