perromercenary00 Posted February 6, 2016 Posted February 6, 2016 Good days this is another post for the door 3x3 i been working on this door acuped an area of 3x3 blocks being the center Block the control block for the door the other 8 blocks are mi "aireSolido00" block just exist there refill the empty space around the door but i fond and issue, you can togle the door open | close only whith the center block and thiis undesired, it must work right clicking any of the 9 blocks soo i set "aireSolido00" whith this code so it can be opened and close // ###########################################################3 public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ) { if (!worldIn.isRemote) { boolean open = ((Boolean) state.getValue(OPEN)).booleanValue(); boolean powered = ((Boolean) state.getValue(POWERED)).booleanValue(); if (open) { worldIn.setBlockState(pos, state.withProperty(OPEN, Boolean.valueOf(false)) ); } else { worldIn.setBlockState(pos, state.withProperty(OPEN, Boolean.valueOf(true)) ); } } // fin de (!worldIn.isRemote) return true; } and set the onNeighborBlockChange in the center Block to check the state of the sorrounded blocks and open or close based on the estate of this airesolido, if the door is close and any of the airesolido blocks togles to open the center block must register it open the door and set all the blocks to open if the door is open and any of the blocks togle to close it must close all the the door but code causes an Buccle and fuck all the door closes and open but end close for why i could test, the onNeighborBlockChange in the Center Block is being triger like 8 times per tick so end comiting changes once and more times the air block could be notify of this and create a little bucle sorry bad english this is door whithout troblesome code this is the one whith the trouble the door togle many times but end close i alredy test interchanging the toggleDoor(worldIn, pos, true); comands ########## i wanna lock the onNeighborBlockChange way it could be check neiberhood only once then lock the method until the next tick, i think this could fix the buccle and for some reasons i wanna doid whithout using tileEntityes what i could use for this thanks for reading // ###########################################################3 @Override public void onNeighborBlockChange(World worldIn, BlockPos pos, IBlockState state, Block neighborBlock) { if (!worldIn.isRemote) { boolean powered = ((Boolean) state.getValue(POWERED)).booleanValue(); boolean open = ((Boolean) state.getValue(OPEN)).booleanValue(); boolean powerear = false; ////// System.out.println(" onNeighborBlockChange="+powered); BlockPos lista[] = getBlocks(worldIn, pos, state); boolean estado = open; int abi = 0; //open blocks count int cer = 0; //closest blocks count for (int l = 1; l < (lista.length - 1); l++) { BlockPos bpos = lista[l]; if (isValidBlockAirSolido(worldIn, bpos)) { boolean openb = ((Boolean) worldIn.getBlockState(bpos).getValue(OPEN)).booleanValue(); if (openb) { abi++; } else { cer++; } } } if (open & (cer > 0)) { toggleDoor(worldIn, pos, false); } if (!open & (abi > 0)) { toggleDoor(worldIn, pos, true); } } ////// System.out.println("### abi="+abi); ////// System.out.println("### cer="+cer); } // #########################################################################3 // Block allowed to ignore when set the door in the world static boolean isValidBlockAirSolido(World worldIn, BlockPos pos) { IBlockState blkst = worldIn.getBlockState(pos); Block blk = blkst.getBlock(); if (blk == MercenaryModBlocks.aireSolido00) { return true; } return false; } // #########################################################################3 Quote
coolAlias Posted February 6, 2016 Posted February 6, 2016 It sounds to me like the center block shouldn't be doing anything at all when neighbor blocks change - it is the one controlling all the other blocks. In fact, I wouldn't do anything for any of the blocks in that method, but instead toggle all the blocks together as one when any of the blocks is toggled. E.g. #onBlockActivated { this.toggleDoor(); // this is the method that should actually toggle the door state, right? } #toggleDoor { openState = !block.openState; // get the opposite 'open' state from the current one for (all 9 blocks in the door) { world.setBlockState(block, openState); // set them to have the same exact state: open or closed } } Quote http://i.imgur.com/NdrFdld.png[/img]
perromercenary00 Posted February 6, 2016 Author Posted February 6, 2016 more or less the idea a idont speak english so explain complex things like this get harder to explain or understand just reading the test but i fix it there was logic error betwing when i send the door to open or close whith reference to the state of block AireSoloido but at this i dont have to clare what wass the error. so so far solved Quote
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