Jump to content

Destroy / Remove blocks (10x10x10) when the block is clicked with an item.


Recommended Posts

Posted

I have an item which when useOn-ed should remove the block/change it to AIR.

I am using the line below:

level.removeBlock(positionClicked, false);

Once I run the client, the block is briefly removed and then reappears. I've also tried removing the block with:

level.destroyBlock(positionClicked, false);
level.setBlock(positionClicked, Blocks.AIR.defaultBlockState(), 1);

My guess is that I am not registering something correctly/the removed blocks are not applied to the client.

My full code:

public class TeleportationItem extends Item {
    public TeleportationItem(Properties pProperties) {

        super(pProperties);
    }

    @Override
    public InteractionResult useOn(UseOnContext pContext) {

        Level level = pContext.getLevel();
        if (level.isClientSide){
            BlockPos blockpos = pContext.getClickedPos();
            BlockState blockstate = level.getBlockState(blockpos);

            BlockPos positionClicked = pContext.getClickedPos();
            Player player = pContext.getPlayer();

            double x_pos = positionClicked.getX();
            double y_pos = positionClicked.getY();
            double z_pos = positionClicked.getZ();

            double x = positionClicked.getX();
            double y = positionClicked.getY();
            double z = positionClicked.getZ();

            Boolean isLevelClientSide = level.isClientSide();

            for(int i = 0; i < 10; i++){
                 x += 1;
                for(int ii = 0; ii < 10; ii++){
                    y += 1;
                    for(int iii = 0; iii < 10; iii++){
                        BlockPos blockToRemove = new BlockPos(x, y, z);
                        level.removeBlock(blockToRemove, false);
                        z += 1;
                    }
                }
            }

            String text = "clicked block " + " " + x_pos + " " + y_pos + " " + z_pos + " " + blockstate + " " + isLevelClientSide;
            player.sendMessage(new TextComponent(text), player.getUUID());

            return super.useOn(pContext);
        }
        return super.useOn(pContext);
    }
}

Any help would be greatly appreciated.

Posted (edited)
9 minutes ago, Gepardius said:
if (level.isClientSide){

i think you forgot the !, since removing Blocks is always done on server

Edited by Luis_ST
  • Like 1
Posted (edited)

Great thank you! It's just taking slowly taking the time to remove blocks and visibly only 1 is removed. Maybe a dumb question, but is there a way to also refresh the server on click, so that the blocks are instantly removed? 

Edited by Gepardius
Posted (edited)
21 minutes ago, Gepardius said:

Great thank you! It's just taking slowly taking the time to remove blocks and visibly only 1 is removed. Maybe a dumb question, but is there a way to also refresh the server on click, so that the blocks are instantly removed? 

you removing 10*10*10 Blocks each click, this are 1000 Blocks i think this is a performance issue,
you can use a BlockPos.MutableBlockPos instead of evertime a new BlockPos

Do you know basic java, usage of the for loop?

Edited by Luis_ST
  • Like 1
Posted

I know Python & VBA, have just started with Java, so the syntax is a bit new to me, but atm I am not struggling with syntax, but with what method to call for certain task... 

BlockPos.MutableBlockPos how does it work? 

Posted
3 minutes ago, Gepardius said:

BlockPos.MutableBlockPos how does it work?

create before the loops a new BlockPos.MutableBlockPos,
and before you remove the Block you move the BlockPos.MutableBlockPos via BlockPos.MutableBlockPos#move to it's new Position

6 minutes ago, Gepardius said:

I know Python & VBA, have just started with Java, so the syntax is a bit new to me, but atm I am not struggling with syntax, but with what method to call for certain task...

i would recommend you to take a look at the usage of for loops and how to use the "index value" of the for loop

  • Like 1
Posted

Thank you for taking the time to answer. 

I must be doing something wrong, but I will not bother you anymore, since it's my lack of Java knowledge and experience that it's the issue.

At the moment I have:

BlockPos.MutableBlockPos blockMutable = new BlockPos.MutableBlockPos();
BlockPos blockToRemove = new BlockPos(x, y, z);
for(int i = 0; i < 3; i++) {
  for(int ii = 0; ii < 3; ii++){
    for(int iii = 0; iii < 3; iii++){
      level.removeBlock(blockToRemove, true);
      blockMutable.move((int)x, (int)y, (int)z);
      blockToRemove = new BlockPos(x, y, z);
      z += 1;
    }
    y += 1;
  }
  x += 1;
}

Just curious, what would be different/easier with using the "index values"?

