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I'm trying to make a block which gives a redstone output depending on how many of a certain villager profession are standing on it. It works...except that it will only check for farmers. I have the Forge VillagerProfession it should be checking for stored in a property called checkProf, and in the block's onBlockActivated method, I'm cycling through the list. As debug output, I'm echoing the currently set profession into the chat whenever it's right-clicked, and the cycling seems to be just fine, going through the list of all the professions one-by-one. But no matter what the current setting is, the block only gives a redstone output based on the number of *farmers* above it, and ignores all other professions.

 

Here's the tile entity code:

 

package com.IceMetalPunk.breedingseason.tileentities;

import java.util.List;

import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.passive.EntityVillager;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.network.NetworkManager;
import net.minecraft.network.play.server.SPacketUpdateTileEntity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ITickable;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraftforge.fml.common.registry.VillagerRegistry;
import net.minecraftforge.fml.common.registry.VillagerRegistry.VillagerProfession;

public class TileEntityProfessionalRecognizer extends TileEntity implements ITickable {
private VillagerProfession checkProf;
private int output;
private int lastOutput;
private int professionIndex;

public TileEntityProfessionalRecognizer() {
	super();
	List<VillagerProfession> profList = VillagerRegistry.instance().getRegistry().getValues();
	this.setProf(profList.get(0));
	this.professionIndex = 0;
	this.output = 0;
	this.lastOutput = 0;
}

@Override
public NBTTagCompound writeToNBT(NBTTagCompound tag) {
	super.writeToNBT(tag);
	tag.setInteger("Profession", Integer.valueOf(this.professionIndex));
	return tag;
}

@Override
public void readFromNBT(NBTTagCompound tag) {
	this.professionIndex = tag.getInteger("Profession");
	List<VillagerProfession> profList = VillagerRegistry.instance().getRegistry().getValues();
	this.checkProf = profList.get(this.professionIndex);
}

@Override
public void update() {
	AxisAlignedBB boundingBox = this.getRenderBoundingBox().expand(0.0d, 1.0d, 0.0d);
	List<EntityVillager> villagers = this.getWorld().getEntitiesWithinAABB(EntityVillager.class, boundingBox);
	this.lastOutput = this.output;
	this.output = 0;
	for (EntityVillager villager : villagers) {
		if (villager.getProfessionForge().equals(this.checkProf)) {
			this.output = Math.max(0, Math.min(15, this.output + 1));
		}
	}
	if (this.output != this.lastOutput) {
		IBlockState state = this.getWorld().getBlockState(this.pos);
		state.getBlock().neighborChanged(state, this.getWorld(), this.pos, state.getBlock());
	}
}

@Override
public SPacketUpdateTileEntity getUpdatePacket() {
	NBTTagCompound tag = new NBTTagCompound();
	this.writeToNBT(tag);
	return new SPacketUpdateTileEntity(this.pos, this.getBlockMetadata(), tag);
}

@Override
public void onDataPacket(NetworkManager net, SPacketUpdateTileEntity packet) {
	this.readFromNBT(packet.getNbtCompound());
}

public int getOutput() {
	return this.output;
}

public void setProf(VillagerProfession prof) {
	List<VillagerProfession> profList = VillagerRegistry.instance().getRegistry().getValues();
	this.professionIndex = profList.indexOf(prof);
	this.checkProf = prof;
}

public String getProfName() {
	return this.checkProf.getRegistryName().toString();
}

public void cycleProf() {
	List<VillagerProfession> profList = VillagerRegistry.instance().getRegistry().getValues();
	int index = profList.indexOf(this.checkProf);
	index = (index + 1) % profList.size();
	this.setProf(profList.get(index));
}
}

 

And the block code:

 

package com.IceMetalPunk.breedingseason.blocks;

import javax.annotation.Nullable;

import com.IceMetalPunk.breedingseason.BreedingSeason;
import com.IceMetalPunk.breedingseason.tileentities.TileEntityProfessionalRecognizer;

import net.minecraft.block.Block;
import net.minecraft.block.ITileEntityProvider;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class BlockProfessionalRecognizer extends Block implements ITileEntityProvider {

public BlockProfessionalRecognizer() {
	super(Material.IRON);
	this.setUnlocalizedName("professional_recognizer");
	this.setDefaultState(blockState.getBaseState());
	this.setCreativeTab(CreativeTabs.REDSTONE); // TODO: Add creative tab
												// for the mod
	this.setRegistryName(new ResourceLocation(BreedingSeason.MODID, "professional_recognizer"));
}

@Override
public TileEntity createNewTileEntity(World worldIn, int meta) {
	return new TileEntityProfessionalRecognizer();
}

@Override
public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumHand hand,
		@Nullable ItemStack heldItem, EnumFacing side, float hitX, float hitY, float hitZ) {
	if (!world.isRemote) {
		return true;
	}
	TileEntity entity = world.getTileEntity(pos);
	if (entity instanceof TileEntityProfessionalRecognizer) {
		((TileEntityProfessionalRecognizer) entity).cycleProf();
		player.addChatComponentMessage(new TextComponentString(
				"Profession set: " + ((TileEntityProfessionalRecognizer) entity).getProfName()));
	}
	return true;
}

@Override
public boolean canProvidePower(IBlockState state) {
	return true;
}

@Override
public int getWeakPower(IBlockState state, IBlockAccess world, BlockPos pos, EnumFacing side) {
	TileEntity entity = world.getTileEntity(pos);
	if (entity instanceof TileEntityProfessionalRecognizer) {
		return ((TileEntityProfessionalRecognizer) entity).getOutput();
	} else {
		return 0;
	}
}
}

 

I'm guessing there's something I'm missing about server/client synchronization here, but I can't figure out what, especially when I have no error messages to go from. Any help?

