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Posted

Hi guys, i want to ask you a little help with my mod. I have a block that when clicked by a player it searches for an ore and gives a chat message. Now i want to make it activable by redstone but i don't know how to say "if the redstone is on then activate the block" because the onNeighborBlockChange has no EntityPlayer parameter. And if i use the Minecraft.getMinecraft().thePlayer, on lan it gives the chat messages only at who started the lan (only when the block is activated by redstone), the server doesn't even start! I'm really getting stuck with this, so please help me :D

This is my block class:

package mod_redstone.blocks;

import java.util.Iterator;
import java.util.Random;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityClientPlayerMP;
import net.minecraft.client.gui.ChatLine;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.command.PlayerSelector;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.item.ItemStack;
import net.minecraft.network.packet.Packet3Chat;
import net.minecraft.server.MinecraftServer;
import net.minecraft.tileentity.TileEntityNote;
import net.minecraft.util.ChatMessageComponent;
import net.minecraft.util.ChunkCoordinates;
import net.minecraft.util.Icon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class BlockDetector extends Block {

int pow;
int blockID;
private final boolean powered;
public static String blockFound1;
public static String blockFound1_1;
public static String blockFound2;
public static String blockFound3;
public static String blockFound3_1;
public static String blockNotFound;
public BlockDetector(int power, int block, int ID) {
	super(ID, Material.iron);
	this.powered = false;
	pow = power;
	blockID = block;
	this.setCreativeTab(mod_tabs.main.tabRedstone);
}

public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
    {
	this.sparkle(par1World, par2, par3, par4);
	if(par1World.isRemote){
		return false;}
	else{
	int min = 0;
	int max = 0;
	switch(pow){
	case 1:{min = -5;
			max = 6;
			break;}
	case 2:{min = -5;
	max = 6;
	break;}
	case 3:{min = -5;
	max = 6;
	break;}}
	int flag = 0;
	int count = 0;
	int x = 0, y = 0, z = 0;
	String blockName = null;
	for(int i = min; i < max; i++)
		{for(int j = min; j < max; j++)
			{for(int k = min; k < max; k++)
				{if(par1World.getBlockId(par2+i, par3+j, par4+k) == blockID)
					{flag = 1;
					count++;
					if(par2+1 < 0)
					x = par2+i+1;
					else x = par2+i;
					y = par3+j;
					if(par4+k < 0)
					z = par4+k+1;
					else z = par4+k;}
				}
			}
		}
	switch(blockID) {
	case 14: blockName = Block.oreGold.getLocalizedName();
			break;
	case 15: blockName = Block.oreIron.getLocalizedName();
			break;
	case 16: blockName = Block.oreCoal.getLocalizedName();
			break;
	case 21: blockName = Block.oreLapis.getLocalizedName();
			break;
	case 56: blockName = Block.oreDiamond.getLocalizedName();
			break;
	case 73: blockName = Block.oreRedstone.getLocalizedName();
			break;
	case 129: blockName = Block.oreEmerald.getLocalizedName();
			break;
	case 153: blockName = Block.oreNetherQuartz.getLocalizedName();
			break;
	case 1400: blockName = mod_ores.main.oreRuby.getLocalizedName();
	break;
	case 1401: blockName = mod_ores.main.oreSapphire.getLocalizedName();
	break;
	case 1402: blockName = mod_ores.main.oreWhiteMarble.getLocalizedName();
	break;
	case 1403: blockName = mod_ores.main.orePinkMarble.getLocalizedName();
	break;
	case 1404: blockName = mod_ores.main.orePyrite.getLocalizedName();
	break;
	case 1405: blockName = mod_ores.main.oreBronze.getLocalizedName();
	break;
	case 1406: blockName = mod_ores.main.oreSilver.getLocalizedName();
	break;
	case 1407: blockName = mod_ores.main.oreAluminum.getLocalizedName();
	break;
	case 1408: blockName = mod_ores.main.oreCopper.getLocalizedName();
	break;
	}