Posted

To take advantage of the mutable you want code more like:

		BlockPos.MutableBlockPos blockMutable = new BlockPos.MutableBlockPos(x, y, z);
		for(int i = 0; i < 3; i++) {
		  for(int ii = 0; ii < 3; ii++){
		    for(int iii = 0; iii < 3; iii++){
		      level.removeBlock(blockMutable, true);
		      blockMutable.move(Direction.SOUTH);
		    }
		    blockMutable.move(Direction.UP);
		  }
		  blockMutable.move(Direction.EAST);
		}

 

If you look at the BlockPos class there are static methods such as betweenClosed() that let you create iterables or streams for different shapes.

These methods use a MutableBlockPos internally.

  • Like 1

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted

I think your problem is your iteration logic is wrong. You need to reset after each inner loop.

Your logic as it stands moves south 3, then up 1 then south 3 again, then up 1, you see the problem?

  • Like 1

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted

Thank you with the blockMutable help. Yes you are right, I should reset the coordinates, otherwise z and y are always just going up. 

I'm resetting the coordinates now: 

BlockPos blockToRemove = new BlockPos(x, y, z);
for(int i = 0; i < nOfBlocks; i++) {
  for(int ii = 0; ii < nOfBlocks; ii++){
    for(int iii = 0; iii < nOfBlocks; iii++){
      blockToRemove = new BlockPos(x, y, z);
      level.removeBlock(blockToRemove, true);
      // System.out.println(x + " " + y + " " + z);
      z += 1;
    }
    z = z_pos;
    y += 1;
  }
  y = y_pos;
  x += 1;
}

And am applying these changes server and client side, so the blocks are instantly removed now (even 50x50x50).

However, I'm not using mutableBlock, since I don't quite understand how it works just yet. Is the performance better than what I'm using?

Posted

https://stackoverflow.com/questions/214714/mutable-vs-immutable-objects

Doing lots of new operators in a short time will create lots of garbage which can stress the garbage collector if you do it too much.

Its the kind of thing you might not see in development with only 1 user, but will be more of a problem as you try to scale up.

  • Like 1

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted

Okay I understand. At the moment I am fine with only 1 user, since I'm only just learning and I don't plan on scaling it too big. If I do in the future, I will hopefully be a lot more experienced by then and will know what and why I'm doing things. 

Now I'm figuring out how to remove from both sides of the selected block equally. (ex. if middle block is 000, to remove 001, 000 and 00-1 etc.)

Posted

BlockPos.GetAllInBox, or whatever mojang called it.

It literally gives you an iterable that solves this.

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

Hmmm... I couldn't find the method. I solved it with getDirection() that the player is facing, offsetting x/z and looping. And its working as it should. However, Mojang most definitely has predefined shapes that could be used, since I would love to use a Spiral/and ball shape in the future, but I just can't find it.

Posted

The method is the BlockPos.betweenClosed() I mentioned earlier. You give it the opposite corners.

There are few variants for Iteratables and Streams and different ways of passing the parameters.

  • Like 1

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted

Aha, found it. Do you by any chance have a saved use case?

I understand that you give it the opposite corners, but I don't know how I would get X, Y and Z for each block inside the shape, so that I would pass it into the first below line,

BlockPos blockToRemove = new BlockPos(x, y, z);
level.setBlock(blockToRemove, Blocks.WATER.defaultBlockState(), 1);

instead of looping for each x, y, z as I do now.

Posted

Now you are back to asking java questions.

You need to research how Iterable and Stream are used for iteration in java. They are ubiquitous concepts.

Or you can just use your ide to find the many uses in the vanilla code.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted (edited)

For anyone else with the same question. This gets me the block that is in the Player's crosshair. I'm increasing the rayTraceDistance, which is 20.0D by default, so the Player is able to teleport farther. 

Entity entity = Minecraft.getInstance().getCameraEntity();

rayTraceDistance = 500.0D;

HitResult viewedBlock = entity.pick(rayTraceDistance, 0.0F, false);
Double x = viewedBlock.getLocation().x;
Double y = viewedBlock.getLocation().y;
Double z = viewedBlock.getLocation().z;

rayTraceDistance = 20.0D;
Edited by Gepardius
Posted
16 hours ago, Gepardius said:
Minecraft.getInstance()

This is client side only.

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
43 minutes ago, Gepardius said:

Does it make a difference, since I'm only using it to get x, y, z?

yeah it does, if this code is called on a DedicatedServer it will crash, since the Minecraft class does not exists on the server.
Please show more of your code to understand your usage, ideally the whole class.

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

    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
    • Can you reproduce this with version 55.0.21? A whole lot of plant placement issues were just fixed in this PR.
    • Necro'ing that thread to ask if you found a solution ? I'm encountering the same crash on loading the world. I created the world in Creative to test my MP, went into survival to test combat, died, crashed on respawn and since then crash on loading the world. Deactivating Oculus isn't fixing it either, and I don't have Optifine (Twilight forest is incompatible)
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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