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[1.7.10] Help with Wireless Redstone Power Source and Button!


rustyminer28

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So basically, I'm making a mod that, among other things, will include two special blocks: A wireless button that is linked to a wireless redstone power source. Upon being placed, the player will receive the button, linked to the power source. Theoretically, pressing the button should result in the power source emitting a redstone signal, even if they're not connected. However, this doesn't work. Could somebody please help me with this?

 

WirelessRedstoneSource.class

[embed=425,349]public class WirelessRedstoneSource extends Block {

private boolean activated;

 

public WirelessRedstoneSource() {

super(Material.iron);

setStepSound(soundTypeAnvil);

setBlockName("wirelessRedstoneSource");

setCreativeTab(CreativeTabs.tabRedstone);

setTickRandomly(true);

}

 

public void activate() {

this.activated = true;

}

 

public void deactivate() {

this.activated = false;

}

 

@Override

public int tickRate(World world) {

        return 20;

    }

 

@Override

public void updateTick(World world, int x, int y , int z, Random rand) {

        if (!world.isRemote) {

            if (activated) {

                checkActivated(world, x, y, z);

                world.notifyBlocksOfNeighborChange(x, y, z, this);

                world.notifyBlockOfNeighborChange(x, y + 1, z, this);

            }

        }

    }

 

private void checkActivated(World world, int x, int y, int z) {

        if (activated) {

            world.scheduleBlockUpdate(x, y, z, this, this.tickRate(world));

        }

    }

 

@Override

public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int face, float xf, float yf, float zf) {

        if (world.isRemote) {

            return true;

        } else {

            world.notifyBlocksOfNeighborChange(x, y, z, this);

            return true;

        }

    }

 

@Override

public void onBlockPlacedBy(World world, int x, int y, int z, EntityLivingBase placer, ItemStack is) {

if(!(placer instanceof EntityPlayer)) {

return;

}

 

EntityPlayer player = (EntityPlayer) placer;

 

if(!(player.inventory.addItemStackToInventory(new ItemStack(RHPMBlocks.wirelessButton.setSource(x, y, z))))) {

world.spawnEntityInWorld(new EntityItem(world, (double) x, (double) y, (double) z, new ItemStack(RHPMBlocks.wirelessButton)));

}

}

 

public int isProvidingWeakPower(IBlockAccess iba, int x, int y, int z, int meta) {

        return activated ? 15 : 0;

    }

 

    public int isProvidingStrongPower(IBlockAccess iba, int x, int y, int z, int meta) {

    return activated ? 15 : 0;

    }

   

    public boolean canProvidePower() {

        return true;

    }

}[/embed]

 

WirelessButton.class

[embed=425,349]public class WirelessButton extends BlockButton {

private int x, y, z;

 

public WirelessButton() {

super(true);

setStepSound(soundTypeAnvil);

setBlockName("wirelessButton");

}

 

@SideOnly(Side.CLIENT)

    public IIcon getIcon(int face, int meta) {

        return Blocks.redstone_block.getBlockTextureFromSide(face);

    }

 

public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int face, float xf, float yf, float zf) {

        if(world.getBlock(x, y, z) != RHPMBlocks.wirelessRedstoneSource) {

        return false;

        }

 

        world.markBlockRangeForRenderUpdate(x, y, z, x, y, z);

        world.playSoundEffect((double)x + 0.5D, (double)y + 0.5D, (double)z + 0.5D, "random.click", 0.3F, 0.6F);

        world.scheduleBlockUpdate(x, y, z, this, this.tickRate(world));

        WirelessRedstoneSource wrs = (WirelessRedstoneSource) world.getBlock(this.x, this.y, this.z);

        wrs.activate();

        return true;

    }

 

public WirelessButton setSource(int x, int y, int z) {

this.x = x;

this.y = y;

this.z = z;

return this;

}

 

}[/embed]

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Blocks are singletons. Any variable in them will be shared with all blocks, just like a static variable. So you can not save activated state in the Block directly. However, you can use a TileEntity to save the state, or better, block metadata.

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And ItemStack nbt

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