WolfAmaril Posted January 8, 2015 Posted January 8, 2015 I even tried copying the entirety of the code form Block.Fire into my custom fire block, and that didn't work. any ideas? Quote
brandon3055 Posted January 8, 2015 Posted January 8, 2015 Minecraft hardcodes the Blocks that burn entities. The corresponding forge-hook is isBurning , override that in your Block class. Darn you beat me to it lol guess i need to get faster at searching through the minecraft code. Quote I am the author of Draconic Evolution
TheGreyGhost Posted January 8, 2015 Posted January 8, 2015 Minecraft hardcodes the Blocks that burn entities. The corresponding forge-hook is isBurning , override that in your Block class. Darn you beat me to it lol guess i need to get faster at searching through the minecraft code. You've got to be pretty quick on the draw to beat dieSieben, that's for sure... Quote
WolfAmaril Posted January 8, 2015 Author Posted January 8, 2015 OK, that fixed half my problems. Only problem left is the stupid thing doesn't go out when punched, you need to break the block that's on fire to extinguish it. Any ideas, or am I just missing the code to give it a proper bounding box? package com.wolfamaril.coloredflame.block; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.material.MapColor; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.util.IIcon; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import java.util.Random; public abstract class BlockFireColoredBase extends BlockColoredFlame { public BlockFireColoredBase() { super(); this.setLightLevel(1.0F); } @SideOnly(Side.CLIENT) private IIcon[] icon; public boolean isBurning(IBlockAccess world, int x, int y, int z) { return true; } public boolean isOpaqueCube() { return false; } public boolean renderAsNormalBlock() { return false; } public int getRenderType() { return 3; } public int quantityDropped(Random dropped) { return 0; } public int tickRate(World world) { return 30; } @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister fireIcon) { this.icon = new IIcon[] {fireIcon.registerIcon(this.getTextureName() + "_layer_0"), fireIcon.registerIcon(this.getTextureName() + "_layer_1")}; } @SideOnly(Side.CLIENT) public IIcon getFireIcon(int fireIconInt) { return this.icon[fireIconInt]; } /** * Gets the block's texture. Args: side, meta */ @SideOnly(Side.CLIENT) public IIcon getIcon(int p_149691_1_, int p_149691_2_) { return this.icon[0]; } public MapColor getMapColor(int mapColor) { return MapColor.tntColor; } } Quote
WolfAmaril Posted January 8, 2015 Author Posted January 8, 2015 So I poked around, got a few errors, and now have this public void onBlockClicked(World world, int x, int y, int z, EntityPlayer player) { World.extinguishFire(player, x, y, z,); } However, I'm now getting "non-static method cannot be referenced from a static context" So how do I fix that, as nowhere in the class I'm working on does it call anything static. Quote
WolfAmaril Posted January 8, 2015 Author Posted January 8, 2015 OK, so I copied the code over, changed the relevant parts, and now I'm getting 4 more "non-static method cannot be referenced from a static context" errors. Quote
WolfAmaril Posted January 8, 2015 Author Posted January 8, 2015 I know enough java to know what it means, not enough to know how to fix it. How about a little less snarky judgement, and a little more help. Quote
WolfAmaril Posted January 8, 2015 Author Posted January 8, 2015 Congratulations, you just figured out the reason I'm writing basic mods for minecraft. The answer: Cause the Java classes available to me are next to useless. So either help, or stop filling up this thread and let somebody who's willing to help do it. Also, I'd already figured out the part about needing an instance of world, and getting it from the onBlockClicked method. I just don't know how to put it into my extinguishFire method. Here's the code https://github.com/WolfAmaril/ColoredFlame/blob/master/src/main/java/com/wolfamaril/coloredflame/block/BlockFireColoredBase.java Quote
brandon3055 Posted January 9, 2015 Posted January 9, 2015 Sorry but i must agree with diesieben. You are using this.getBlock(x, y, z), this.playAuxSFXAtEntity and this.setBlockToAir. "this" Is not the world object! please learn how java works. Edit: And you beat me again lol. Quote I am the author of Draconic Evolution
