SubortusDevMC Posted September 2, 2024 Posted September 2, 2024 (edited) I'm attempting to make a tool that doesn't use the base player mining. I am doing this because eventually I want to expand the area that the tool can mine. The code right now is using a packet sent to the server and attempting to break a block like zombies do with the doors. This only sporadically works, and stops working when I attempt to use this to mine snow. I would also eventually like to render the mining overlay on top of the block I am mining. I have a good amount of java experience, I only need a push in the right direction. Is there anywhere I can look in the API for help on this? Is there something I am missing? Any help would be much appreciated. public void handle(Supplier<NetworkEvent.Context> ctx) { ServerPlayer player = ctx.get().getSender(); if(player == null) return; ServerLevel pLevel = player.serverLevel(); HitResult targetBlock = player.pick(18.0D, 0.0F, false); BlockPos blockpos = ((BlockHitResult) targetBlock).getBlockPos(); BlockState blockState = pLevel.getBlockState(blockpos); Block block = blockState.getBlock(); ++breakTime; int i = (int)((float)breakTime / (float)this.getBlockBreakTime(block) * 10.0F); if (i != lastBreakProgress) { pLevel.destroyBlockProgress(player.getId(), blockpos, i); lastBreakProgress = i; } if (breakTime == getBlockBreakTime(block)) { pLevel.destroyBlock(blockpos, true); pLevel.levelEvent(2001, blockpos, Block.getId(pLevel.getBlockState(blockpos))); breakTime = 0; lastBreakProgress = 0; } ctx.get().setPacketHandled(true); } EDIT: The solution to rendering the mining overlay is to use: player.connection.send(new ClientboundBlockDestructionPacket(player.getId(), blockpos, i)); (where player is a "ServerPlayer") in place of "pLevel.destroyBlockProgress...." Edited September 29, 2024 by SubortusDevMC SOLVED Quote
Xoroshio Posted September 2, 2024 Posted September 2, 2024 I’m not quite sure what you need to do next, but put your code inside ctx.get().enqueWork(() ->{}) because the packets are not handled inside the level thread, and most game logic needs to be managed synchronously to all other game logic happening in that level Quote
SubortusDevMC Posted September 2, 2024 Author Posted September 2, 2024 (edited) I figured as much, I had originally left it out because I didn't see how it would cause an issue. I added it now. Thanks for the new knowledge. I was not aware that was the case. Do you know how to make the block breaking overlay (The animation that appears when mining) appear here? I haven't found anything on it. Edit: I don't know how, but it fixed the snow issue. Might have been a personal error though. Edited September 2, 2024 by SubortusDevMC I went back and ran the client to see changes. Quote
Xoroshio Posted September 2, 2024 Posted September 2, 2024 I can’t look into it right now, but I will do some research when I am able to look at the source Quote
Xoroshio Posted September 3, 2024 Posted September 3, 2024 BlockRenderDispatcher#renderBreakingTexture might work, but it has to much rendering jargon on the parameters when all your doing is server logic. I suggest looking around and finding its usages, maybe there will be a simpler method. Quote
SubortusDevMC Posted September 7, 2024 Author Posted September 7, 2024 Thanks, I will look into it. Quote
SubortusDevMC Posted September 15, 2024 Author Posted September 15, 2024 Quote PoseStack pPoseStack = RenderSystem.getModelViewStack(); Vec3 vec3 = Minecraft.getInstance().gameRenderer.getMainCamera().getPosition(); double d0 = vec3.x(); double d1 = vec3.y(); double d2 = vec3.z(); Frustum frustum = Minecraft.getInstance().levelRenderer.getFrustum(); ForgeHooksClient.dispatchRenderStage(net.minecraftforge.client.event.RenderLevelStageEvent.Stage.AFTER_BLOCK_ENTITIES, Minecraft.getInstance().levelRenderer, pPoseStack, Minecraft.getInstance().gameRenderer.getProjectionMatrix(Minecraft.getInstance().options.fov().get()), Minecraft.getInstance().levelRenderer.getTicks(), Minecraft.getInstance().gameRenderer.getMainCamera(), frustum); Minecraft.getInstance().getProfiler().popPush("destroyProgress"); pPoseStack.pushPose(); pPoseStack.translate((double)blockpos.getX() - d0, (double)blockpos.getY() - d1, (double)blockpos.getZ() - d2); PoseStack.Pose posestack$pose1 = pPoseStack.last(); VertexConsumer vertexconsumer1 = new SheetedDecalTextureGenerator(Minecraft.getInstance().renderBuffers().crumblingBufferSource().getBuffer(ModelBakery.DESTROY_TYPES.get(breakTime)), posestack$pose1.pose(), posestack$pose1.normal(), 1.0F); ModelData modelData = pLevel.getModelDataManager().getAt(blockpos); Minecraft.getInstance().getBlockRenderer().renderBreakingTexture(blockState, blockpos, pLevel, pPoseStack, vertexconsumer1, modelData == null ? ModelData.EMPTY : modelData); pPoseStack.popPose(); Expand I couldn't find much usage, I found this and attempted to implement it. It doesn't seem to do anything though. I have this linked to a server to client packet... I have been at this since September seventh and have not made any progress. Blockpos and Blockstate are all pre-assigned variables, as is pLevel. I took the vertex consumer directly from LevelRenderer where I got this code from anyways. I didn't know what number to put into the ModelBakery.DESTROY_TYPES.get() so I just put the breakTime I used in the above code. Am I missing something? Quote
SubortusDevMC Posted September 28, 2024 Author Posted September 28, 2024 Bump? Do I have to add more content or can I just say this? Any help would be really appreciated. Quote
SubortusDevMC Posted September 29, 2024 Author Posted September 29, 2024 Found the solution, will be closing this soon. The Minecraft mining overlay can be rendered using: "serverplayer.connection.send(new ClientboundBlockDestructionPacket(serverplayer.getId(), blockpos, i));" Everything else is completely unnecessary, and I was making this harder than it had to be. Quote
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