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Make a block two blocks high.


Raycoms

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I have a custom scarecrow which has a collission box which is two blocks high.

But most entities think my block is just one high and get stuck in it.

Is there a fix for this?

 

 

package com.minecolonies.blocks;

import com.minecolonies.MineColonies;
import com.minecolonies.colony.Colony;
import com.minecolonies.colony.ColonyManager;
import com.minecolonies.creativetab.ModCreativeTabs;
import com.minecolonies.inventory.InventoryField;
import com.minecolonies.lib.Constants;
import com.minecolonies.tileentities.ScarecrowTileEntity;
import com.minecolonies.util.LanguageHandler;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.ITileEntityProvider;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.PropertyDirection;
import net.minecraft.block.state.BlockState;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.*;
import net.minecraft.world.World;
import net.minecraftforge.fml.common.registry.GameRegistry;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

/**
* The class handling the fieldBlocks, placement and activation.
*/
public class BlockHutField extends BlockContainer implements ITileEntityProvider
{

    /**
     * Hardness of the block.
     */
    private static final float HARDNESS   = 10F;

    /**
     * Resistance of the block.
     */
    private static final float RESISTANCE = 10F;

    /**
     * The position it faces.
     */
    private static final PropertyDirection FACING = PropertyDirection.create("FACING", EnumFacing.Plane.HORIZONTAL);

    /**
     * Start of the collision box at y.
     */
    private static final double BOTTOM_COLLISION = 0.0;

    /**
     * Start of the collision box at x and z.
     */
    private static final double START_COLLISION = 0.1;

    /**
     * End of the collision box.
     */
    private static final double END_COLLISION = 0.9;

    /**
     * Height of the collision box.
     */
    private static final double HEIGHT_COLLISION = 2.5;

    /**
     * Constructor called on block placement.
     */
    BlockHutField()
    {
        super(Material.wood);
        initBlock();
    }

    /**
     * Getter of the description of the blockHut.
     * @return the name as a String.
     */
    public String getName()
    {
        return "blockHutField";
    }

    /**
     * Method called by constructor.
     * Sets basic details of the block.
     */
    private void initBlock()
    {
        setRegistryName(getName());
        setUnlocalizedName(Constants.MOD_ID.toLowerCase() + "." + getName());
        setCreativeTab(ModCreativeTabs.MINECOLONIES);
        //Blast resistance for creepers etc. makes them explosion proof.
        setResistance(RESISTANCE);
        //Hardness of 10 takes a long time to mine to not loose progress.
        setHardness(HARDNESS);
        this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH));
        GameRegistry.registerBlock(this);
        setBlockBounds((float)START_COLLISION, (float)BOTTOM_COLLISION, (float)START_COLLISION, (float)END_COLLISION, (float)HEIGHT_COLLISION, (float)END_COLLISION);
    }

    @Override
    public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack)
    {
        //Only work on server side.
        if(worldIn.isRemote)
        {
            return;
        }

        if(placer instanceof EntityPlayer)
        {
            Colony colony = ColonyManager.getColony(worldIn, pos);

            if (colony != null)
            {
                InventoryField inventoryField = new InventoryField(LanguageHandler.getString("com.minecolonies.gui.inventory.scarecrow"), true);

                ((ScarecrowTileEntity)worldIn.getTileEntity(pos)).setInventoryField(inventoryField);
                colony.addNewField(inventoryField, ((EntityPlayer) placer).inventory, pos, worldIn);
            }
        }
    }

    @Override
    public boolean isOpaqueCube()
    {
        return false;
    }

    @Override
    public int getRenderType()
    {
        return -1;
    }

    @Override
    public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ)
    {
        //If the world is server, open the inventory of the field.
        if(!worldIn.isRemote)
        {
            Colony colony = ColonyManager.getColony(worldIn, pos);
            if(colony != null)
            {
                playerIn.openGui(MineColonies.instance, 0, worldIn, pos.getX(), pos.getY(), pos.getZ());
                return true;
            }
        }
        return false;
    }

    @Override
    public void onBlockDestroyedByPlayer(final World worldIn, final BlockPos pos, final IBlockState state)
    {
        super.onBlockDestroyedByPlayer(worldIn, pos, state);
        //Only work on server side.
        if(worldIn.isRemote)
        {
            return;
        }


        Colony colony = ColonyManager.getColony(worldIn, pos);

        if (colony != null)
        {
            colony.removeField(pos);
        }
    }


    // =======================================================================
    // ======================= Rendering & IBlockState =======================
    // =======================================================================
    @Override
    public IBlockState onBlockPlaced(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
    {
        EnumFacing enumFacing = (placer == null) ? EnumFacing.NORTH : EnumFacing.fromAngle(placer.rotationYaw);
        return this.getDefaultState().withProperty(FACING, enumFacing);
    }

