Posted October 23, 201312 yr Is it possible, i am an organization freak and i would love for every block/item of mine to have one class where all their code is contained .
October 23, 201312 yr First of all for organization, do you use the multi-project setup? if not check this out: Now that being said you can put the blocks where ever you like. I use a class called ModBlocks which holds all the blocks and has a method called init which intialize them. So in the @Mod file (or well in the CommonProxy is where I do it, but whatever, details!) I just do ModBlocks.init(); When I want to reference a block I've made like BlockBoom's ID I just do ModBlocks.BlockBoom.blockID If you guys dont get it.. then well ya.. try harder...
October 23, 201312 yr Important to remember that despite the fact that you are modding a game, you are still using Java. every java technique you know can be used! If you guys dont get it.. then well ya.. try harder...
October 23, 201312 yr Yes, you can. I'd recommend object oriented code, though. A fast template : public class BlockHandler{ public int blockId//hold the unique data id for the block public BlockHandler(Class<? extends Block> clazz,Class[] paramType, Object[] param, int id, String unlocName, String oreName,...){ blockId = id; Block block = null; try{ block = clazz.getConstructor(paramType).newInstance(param);//building the block }catch(Exception e){} if(block!=null){ block.setUnlocalizedName(unlocName).set...//finalizing the block GameRegistry.registerBlock(block,unlocName);//registering... OreDictionary.registerOre(oreName,block); } } } Then you only need a List or Map in another class to hold all the BlockHandler. Like, BlockHandlerRegistry.register(this);
October 24, 201312 yr Lol why haven't I seen more implementations like this around? If you guys dont get it.. then well ya.. try harder...
October 24, 201312 yr I'd say because people tend to follow tutorials and prefer to copy/paste lines like Block myBlock = new BlockWTV(... Block myBlock1 = new BlockWTV(... Block myBlock2 = new BlockWTV(... Block myBlock3 = new BlockWTV(... Ugly as hell. :'(
October 24, 201312 yr That's true, but I expected that some of the larger mods (EE, BC etc.) would have used such systems? It's bothered me a lot the way I do my own blocks but as I've not seen anyone else attempt it I figured it for some reason couldn't be helped and left it at that. And here I keep telling people not to lose sight of the fact that they are programming when they are modding and that they should use their java knowlegde to the best of their ability and not get locked into the ways of minecraft modding If you guys dont get it.. then well ya.. try harder...
October 24, 201312 yr Hello, @GotoLink You don't even need a list or a map if you use my code: static void RegisterBlocks() { try { for (Field field : ModClass.class.getFields()) { if (field.getType() == Block.class) { if (((Block)field.get(null)).damageDropped(1) == 0) { GameRegistry.registerBlock((Block)field.get(null), field.getName()); } else { GameRegistry.registerBlock((Block)field.get(null), (Class)Class.forName(field.get(null).getClass().getName() + "Item"), field.getName()); } if (field.getType() == BlockContainer.class) { GameRegistry.registerTileEntity((Class)Class.forName(field.get(null).getClass().getName() + "TileEntity"), field.getName()); } } } } catch (Exception ex) { ex.printStackTrace(); } } with that damageDropped(1) == 0 thingy i'm checking if the block is a metadata block because i'm always overriding that in my metadata blocks. BTW: It also registers TileEntity's automatically! I'm using this for all my mods and it works perfectly! ss7 You sir are a god damn hero.
October 24, 201312 yr @ss7 Nice use of reflection here, but you have for (Field field : ModClass.class.getFields()) Which means you set a field for each block. Granted, a lot of people do this. I even do this () when i don't have much. But my suggestion only has two fields. (and it could be reduced to one, if you so wish) public class HandlerRegistry{ public static Map<String,BlockHandler> blocks = new HashMap(); public static Map<String,ItemHandler> items = new HashMap(); public static void register(BlockHandler block){ blocks.put(block.getName(), block); } public static void register(ItemHandler item){ items.put(item.getName(), item); } public static BlockHandler getBlock(String name){ blocks.get(name); } public static ItemHandler getItem(String name){ items.get(name); } } And that is only needed for blocks interactions anyway. Everything else can be done within BlockHandler.
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