	if(Minecraft.getMinecraft().getLanguageManager().getCurrentLanguage().toString().equals("Italiano (Italia)")){
		blockFound1 = "E' stato trovato un blocco qui intorno (" + blockName + ")";
		blockNotFound = "Non e' stato trovato alcun blocco nei paraggi (" + blockName + ")";
		blockFound1_1 = "Sono stati trovati alcuni blocchi qui intorno (" + blockName + ")";
		blockFound2 = "Sono stati trovati " + count + " blocchi qui intorno (" + blockName + ")";
		blockFound3 = "E' stato trovato un blocco alle coordinate\n"
				+ "X = " + x + " Y = " + y + " Z = " + z +  " (" + blockName + ")";
		blockFound3_1 = "Sono stati trovati " + count + " blocchi qui intorno\n"
				+ "Il piu' vicino si trova intorno a queste coordinate X = " + x + " Y = " + y + " Z = " + z + " (" + blockName + ")";
	}
	else
	{
		blockFound1 = "Founded one block near here (" + blockName + ")";
		blockNotFound = "No blocks were found near here (" + blockName + ")";
		blockFound1_1 = "Founded some blocks near here (" + blockName + ")";
		blockFound2 = "Founded " + count + " blocks near here (" + blockName + ")";
		blockFound3 = "Founded one block at\n"
				+ "X = " + x + " Y = " + y + " Z = " + z +  " (" + blockName + ")";
		blockFound3_1 = "Founded " + count + " blocks near here\n"
				+ "The nearest is at X = " + x + " Y = " + y + " Z = " + z + " (" + blockName + ")";
	}
	if(flag == 1) {
		switch(pow){
		case 1: {if (count == 1) par5EntityPlayer.addChatMessage(blockFound1);
		else par5EntityPlayer.addChatMessage(blockFound1_1);
			break;}
		case 2: {if(count == 1) par5EntityPlayer.addChatMessage(blockFound1);
		else par5EntityPlayer.addChatMessage(blockFound2);
		break;}
		case 3: {if(count == 1) par5EntityPlayer.addChatMessage(blockFound3);
		else par5EntityPlayer.addChatMessage(blockFound3_1);
		break;}
		}
		return true;
	}
	else{
		par5EntityPlayer.addChatMessage(blockNotFound);
	}}
	return true;
}

/**
     * Called when the block is clicked by a player. Args: x, y, z, entityPlayer
     */

    public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer)
    {
    	this.onBlockActivated(par1World, par2, par3, par4, par5EntityPlayer, 0, 0, 0, 0);
    }

    public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
    {
        if (!par1World.isRemote)
        {
            if (this.powered && !par1World.isBlockIndirectlyGettingPowered(par2, par3, par4))
            {
                par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, 4);
                return;
            }
            else if (!this.powered && par1World.isBlockIndirectlyGettingPowered(par2, par3, par4))
            {
            	int par6 = 0; float par7 = 0, par8 = 0, par9 = 0;
            	//THIS GIVE ERRORS ON LAN AND MAKE SERVER NOT START...
            	//EntityPlayer par5EntityPlayer = Minecraft.getMinecraft().thePlayer;
            	//this.onBlockActivated(par1World, par2, par3, par4, par5EntityPlayer, par6, par7, par8, par9);
            }
        }
    }
	  
/** 
 * When this method is called, your block should register all the icons it needs with the given IconRegister. This
 * is the only chance you get to register icons.
 */
    
public void registerIcons(IconRegister par1IconRegister)
    {
            this.blockIcon = par1IconRegister.registerIcon(this.getTextureName());
    }


private void sparkle(World par1World, int par2, int par3, int par4)
	    {
	        Random random = par1World.rand;
	        double d0 = 0.0625D;

	        for (int l = 0; l < 6; ++l)
	        {
	            double d1 = (double)((float)par2 + random.nextFloat());
	            double d2 = (double)((float)par3 + random.nextFloat());
	            double d3 = (double)((float)par4 + random.nextFloat());

	            if (l == 0 && !par1World.isBlockOpaqueCube(par2, par3 + 1, par4))
	            {
	                d2 = (double)(par3 + 1) + d0;
	            }

	            if (l == 1 && !par1World.isBlockOpaqueCube(par2, par3 - 1, par4))
	            {
	                d2 = (double)(par3 + 0) - d0;
	            }

	            if (l == 2 && !par1World.isBlockOpaqueCube(par2, par3, par4 + 1))
	            {
	                d3 = (double)(par4 + 1) + d0;
	            }

	            if (l == 3 && !par1World.isBlockOpaqueCube(par2, par3, par4 - 1))
	            {
	                d3 = (double)(par4 + 0) - d0;
	            }

	            if (l == 4 && !par1World.isBlockOpaqueCube(par2 + 1, par3, par4))
	            {
	                d1 = (double)(par2 + 1) + d0;
	            }

	            if (l == 5 && !par1World.isBlockOpaqueCube(par2 - 1, par3, par4))
	            {
	                d1 = (double)(par2 + 0) - d0;
	            }

	            if (d1 < (double)par2 || d1 > (double)(par2 + 1) || d2 < 0.0D || d2 > (double)(par3 + 1) || d3 < (double)par4 || d3 > (double)(par4 + 1))
	            {
	                par1World.spawnParticle("reddust", d1, d2, d3, 0.0D, 0.0D, 0.0D);
	            }
	        }
	    }
}

