Jump to content

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


Cratthorax

Recommended Posts

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
Link to comment
Share on other sites

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

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
Link to comment
Share on other sites

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
Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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.