WolfAmaril Posted January 9, 2015 Author Posted January 9, 2015 and three seconds after you point out the problem, I have it fixed by changing "this" to "world". Which I had been trying for the last hour and a half with the wrong capitalization. Now I just need to figure out why my onBlockClicked isn't being called. Quote
WolfAmaril Posted January 9, 2015 Author Posted January 9, 2015 I am helping, but not in a way that you apparently want, which is: "Just shut up and give me the solution". Also, if I wanted somebody to just give me the solution, I'd ask for it, instead of a nudge in the right direction. Quote
WolfAmaril Posted January 9, 2015 Author Posted January 9, 2015 Ok, pretty sure I almost got it, but I the problem is performing a correct override breaks the extinguishFire method, which requires the int blockDirection, and adding the int blockDirection to my onBlockClicked deceleration breaks the override. Where would I start fixing this? Wait, no, I think I have an idea. Is there a forge hook to get the direction a block was clicked from? Quote
brandon3055 Posted January 9, 2015 Posted January 9, 2015 If there is i dont know it but you could just leave that out altogether. It wouldnt work exactly like vanilla fire but it would go out when you hit it. I think that is used to check that you hit the bottom of the block so without it it wouldnt matter where you click as long as you hit the fire block. I may be wrong. Edit: You may be able to use ray tracing. Quote I am the author of Draconic Evolution
WolfAmaril Posted January 9, 2015 Author Posted January 9, 2015 You probably have to use PlayerInteractEvent then. I'm assuimng I'm going to want to use @Subscribe or @SubscribeEvent for that one, yes? Quote
brandon3055 Posted January 9, 2015 Posted January 9, 2015 @SubscribeEvent And the class it is in needs to be registered to the correct event bus. Edit: Maby i should just stop trying to beat you lol. Quote I am the author of Draconic Evolution
WolfAmaril Posted January 9, 2015 Author Posted January 9, 2015 After some research, experimenting, and playing around with mods that are made by people vastly more skilled in Java than I, I have determined one thing. This is probably one of the hardest things to attempt to do with a mod. That is to say, make a custom fire block that goes out when hit. Also, I am tired, it's the start of (my) weekend, so I'm just gonna sleep on it for a bit. Quote
brandon3055 Posted January 9, 2015 Posted January 9, 2015 Oh come on dont make it sound so impossible. I happen to have a custom fire block im my mod that also dose not go out when you left click it (Thats the way i want it) It took me 2 minutes to achieve what you are trying to do using PlayerInteractEvent. Here is part of what i came up with. @SubscribeEvent public void playerInteract(PlayerInteractEvent event){ if (event.action == PlayerInteractEvent.Action.LEFT_CLICK_BLOCK){ if (event.world.getBlock(event.x, event.y + 1, event.z) == "Your fire block"){ event.world.setBlockToAir(event.x, event.y + 1, event.z); } } } That will extinguish the fire if you click the block under it. However it will not work if the fire is on the side of a block i will let you figure that part out for yourself but i have done most of the work for you. Hint: ForgeDirection will be a big help. Quote I am the author of Draconic Evolution
WolfAmaril Posted January 9, 2015 Author Posted January 9, 2015 Oh come on dont make it sound so impossible. I happen to have a custom fire block im my mod that also dose not go out when you left click it (Thats the way i want it) It took me 2 minutes to achieve what you are trying to do using PlayerInteractEvent. Here is part of what i came up with. @SubscribeEvent public void playerInteract(PlayerInteractEvent event){ if (event.action == PlayerInteractEvent.Action.LEFT_CLICK_BLOCK){ if (event.world.getBlock(event.x, event.y + 1, event.z) == "Your fire block"){ event.world.setBlockToAir(event.x, event.y + 1, event.z); } } } That will extinguish the fire if you click the block under it. However it will not work if the fire is on the side of a block i will let you figure that part out for yourself but i have done most of the work for you. Hint: ForgeDirection will be a big help. Just spent a few hours trying to get this to work and, while I understand the theory behind it, I can't seem to get the Subscribe event so work right, and my EventHandler class is just kinda meh. Quote