 

Have a nice day! ^_^

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

Posted

Is what i've dobe first, basically i've copied the redstone lamp class. The problems are the chat messages because i can make a custom function like the onBlockActivated wirhout EntityPlayer parameter and it works fine. But i want to add a chat message when the block has an input, like when you run a command... I've already see the command block class but it wasn't help....

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

Posted

Ok, but i want to send a chat message only to one player, the one who activate the block. For example, the block is connected to a lever or to a redstone circuit and in the world there are 2 or more players. I want to send a chat message only at the player who activate the lever or the circuit, so my question is: how can i understand wich player activate the circuit and send him a message?

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

Posted

how can i understand wich player activate the circuit and send him a message?

 

You can't.

 

If you're activating the block with redstone, how far away might the player be?  Did a player even cause the redstone to activate (maybe it was a creeper on a pressure plate)?  Are they even still logged in?

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

if you want,you can make TileEntity and save players username ;)

 

Only saves the player who placed the block, not the player that activated redstone 934 chunks away six hours ago.

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

mmm... it's strange because basically it's the same system that uses command blocks. Infact if i, player, activate a command block, a chat message in MY chat appear, not in the other player's chat. So i know thath there must be a way to do this, but i can't figure how to do that.... In the command class to send a chat message it uses a ChatMessageComponent, which is simple to create, and a ICommandSender, wich i don't know how to instantiate...

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

Posted

mmm... it's strange because basically it's the same system that uses command blocks.

 

Command blocks chat to the player that is interacting with its GUI which has a player reference.  The redstone activation is either "specific player by name", "nearest player", "random player", or "all players."  It is not "player that activated the redstone signal."

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

Hi

 

I think it might be clearer if you could give a concrete example of what you want.

 

For example

(1) "James" places the BlockDetector.  He wires it up to a button 10 blocks away using redstone.

(2) "Peter" pushes the button.

(3) A chat message "Signal Detected" gets sent to "James".

 

If that's what you want to do, it's pretty easy.  Store the name of the player who placed the block in a corresponding TileEntity.

 

If instead you want the chat message to go to "Peter", then you've got more of a challenge.  Not impossible but I'd be suggesting that you think of a different way to achieve what you want from a gameplay perspective.

 

-TGG

 

Posted

I want this:

(1)Peter place the BlockDetector and make a circuit

(2)James push the button

(3)A chat message appeare to James, not to Peter.

 

The player who push the button will have a chat message, not the one who placed it.

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

Posted

Hi

 

In that case, your BlockDetector will need to find a way to tell who pushed the button.  That isn't easy because the propagation of a redstone signal can be very complicated and it doesn't keep track of who initially started the signal.  And in some cases, nobody started the signal (eg light detector, or a mob). 

 

Why do you want to use a BlockDetector to send a message to the person who pushes the button?  It might be better to make your own button that sends a chat message directly, instead of trying to link the button to your BlockDetector using redstone?

 

-TGG

Posted

I can also do it, but if you see i have differents chat messages based on the results and the level of the block. The block has 3 power level, if he find no blocks, it will show a message, if he find a block, i will show "I found something", if is level 1, "I found 10 block", if is level 2, "I found 10 blocks and one of them is at x..." if is level 3.... A button who send a message will send the same message i guess :/

 

--Edit: alternatively how can i print messages directly on the block? For example, if he found no blocks, it will appear an X on the block, so the player is no more necessary

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

Posted

Hi

 

I see two ways forward then-

(1) If you create a custom button, when you push the button, your code can follow the redstone trail to the corresponding block and checks its power level.

(2) if you just want the block to change its appearance based on its power level, that's relatively easy:

(a) if your block has less than 17 power levels, you can save your power level in the metadata and override the Block.getIcon method to change its appearance based on the metadata.  This might or might not work depending on whether you need to change the power level depending on what happens to other blocks nearby.

