Jump to content

Recommended Posts

Posted

I have a block that I'd like monsters to break through, a little like doors. As a simpler alternative to the door implementation, I'm thinking that I'll make its collision box slightly smaller (like honey) and then slowly break the block whenever a monster is 'inside' it. However, I'm not sure how I should slowly break a block: I can destroy it or change the block at its position, but I don't know how to use the normal mining-progress system. All the methods I can find seem to be tailored specifically to a player intentionally mining the block, rather than being something I can just call whenever a condition is satisfied. What approaches should I look into?

Posted

I think a good starting point, as you already mentioned it, is to look at Zombie entity class and see what happens when the Zombie starts breaking a door. Specifically you can look at the BreakDoorGoal class that is used by the Zombie. Inside it, in the tick method, you will find this line

this.mob.level.destroyBlockProgress(this.mob.getId(), this.doorPos, i);

Essentially the function destroyBlockProgress is called by the zombie on its world (level) instance. I'm not sure if this is the actual method that shows the breaking overlay and also what values the last parameter (progress) should have, but by the name is definitively something I would try and see what it does

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted

Here's my code. This works fairly well.

    protected int breakTime = 0;
    protected int lastBreakProgress = -1;
    protected int timeToBreak = 200; //10-second break time
    
    public void entityInside(BlockState state, Level level, BlockPos pos, Entity entity) {
        if (entity instanceof Monster) {

            ++this.breakTime;
            int i = (int)((float)this.breakTime / (float)this.timeToBreak * 10.0F);
            if (i != this.lastBreakProgress) {
                entity.level.destroyBlockProgress(entity.getId(), pos, i);
                this.lastBreakProgress = i;
            }

            if (breakTime == timeToBreak) {
                level.destroyBlock(pos, true);
                this.breakTime = 0;
            }

        }

        super.entityInside(state, level, pos, entity);
    }

 

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I see. I'm sure I tried again with a lower case word, a few times. I ended up doing the same thing as pixxy in the end. Is this beyond the scope of the admins to fix? Are they already aware of it, or should I use 'contact us' to post a ticket?
    • I’m working on a Manta Ray entity in MCreator using GeckoLib animations, and my goal is to have a looping (flip) animation that ends at −360°, then transitions seamlessly into a swim animation starting at 0°. However, every method I’ve tried—like quickly interpolating the angle, inserting a brief keyframe at 0°, or using a micro “bridge” animation—still causes a visible “flash” https://imgur.com/a/5ucjUb9 or "jump" when the rotation resets. I want a perfectly smooth motion from the flip’s final rotation to the swim’s initial rotation. If anyone has solved this in MCreator/GeckoLib, or found a better trick for handling the −360° →0° gap without a snap, I’d appreciate some advice ! P.S.- I cannot set swim to start at -360 because I would have the same issue but in reverse. Here's the custom LoopingAnimationGoal :   class LoopingAnimationGoal extends Goal { private final MantaRayEntity entity; private final int cooldownTime; private int animationTimer; private int cooldownTimer; // New boolean to prevent double calls private boolean isLoopingActive = false; public LoopingAnimationGoal(MantaRayEntity entity, int cooldownTime) { this.entity = entity; this.cooldownTime = cooldownTime; this.animationTimer = 0; this.cooldownTimer = 0; this.setFlags(EnumSet.of(Flag.MOVE, Flag.LOOK)); } @Override public boolean canUse() { System.out.println("[DEBUG] LoopingGoal canUse => cooldownTimer=" + cooldownTimer); if (cooldownTimer > 0) { cooldownTimer--; return false; } BlockPos entityPos = entity.blockPosition(); boolean canUse = entity.isWaterAbove(entityPos, 4); System.out.println("[DEBUG] LoopingGoal canUse => WATER " + (canUse ? "DETECTED" : "NOT DETECTED") + " at " + entityPos + ", returning " + canUse); return canUse; } @Override public void start() { entity.setAnimation("looping"); animationTimer = 63; isLoopingActive = true; System.out.println("[DEBUG] Looping animation STARTED. Timer=" + animationTimer + ", gameTime=" + entity.level().getGameTime()); } @Override public boolean canContinueToUse() { System.out.println("[DEBUG] LoopingGoal canContinueToUse => animationTimer=" + animationTimer); return animationTimer > 0; } @Override public void tick() { animationTimer--; System.out.println("[DEBUG] LoopingGoal TICK => animationTimer=" + animationTimer); // We stop ONLY if we are still looping if (animationTimer <= 0 && isLoopingActive) { System.out.println("[DEBUG] condition => animationTimer <= 0 && isLoopingActive"); stop(); } } @Override public void stop() { // Check if already stopped if (!isLoopingActive) { System.out.println("[DEBUG] stop() called again, but isLoopingActive = false. Doing nothing."); return; } System.out.println("[DEBUG] Looping STOP at tick=" + entity.level().getGameTime() + ", last known rotation=" + entity.getXRot() + "/" + entity.getYRot() + ", animationTimer=" + animationTimer); // Immediately switch to "swim" entity.setAnimation("swim"); // Reset cooldown cooldownTimer = cooldownTime; // Disable looping to prevent a second stop isLoopingActive = false; System.out.println("[DEBUG] Looping STOP => setAnimation('swim'), cooldownTimer=" + cooldownTimer); } }  
    • So is the intention of the crusher for ores meant to be used with a silk touch pickaxe or something? Cause that seems like too much effort just to profit off of the machine, when everything drops as raw materials now. Am I just missing something? 
  • Topics

×
×
  • Create New...

Important Information

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