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[1.19.4] How can I add cooldown to my portal block?


Feroov

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Since there's no cooldown the player will go on a constant loop on changing dimensions since the player is inside the block. Here's what I have:


My portal block:
 

    @Override
    public void entityInside(BlockState blockState, Level level, BlockPos blockPos, Entity entity)
    {
        if(entity.isOnPortalCooldown()) {
            entity.setPortalCooldown();
        }

        if(!entity.isOnPortalCooldown() && entity instanceof LivingEntity) {
            if (!level.isClientSide())
            {
                if (!entity.isCrouching())
                {
                    MinecraftServer server = level.getServer();

                    if (server != null)
                    {
                        if (level.dimension() == DimensionsSTLCON.XENOSPHERE_KEY)
                        {
                            ServerLevel overWorld = server.getLevel(Level.OVERWORLD);
                            if (overWorld != null)
                            {
                                entity.changeDimension(overWorld, new XenosphereTeleporter(blockPos, false));
                            }
                        }
                        else
                        {
                            ServerLevel serverLevel = server.getLevel(DimensionsSTLCON.XENOSPHERE_KEY);
                            if (serverLevel != null)
                            {
                                entity.changeDimension(serverLevel, new XenosphereTeleporter(blockPos, true));
                            }
                        }
                    }
                }
            }
        }
    }

 

And my teleporter:
 

public class XenosphereTeleporter implements ITeleporter
{
    public static BlockPos thisPos = BlockPos.ZERO;
    public static boolean insideDimension = true;

    public XenosphereTeleporter(BlockPos pos, boolean insideDim)
    {
        thisPos = pos;
        insideDimension = insideDim;
    }

    @Override
    public Entity placeEntity(Entity entity, ServerLevel currentWorld, ServerLevel destinationWorld,
                              float yaw, Function<Boolean, Entity> repositionEntity)
    {
        entity = repositionEntity.apply(false);
        int y = 69;

        if (!insideDimension)
        {
            y = thisPos.getY();
        }

        BlockPos destinationPos = new BlockPos(thisPos.getX(), y, thisPos.getZ());

        int tries = 0;
        while ((destinationWorld.getBlockState(destinationPos).getMaterial() != Material.AIR) &&
                !destinationWorld.getBlockState(destinationPos).canBeReplaced(Fluids.WATER) &&
                destinationWorld.getBlockState(destinationPos.above()).getMaterial() != Material.AIR &&
                !destinationWorld.getBlockState(destinationPos.above()).canBeReplaced(Fluids.WATER) && tries < 25)
        {
            destinationPos = destinationPos.above(2);
            tries++;
        }

        entity.teleportTo(destinationPos.getX(), destinationPos.getY(), destinationPos.getZ());

        if (insideDimension)
        {
            boolean doSetBlock = true;
            for (BlockPos checkPos : BlockPos.betweenClosed(destinationPos.below(10).west(10).south(10), destinationPos.above(10).east(10).north(10)))
            {
                if (destinationWorld.getBlockState(checkPos).getBlock() instanceof XenosphereTeleporterBlock)
                {
                    doSetBlock = false;
                    break;
                }
            }
            if (doSetBlock)
            {
                destinationWorld.setBlock(destinationPos, BlocksSTLCON.XENOSPHERE_PORTAL.get().defaultBlockState(), 3);
            }
        }

        return entity;
    }
}

 

I've tried several ways but no luck, unfortunately, and ideas?

 

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15 hours ago, Feroov said:

I've tried several ways but no luck, unfortunately, and ideas?

You need to call `Entity#setPortalCooldown` twice: once when the entity is within the portal with a cooldown, and once when the entity is teleported by the portal. The first check prevents the entity from being teleported back if they haven't left the portal for a certain period of time. The second is for actually telling the entity that is has been teleported, and that it should verify the first check. You've currently only got the first check in place, which won't do anything on its own. You need to also set the cooldown after the entity has been teleported.

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YungsBetterOceanMonuments-1.18.2-Forge-1.0.3.jar YungsBetterStrongholds-1.18.2-Forge-2.1.1.jar   I heard that you guys are the best in minecraft thx very much
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    • I'd recommend using (stack.getEquipmentSlot() == EquipmentSlot.CHEST) instead. All you need to do is check if it's the correct slot, not if the stacks are equal. Also it isn't necessary to do this every tick. Although the logic of the IF statement is pretty simple, Minecraft does a lot of stuff when adding potion effects (mainly syncing the player data). Every 5 ticks or so would be good enough, which you can do by checking if (player.tickCount % 5 == 0).
    • Ok so since before I had quit Intellij while the "Gradle: Configure projects" background task was still running. It had been going for hours and was showing no sign of stopping. After reopening Intellij it was still running. I hit   File >> Invalidate Caches... >> Invalidate and Restart. The background task was still running and the code I was trying to AT was still private. I attempt to run genIntellijRuns and the background task just restarts, usually outputting a couple things to the Build Console, and then after about 20 mins of not outputting anything I stop with the red square and re run it. I get this error after 9 mins Mod[GenIntellijRuns] claims to still be running with no output. So I once again hit Load Gradle Changes and I get the same error again. I am at this point incredibly stumped as to what to do btw my AT file looks like this: public net.minecraft.world.level.levelgen.NoiseChunk m_209247_()Lnet/minecraft/world/level/block/state/BlockState; # getInterpolatedState public net.minecraft.world.level.levelgen.OreVeinifier m_209667_(Lnet/minecraft/world/level/levelgen/DensityFunction;Lnet/minecraft/world/level/levelgen/DensityFunction;Lnet/minecraft/world/level/levelgen/DensityFunction;Lnet/minecraft/world/level/levelgen/PositionalRandomFactory;)Lnet/minecraft/world/level/levelgen/NoiseChunk$BlockStateFiller; # create public net.minecraft.world.level.levelgen.OreVeinifier$VeinType public net.minecraft.world.level.levelgen.OreVeinifier$VeinType f_209674_ # minY public net.minecraft.world.level.levelgen.OreVeinifier$VeinType f_209675_ # maxY public net.minecraft.world.item.context.UseOnContext m_43718_()Lnet/minecraft/world/phys/BlockHitResult; # getHitResult  
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