Jump to content

[1.11] Protecting blocks in a region.


CBUltimate

Recommended Posts

How should I make a block to function as a region build protector?

I want to make a block when placed, will protect a 16x16x16 region in the world.

So far I've only looked up how to cancel BlockEvent.PlaceEvent but I don't know what else I need to learn to piece them together.

This could be a bit much so thanks in advance for any small bits of information.

Link to comment
Share on other sites

I helped someone create a similar block for entity spawn prevention here.

 

Instead of using

LivingSpawnEvent.CheckSpawn

, you'd use

BlockEvent.PlaceEvent

,

BlockEvent.BreakEvent

, etc.

 

You can also use

World

Capabilities instead of World Saved Data.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

So far I've made it when I right click the block, a player's name will be on the block's ArrayList, problem is it's not independent. If I have two blocks, the would both have the same list. How can I separate them and step do I take next to protect the 16x16x16 around the block. Thanks in advance!

Link to comment
Share on other sites

I've added createTileEntity in the block class and made a new class for the tile entity which I've already registered, but I'm not sure how should I use it for storing my arrays of authorized players.  :'( - hasTileEntity is deprecated.

 

    @Nullable
    @Override
    public TileEntity createTileEntity(World world, IBlockState state) {
        return new TileEntityToolCupboard();
    }

 

    public ArrayList<String> Authorized = new ArrayList<String>();

    @Override
    public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing heldItem, float side, float hitX, float hitY) {
        if (worldIn.isRemote)
        {
            return true;
        }
        else {
            boolean isClaimed = false;
            for (int c = 0; c < Authorized.size(); c++) {
                if (playerIn.getName().equals(Authorized.get(c))) {
                    isClaimed = true;
                    Authorized.remove(c);
                    playerIn.addChatMessage(new TextComponentString("You have been de-authorized by this tool cupboard."));
                    break;
                }
            }
            if (!isClaimed) {
                playerIn.addChatMessage(new TextComponentString("You have been authorized by this tool cupboard."));
                Authorized.add(playerIn.getName());
                playerIn.addChatMessage(new TextComponentString(Authorized.toString()));
            }
            return true;
        }
    }

 

package com.cbultimate.stranded.tileentity;

import net.minecraft.tileentity.TileEntity;

public class TileEntityToolCupboard extends TileEntity {

}

Link to comment
Share on other sites

I've added createTileEntity in the block class and made a new class for the tile entity which I've already registered, but I'm not sure how should I use it for storing my arrays of authorized players.  :'( - hasTileEntity is deprecated.

 

    @Nullable
    @Override
    public TileEntity createTileEntity(World world, IBlockState state) {
        return new TileEntityToolCupboard();
    }

 

    public ArrayList<String> Authorized = new ArrayList<String>();

    @Override
    public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing heldItem, float side, float hitX, float hitY) {
        if (worldIn.isRemote)
        {
            return true;
        }
        else {
            boolean isClaimed = false;
            for (int c = 0; c < Authorized.size(); c++) {
                if (playerIn.getName().equals(Authorized.get(c))) {
                    isClaimed = true;
                    Authorized.remove(c);
                    playerIn.addChatMessage(new TextComponentString("You have been de-authorized by this tool cupboard."));
                    break;
                }
            }
            if (!isClaimed) {
                playerIn.addChatMessage(new TextComponentString("You have been authorized by this tool cupboard."));
                Authorized.add(playerIn.getName());
                playerIn.addChatMessage(new TextComponentString(Authorized.toString()));
            }
            return true;
        }
    }

 

package com.cbultimate.stranded.tileentity;

import net.minecraft.tileentity.TileEntity;

public class TileEntityToolCupboard extends TileEntity {

}

Use the hasTileEntity that has the IBlockState parameter.

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.

Link to comment
Share on other sites

I want to use BlockEvent.PlaceEvent to check if it is within the block(Authentication Block)'s protecting region 16x16x16 and whenever a player place a block, the Authentication block checks if the player's name is in the Arraylist of the block's Tile Entity, if yes, allow player to place. If not, cancel the player's Place event and display a message to them that it's a protected area.

 

I want to know how can my BlockEvent.PlaceEvent check if player is placing a block within the Authentication Block's region.

 

Thanks for helping.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.