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Posted

In my mod i have colored torches and lanterns, both sharing the same class (basically 3 blocks are sharing this class, the torch, the idle and the active lantern). Now, in the game everything works fine, the torch is placed as intended, as you can see by the image below

FyGBI7p.png

But if i close the world and then re-open it, then this happens

CGhGs9v.png

all torches are facing the same direction.

This is the class i use

package com.mwcolors.blocks.colors;

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

import com.google.common.base.Predicate;
import com.mwcolors.core.MWColoredBlocks;
import com.mwcolors.core.MWColoredModBlocks;
import com.mwcolors.core.MWTabs;

import net.minecraft.block.Block;
import net.minecraft.block.BlockTorch;
import net.minecraft.block.SoundType;
import net.minecraft.block.material.MapColor;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyDirection;
import net.minecraft.block.properties.PropertyEnum;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Blocks;
import net.minecraft.item.EnumDyeColor;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.BlockRenderLayer;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.text.TextFormatting;
import net.minecraft.util.text.translation.I18n;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

public class BlockColoredTorch extends BlockTorch {

public static final PropertyEnum<EnumDyeColor> COLOR = PropertyEnum.<EnumDyeColor> create("color",EnumDyeColor.class);

private boolean active;
private boolean lantern;

private EnumFacing facing;
private EnumDyeColor color;

public BlockColoredTorch(boolean active, boolean lantern) {
	super();
	this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH).withProperty(COLOR,EnumDyeColor.WHITE));
	this.active = active;
	this.lantern = lantern;
	if (active && lantern)
		this.setCreativeTab((CreativeTabs) null);
	else
		this.setCreativeTab(MWTabs.tabColorsDecoration);
	if (lantern)
		this.setStepSound(SoundType.GLASS);
	else
		this.setStepSound(SoundType.WOOD);
}

/**
 * Gets the metadata of the item this Block can drop. This method is called
 * when the block gets destroyed. It returns the metadata of the dropped
 * item based on the old metadata of the block.
 */
public int damageDropped(IBlockState state) {
	return ((EnumDyeColor) state.getValue(COLOR)).getMetadata();
}

@Override
public Item getItemDropped(IBlockState state, Random rand, int fortune) {
	return this.lantern ? Item.getItemFromBlock(MWColoredModBlocks.colored_lantern_idle)
			: Item.getItemFromBlock(MWColoredModBlocks.colored_flambeau_idle);
}

@Override
public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state) {
	return new ItemStack(getItemDropped(state, new Random(), 0), 1, damageDropped(state));
}

@Override
public void randomDisplayTick(IBlockState worldIn, World pos, BlockPos state, Random rand) {
	if (this.active)
		super.randomDisplayTick(worldIn, pos, state, rand);
}

/**
 * returns a list of blocks with the same ID, but different meta (eg: wood
 * returns 4 blocks)
 */
@SideOnly(Side.CLIENT)
public void getSubBlocks(Item itemIn, CreativeTabs tab, List<ItemStack> list) {
	for (EnumDyeColor enumdyecolor : EnumDyeColor.values()) {
		list.add(new ItemStack(itemIn, 1, enumdyecolor.getMetadata()));
	}
}

/**
 * Get the MapColor for this Block and the given BlockState
 */
public MapColor getMapColor(IBlockState state) {
	return ((EnumDyeColor) state.getValue(COLOR)).getMapColor();
}

/**
 * Convert the given metadata into a BlockState for this Block
 */
public IBlockState getStateFromMeta(int meta) {
	return this.getDefaultState().withProperty(COLOR, EnumDyeColor.byMetadata(meta));
}

/**
 * Convert the BlockState into the correct metadata value
 */
public int getMetaFromState(IBlockState state) {
	return ((EnumDyeColor) state.getValue(COLOR)).getMetadata();
}

protected BlockStateContainer createBlockState() {
	return new BlockStateContainer(this, new IProperty[] { COLOR, FACING });
}

private boolean canPlaceOn(World worldIn, BlockPos pos) {
	IBlockState state = worldIn.getBlockState(pos);
	if (state.isSideSolid(worldIn, pos, EnumFacing.UP)) {
		return true;
	} else {
		return state.getBlock().canPlaceTorchOnTop(state, worldIn, pos);
	}
}

private boolean canPlaceAt(World worldIn, BlockPos pos, EnumFacing facing) {
	BlockPos blockpos = pos.offset(facing.getOpposite());
	boolean flag = facing.getAxis().isHorizontal();
	return flag && worldIn.isSideSolid(blockpos, facing, true)
			|| facing.equals(EnumFacing.UP) && this.canPlaceOn(worldIn, blockpos);
}