(b) if your block needs more than 17 power levels or it depends on other blocks which are not right next to it, you will probably need to implement a TileEntity and TileEntitySpecialRenderer.

 

This link has a number of pages which talk about some of the concepts, in case I'm using jargon you haven't heard of yet.  There are also a number of tutorials around the web and minecraft forge site on each of these things.

http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html

(see especially

http://greyminecraftcoder.blogspot.com/2013/10/the-most-important-minecraft-classes_9.html

http://greyminecraftcoder.blogspot.com.au/2013/07/rendering-standard-blocks-cubes.html)

)

 

-TGG

 

Posted
In that case, your BlockDetector will need to find a way to tell who pushed the button.  That isn't easy because the propagation of a redstone signal can be very complicated and it doesn't keep track of who initially started the signal.  And in some cases, nobody started the signal (eg light detector, or a mob). 

 

Or take so long that the player is no longer on the server at all.

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

Ok, so i've tried to make a TileEntity like signs but not editable. But the text doesn't appear on block because i can't find a packet who do that:

package net.minecraft.tileentity;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.network.packet.Packet;
import net.minecraft.network.packet.Packet130UpdateSign;

public class TileEntitySign extends TileEntity
{
    /** An array of four strings storing the lines of text on the sign. */
    public String[] signText = new String[] {"TEST", "TEST", "TEST", "TEST"};

    /**
     * The index of the line currently being edited. Only used on client side, but defined on both. Note this is only
     * really used when the > < are going to be visible.
     */
    public int lineBeingEdited = -1;
    private boolean isEditable = false;
    private EntityPlayer field_142011_d;

    /**
     * Writes a tile entity to NBT.
     */
    public void writeToNBT(NBTTagCompound par1NBTTagCompound)
    {
        super.writeToNBT(par1NBTTagCompound);
        par1NBTTagCompound.setString("Text1", this.signText[0]);
        par1NBTTagCompound.setString("Text2", this.signText[1]);
        par1NBTTagCompound.setString("Text3", this.signText[2]);
        par1NBTTagCompound.setString("Text4", this.signText[3]);
    }

    /**
     * Reads a tile entity from NBT.
     */
    public void readFromNBT(NBTTagCompound par1NBTTagCompound)
    {
        this.isEditable = false;
        super.readFromNBT(par1NBTTagCompound);

        for (int i = 0; i < 4; ++i)
        {
            this.signText[i] = par1NBTTagCompound.getString("Text" + (i + 1));

            if (this.signText[i].length() > 15)
            {
                this.signText[i] = this.signText[i].substring(0, 15);
            }
        }
    }

    /**
     * Overriden in a sign to provide the text.
     */
    public Packet getDescriptionPacket()
    {
        String[] astring = new String[4];
        System.arraycopy(this.signText, 0, astring, 0, 4);
        return new Packet130UpdateSign(this.xCoord, this.yCoord, this.zCoord, astring);
    }

    public boolean isEditable()
    {
        return this.isEditable;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Sets the sign's isEditable flag to the specified parameter.
     */
    public void setEditable(boolean par1)
    {
        this.isEditable = par1;

        if (!par1)
        {
            this.field_142011_d = null;
        }
    }

    public void func_142010_a(EntityPlayer par1EntityPlayer)
    {
        this.field_142011_d = par1EntityPlayer;
    }

    public EntityPlayer func_142009_b()
    {
        return this.field_142011_d;
    }
}

 

The problem is this line

return new Packet130UpdateSign(this.xCoord, this.yCoord, this.zCoord, astring);

that it works for a sign but not for the blocks. So how can i print messages directly on the blocks?

 

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

Posted

Try Packet250CustomData

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

Oh deary me.  It seems I forgot the exact classname and you're too inflexible to look at the list of available packet classes and find number 250.

 

Well here you go.  I looked it up.

 

Packet250CustomPayload

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

Yes sorry i've looked for it and i'm looking all the list of packets ;)

 

--EDIT: it seems there is no packet who write on a block, only the Packet130UpdateSigns it does, so i have created a CustomNetHandler and a CustomPacket equal to the Packet 130 but it has no effects.... maybe i'm missing something? :/

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

Posted

Just use packet 250 in the way packet 250 was meant to be used.

 

When your packet handler receives it, extract the data (the sign text), and apply it to YOUR block.  The reason packet 130 doesn't work is because it doesn't find a sign at the position your block is at, so it fails to do anything.

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.

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