 

(As a secondary issue, the tile entity's call to neighborChanged() doesn't seem to actually be creating any block updates; I have to manually place a block next to the redstone line before it'll update its value at all. How do I fix that as well?)

Whatever Minecraft needs, it is most likely not yet another tool tier.

Posted

	if (!world.isRemote) {
		return true;
	}

That is your problem you need to check if the world.isRemote then return. The wayyou have it it is only happpening on the clients side.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

D'oh! I can't believe I got those backwards >_< Thanks! That part is fixed now. However...the redstone signal is still not updating on its own. Even though I'm calling World#neighborChanged() from the tile entity whenever its output changes, I still have to manually provide a block update before the signal updates in the world. Do I instead need to call Block#onNeighborChange() for all 6 adjacent blocks? That seems like an inefficient way to do it; isn't there a more standard approach to this?

Whatever Minecraft needs, it is most likely not yet another tool tier.

Posted

D'oh! I can't believe I got those backwards >_< Thanks! That part is fixed now. However...the redstone signal is still not updating on its own. Even though I'm calling World#neighborChanged() from the tile entity whenever its output changes, I still have to manually provide a block update before the signal updates in the world. Do I instead need to call Block#onNeighborChange() for all 6 adjacent blocks? That seems like an inefficient way to do it; isn't there a more standard approach to this?

 

Glancing at how vanilla redstone stuff works, it looks like there is already a method for alerting all surrounding neighbors of a state change. Instead of calling neighborChanged, try World#notifyNeighborsOfStateChange. Pressure plates seem to call this on their on BlockPos and the BlockPos right underneath them.

Posted

Aha! That's the method I was looking for! Now it updates in real time, just as it should. Thanks.

 

Of course, you fix one bug, and another shows itself...such is programming... Now, it's seemingly not saving its state when you unload the world. I say "seemingly" because adding debug output to the readFromNBT method shows the proper output. If I set the block to look for profession 1 (librarians), which is one click away from the default profession 0 (farmers), then quit the world and come back, the readFromNBT method properly outputs that it's set to professionIndex=1 and checkProf=minecraft:librarian. But any block updates show it's really only looking for farmers, and activating the block cycles it forward to librarian again instead of the next profession on the list.

 

Since I only get one debug message from readFromNBT, I'm assuming it's loading properly on the server but reverting to default on the client. Or something like that. But since there's no check for remoteness in the readFromNBT method, I don't know why it's one-sided like that.

 

Any help for someone who's still quite confused? xD

Whatever Minecraft needs, it is most likely not yet another tool tier.

Posted

Aha! That's the method I was looking for! Now it updates in real time, just as it should. Thanks.

 

Of course, you fix one bug, and another shows itself...such is programming... Now, it's seemingly not saving its state when you unload the world. I say "seemingly" because adding debug output to the readFromNBT method shows the proper output. If I set the block to look for profession 1 (librarians), which is one click away from the default profession 0 (farmers), then quit the world and come back, the readFromNBT method properly outputs that it's set to professionIndex=1 and checkProf=minecraft:librarian. But any block updates show it's really only looking for farmers, and activating the block cycles it forward to librarian again instead of the next profession on the list.

 

Since I only get one debug message from readFromNBT, I'm assuming it's loading properly on the server but reverting to default on the client. Or something like that. But since there's no check for remoteness in the readFromNBT method, I don't know why it's one-sided like that.

 

Any help for someone who's still quite confused? xD

You need to call the super method, otherwise the position won't be saved as well as other data.

 

*Edit I meant the super for readFromNBT

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Aha! That's the method I was looking for! Now it updates in real time, just as it should. Thanks.

 

Of course, you fix one bug, and another shows itself...such is programming... Now, it's seemingly not saving its state when you unload the world. I say "seemingly" because adding debug output to the readFromNBT method shows the proper output. If I set the block to look for profession 1 (librarians), which is one click away from the default profession 0 (farmers), then quit the world and come back, the readFromNBT method properly outputs that it's set to professionIndex=1 and checkProf=minecraft:librarian. But any block updates show it's really only looking for farmers, and activating the block cycles it forward to librarian again instead of the next profession on the list.

 

Since I only get one debug message from readFromNBT, I'm assuming it's loading properly on the server but reverting to default on the client. Or something like that. But since there's no check for remoteness in the readFromNBT method, I don't know why it's one-sided like that.

 

Any help for someone who's still quite confused? xD

You need to call the super method, otherwise the position won't be saved as well as other data.

 

*Edit I meant the super for readFromNBT

 

I...had the super call for writing...and forgot it when reading...and I looked over the code at least 50 times and missed that every time... >_< *Sigh* This is what happens when the only free time I have to code is in the middle of the night after work.

 

Thank you to everyone who helped my derpy issues here! <3

Whatever Minecraft needs, it is most likely not yet another tool tier.

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