/**
 * Called by ItemBlocks just before a block is actually set in the world, to
 * allow for adjustments to the IBlockstate
 */
public IBlockState onBlockPlaced(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ,
		int meta, EntityLivingBase placer) {
	this.color = EnumDyeColor.byMetadata(meta);
	this.facing = facing;
	if (this.canPlaceAt(worldIn, pos, facing)) {
		return this.getDefaultState().withProperty(FACING, facing).withProperty(COLOR,
				EnumDyeColor.byMetadata(meta));
	} else {
		for (EnumFacing enumfacing : EnumFacing.Plane.HORIZONTAL) {
			if (worldIn.isSideSolid(pos.offset(enumfacing.getOpposite()), enumfacing, true)) {
				this.facing = enumfacing;
				return this.getDefaultState().withProperty(FACING, enumfacing).withProperty(COLOR,
						EnumDyeColor.byMetadata(meta));
			}
		}

		return this.getDefaultState();
	}
}


public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state) {
	if (!worldIn.isRemote) {
		if (this.active && this.lantern && worldIn.isBlockIndirectlyGettingPowered(pos) == 0) {
			worldIn.scheduleUpdate(pos, this, 4);
			worldIn.setBlockState(pos, MWColoredModBlocks.colored_lantern_idle.getDefaultState().withProperty(FACING, state.getValue(FACING)).withProperty(COLOR, state.getValue(COLOR)));
		} else if (!this.active && this.lantern && worldIn.isBlockIndirectlyGettingPowered(pos) != 0) {
			worldIn.setBlockState(pos, MWColoredModBlocks.colored_lantern_active.getDefaultState().withProperty(FACING, state.getValue(FACING)).withProperty(COLOR, this.color));
		}
	}
}

/**
 * Called when a neighboring block changes.
 */
public void onNeighborBlockChange(World worldIn, BlockPos pos, IBlockState state, Block neighborBlock) {
	if (!worldIn.isRemote) {
		if (this.active && this.lantern && worldIn.isBlockIndirectlyGettingPowered(pos) == 0) {
			worldIn.scheduleUpdate(pos, this, 4);
			worldIn.setBlockState(pos, MWColoredModBlocks.colored_lantern_idle.getDefaultState().withProperty(FACING, state.getValue(FACING)).withProperty(COLOR, state.getValue(COLOR)));
		} else if (!this.active && this.lantern && worldIn.isBlockIndirectlyGettingPowered(pos) != 0) {
			worldIn.setBlockState(pos, MWColoredModBlocks.colored_lantern_active.getDefaultState().withProperty(FACING, state.getValue(FACING)).withProperty(COLOR, this.color));
		}
	}
}

public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand) {
	if (!worldIn.isRemote) {
		if (this.active && this.lantern && worldIn.isBlockIndirectlyGettingPowered(pos) == 0) {
			worldIn.scheduleUpdate(pos, this, 4);
			worldIn.setBlockState(pos, MWColoredModBlocks.colored_lantern_idle.getDefaultState().withProperty(FACING, state.getValue(FACING)).withProperty(COLOR, state.getValue(COLOR)));
		}
	}
}

@Override
public void addInformation(ItemStack stack, EntityPlayer player, List<String> tooltip, boolean advanced) {
	tooltip.add(TextFormatting.BLUE + I18n.translateToLocal("info.dyed") + ": "
			+ I18n.translateToLocal(EnumDyeColor.byMetadata(stack.getMetadata()).getName()));
}

protected ItemStack createStackedBlock(IBlockState state)
    {
	return  this.lantern ? new ItemStack(MWColoredModBlocks.colored_lantern_idle) : new ItemStack(MWColoredBlocks.colored_torch) ;
    }
}

 

Thanks in advance for the help :)

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

Posted

Damn, this mean i will have 48 blocks instead of 3 with metas :( Ok, thanks for the tip, i guess i'll do like this :)

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

Posted

48 blocks? No.

You need 5. Every block can have 16 states. 16x5 = 80.

 

You miscounted slightly, diesieben07.

 

current: 3 blocks * 16 meta = 48 current states (ignores facing)

desired: 3 blocks * 5 facing * 16 colors = 240 states

 

Either:

15 blocks with 16 states (different block for each facing; awkward)

or

16 blocks with 15 states (different block for color/type; weird)

or

48 blocks (different block for each color AND type, using meta for facing; numerous).

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

That said, making 14 identical (except for color) blocks is easy.

You just need a generic Block class that takes in the color parameter as part of its constructor and use a loop.

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, i said 48 not considering the face property meta (so i just need a single generic class and every color has it's own block and id)

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

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