    @Override
    @SideOnly(Side.CLIENT)
    public EnumWorldBlockLayer getBlockLayer()
    {
        return EnumWorldBlockLayer.SOLID;
    }

    @Override
    public IBlockState getStateFromMeta(int meta)
    {
        EnumFacing facing = EnumFacing.getFront(meta);
        if(facing.getAxis() == EnumFacing.Axis.Y)
        {
            facing = EnumFacing.NORTH;
        }
        return this.getDefaultState().withProperty(FACING, facing);
    }

    @Override
    public int getMetaFromState(IBlockState state)
    {
        return state.getValue(FACING).getIndex();
    }

    @Override
    protected BlockState createBlockState()
    {
        return new BlockState(this, FACING);
    }

    @Override
    public TileEntity createNewTileEntity(World worldIn, int meta)
    {
        return new ScarecrowTileEntity();
    }
    // =======================================================================
    // ===================== END of Rendering & Meta-Data ====================
    // =======================================================================
}

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There is a method in Block that allows you to edit the collision boxes. Look at BlockCactus for an example.

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.

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Please don't use

BlockContainer 

or

ITileEntityProvider

All you need to do is override

hasTileEntity

and

getTileEntity

supplied by the Block class.

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.

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Even if this is 1.8.9 code and I have a custom GUI and an inventory in the block?

 

I believe so.  Any reason you haven't updated to 1.9.4 or 1.10.2?

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.

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Also @Animefan8888 the cactus didn't help me a lot since it has various blocks.

Mainly the getCollisionBoundingBox(...), getSelectedBoundingBox(...), isFullCube(...), abd isOpaqueCube (...).

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.

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I added all this but entities still try to path over it. (Minecraft entities as well as custom entities)

 

@Override
    public void setBlockBoundsBasedOnState(IBlockAccess worldIn, BlockPos pos)
    {
        setBlockBounds((float)START_COLLISION, (float)BOTTOM_COLLISION, (float)START_COLLISION, (float)END_COLLISION, (float)HEIGHT_COLLISION, (float)END_COLLISION);
    }

    @Override
    public AxisAlignedBB getCollisionBoundingBox(World worldIn, BlockPos pos, IBlockState state)
    {
        this.setBlockBoundsBasedOnState(worldIn, pos);
        this.maxY = 2D;
        return super.getCollisionBoundingBox(worldIn, pos, state);
    }

    @Override
    public boolean isFullCube()
    {
        return false;
    }

 

and that is basically what walls etc do as well.

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Just did: Still not working.

 

    @Override
    public boolean isPassable(IBlockAccess worldIn, BlockPos pos)
    {
        return false;
    }

Just to make this easier make a private static AxisAlignedBB with the size you want and return that in getCollisionBoundingBox(...)

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.

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When I do this he stops rendering the scarecrow and I am able to pass through it.

(I still see the bounding box thoe)

 

 

    private static final double BOTTOM_COLLISION = 0.0;

    /**
     * Start of the collision box at x and z.
     */
    private static final double START_COLLISION = 0.1;

    /**
     * End of the collision box.
     */
    private static final double END_COLLISION = 0.9;

    /**
     * Height of the collision box.
     */
    private static final double HEIGHT_COLLISION = 2.5;

    private static AxisAlignedBB boundingBox = new AxisAlignedBB(START_COLLISION, BOTTOM_COLLISION, START_COLLISION, END_COLLISION, HEIGHT_COLLISION, END_COLLISION);

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Edited it a bit and it renders now correctly, but still.

All the entities get stuck in it.

 

    @Override
    public AxisAlignedBB getCollisionBoundingBox(World worldIn, BlockPos pos, IBlockState state)
    {
        this.setBlockBoundsBasedOnState(worldIn, pos);
        this.maxY = 2D;
        return new AxisAlignedBB(pos.getX() - START_COLLISION, pos.getY() - BOTTOM_COLLISION, pos.getZ() - START_COLLISION, pos.getX() + END_COLLISION, pos.getY() + HEIGHT_COLLISION,pos.getZ() + END_COLLISION);
    }

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Minecraft does not really like blocks larger than 1x1x1.  The fence with it's 1.5 high bounding box is pretty much the maximum that Minecraft will treat correctly.

 

I've not tested bounding boxes larger than that, but I suspect that if it's giving you trouble, that is why.  You need to use a second technical block, the way Beds work.

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.

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One reason I believe that Minecraft wisely limits both the block and entity bounding boxes is to aid path-finding (i.e. the logic to let entities move around avoiding blocks). Path-finding gets exponentially more difficult (more buggy and lower performance) if you allow arbitrary size and shape of the bounding boxes of either.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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You need to use a second technical block, the way Beds work.

Also look at how doors stand 2-high, rotate both halves when right-clicked, and can be broken by hitting either top or bottom.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

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