brandon3055 Posted January 9, 2015 Posted January 9, 2015 Please show your event handler class and how you are registering it. Quote I am the author of Draconic Evolution
WolfAmaril Posted January 9, 2015 Author Posted January 9, 2015 Event Handler is here: https://github.com/WolfAmaril/ColoredFlame/blob/master/src/main/java/com/wolfamaril/coloredflame/handler/EventHandler.java Registration is during Init here: https://github.com/WolfAmaril/ColoredFlame/blob/master/src/main/java/com/wolfamaril/coloredflame/ColoredFlames.java And given that it just took me four tries to make git push to Github, I'm gonna go sleep. Quote
brandon3055 Posted January 9, 2015 Posted January 9, 2015 Hmm... That all looks correct try adding a System.out to the event handler to to check that it is actually getting called. Also maby rename your event handler class because there are a lot of classes called EventHandler. Edit: Have you done anything to your block to make it possible to actually hit it? When you try to hit fire (including my custom fire block) you actually hit the block under/behind it because fire has no selection bounding box. The way the code i gave you works is it detects when a player left clicks a block (any block) and checks if the block above that block is your fire block if so it sets the block above the block you clicked to air. Edit2: Looking at your code it looks like FireColoredBase is your base block and all of the actual blocks that exist in world extend that? If that is true event.world.getBlock(event.x, event.y + 1, event.z) == ModBlocks.FireColoredBase will never return true because FireColoredBase dosnt actually exist in world. To fix that use instanceof FireColoredBase instead of == ModBlocks.FireColoredBase Edit3: Assuming that BlockFireColoredBase is a base class that you dont want to exist in game you should not have an instance of it in your ModBlocks class the isBurning override should be in the class itself and it should not be registered. (But thats assuming you dont want it registered in game) One last thing... Look into java naming convention http://www.oracle.com/technetwork/java/codeconventions-135099.html Quote I am the author of Draconic Evolution
WolfAmaril Posted January 9, 2015 Author Posted January 9, 2015 IT WORKS IT WORKS THANK YOU IT WORKS! I'd registered FireColoredBase to try and make instanceof works, but turns out that was wrong, so now it's not registered, so that's fixed. Will probably just give my fire block a normal full block bounding box to make it easier to click and not have to add lots of code. That shouldn't make it solid form what I've seen. What part of the naming convention did I screw up? My Java prof taught about 4 different naming conventions (none of which I'm actually convinced are the right one). Quote
Sessional Posted January 9, 2015 Posted January 9, 2015 I'm not sure about which one you messed up, but naming something EventHandler, when you need to import an EventHandler class will really screw with the compiler unless you specify with the fully qualified name for the class you are wanting to use. For example: com.yourname.class.EventHandler would be a fully qualified name to determine which event handler class it should be using. Quote
WolfAmaril Posted January 9, 2015 Author Posted January 9, 2015 Ah, yeah, I see how that could be a big problem. Already renamed it to ColoredFlameEventHandler. Quote
brandon3055 Posted January 9, 2015 Posted January 9, 2015 I was referring to the way you named your block instances in your ModBlocks class e.g. "FireColoredBlack" should be "fireColoredBlack" Also giving your fire block a bounding box would make things simpler but i think fire with a bounding box would be a bit weird. It wont take much to get the code i gave you yo work properly. Here is another really big hint ForgeDirection face = ForgeDirection.getOrientation(event.face); int x = event.x + face.offsetX; int y = event.y + face.offsetY; int z = event.z + face.offsetZ; System.out.println(event.world.getBlock(x, y, z)); Quote I am the author of Draconic Evolution
Recommended Posts
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.