Jump to content

Recommended Posts

Posted (edited)

It's kind of hard to describe this in an abstract way so I'll just give my specific example: I'm trying to do various things with trees (e.g. make a whole tree fall when the trunk breaks) that require 'finding' every log and leaf block that's part of the tree. I'm just having trouble figuring out the most efficient way to do that.

 

My first (obvious) idea was to just search a cuboid of co-ordinates, checking every block and selecting it if it's log or leaves. The trouble with this is that it risks selecting blocks that belong to other nearby trees, plus it involves probably checking the state of loads of unnecessary air blocks which is surely bad for performance.

 

A better idea would be some kind of cleverer searching that moves from one block to the next and stops if it hits air. But I don't really know how I would begin making something like this - something like recursion to check all adjacent blocks at each block? Maybe that would end up being just a performance heavy as the first option, I don't know!

 

My best idea to avoid bringing down blocks from nearby trees is to keep a count of how many leaves have been selected and just stop after a certain limit is reached. But that means that whatever searching method I use needs to start from the centre of the tree and work outwards evenly, otherwise it risks selecting all the leaves from one side of a cuboid and leaving loads behind (or similar issues).

 

Does anyone have any suggestions for this? Examples of similar functionality would be appreciated, as would information about this stuff in general coding terms (I feel like 3D searching algorithms are surely something that people will have studied a lot, but I have no idea how to find out about that, I'm just a self-taught amateur).

 

Edit: An update for anyone who's interested. I've made a searching algorithm that finds all connected trunk blocks, and connected leaves up to a certain count, starting closest to the trunk. I use it in this method, (and use the search results to make all the tree blocks fall). If anyone has ideas on how to improve the performance I'd be grateful - I know I've used several different collections to keep track of all the checking but I couldn't think of any way to reduce that further.

Edited by Jay Avery
Posted

TL;DR: You can't insure you only get this tree's leaves. But you can get all of the log blocks.

 

Every log in a tree is connected to every other log in one of the following ways:

Up

North

South

East

West

NE

NW

SE

SW

Up+North

Up+South

Up+East

Up+West

Up+NE

Up+NW

Up+SE

Up+SW

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

Other thing to do is spread the scan/break operation across several ticks.  Of course this would require maintaining some state for the operation but that shouldn't be too much an issue.

Posted
On 2017-03-15 at 10:52 AM, Draco18s said:

TL;DR: You can't insure you only get this tree's leaves. But you can get all of the log blocks.

 

Every log in a tree is connected to every other log in one of the following ways:

Up

North

South

East

West

NE

NW

SE

SW

Up+North

Up+South

Up+East

Up+West

Up+NE

Up+NW

Up+SE

Up+SW

How exactly would you determine a logs neighbor/s?

Posted
4 hours ago, clowcadia said:

How exactly would you determine a logs neighbor/s?

Like I get any other block.

world.getBlock(pos) only with an offset in a direction. world.getBlock(pos.offset(facing))

 

#Seriously? #NotThatHard

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

I understand, i just thought there were premade methods in block/blockstates. it would be nice upon building trees there would be a setlist in array of all tree blocks that belong to one tree, like when u chop down all logs of tree all the tree leaves brake. there must be something like that in code somewhere

Posted

There isn't.

</thread>

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

I think its in BlockLeaves

the code is hard to understand though

public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand)
    {
        if (!worldIn.isRemote)
        {
            if (((Boolean)state.getValue(CHECK_DECAY)).booleanValue() && ((Boolean)state.getValue(DECAYABLE)).booleanValue())
            {
                int i = 4;
                int j = 5;
                int k = pos.getX();
                int l = pos.getY();
                int i1 = pos.getZ();
                int j1 = 32;
                int k1 = 1024;
                int l1 = 16;

                if (this.surroundings == null)
                {
                    this.surroundings = new int[32768];
                }

                if (worldIn.isAreaLoaded(new BlockPos(k - 5, l - 5, i1 - 5), new BlockPos(k + 5, l + 5, i1 + 5)))
                {
                    BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos();

                    for (int i2 = -4; i2 <= 4; ++i2)
                    {
                        for (int j2 = -4; j2 <= 4; ++j2)
                        {
                            for (int k2 = -4; k2 <= 4; ++k2)
                            {
                                IBlockState iblockstate = worldIn.getBlockState(blockpos$mutableblockpos.setPos(k + i2, l + j2, i1 + k2));
                                Block block = iblockstate.getBlock();

                                if (!block.canSustainLeaves(iblockstate, worldIn, blockpos$mutableblockpos.setPos(k + i2, l + j2, i1 + k2)))
                                {
                                    if (block.isLeaves(iblockstate, worldIn, blockpos$mutableblockpos.setPos(k + i2, l + j2, i1 + k2)))
                                    {
                                        this.surroundings[(i2 + 16) * 1024 + (j2 + 16) * 32 + k2 + 16] = -2;
                                    }
                                    else
                                    {
                                        this.surroundings[(i2 + 16) * 1024 + (j2 + 16) * 32 + k2 + 16] = -1;
                                    }
                                }
                                else
                                {
                                    this.surroundings[(i2 + 16) * 1024 + (j2 + 16) * 32 + k2 + 16] = 0;
                                }
                            }
                        }
                    }

                    for (int i3 = 1; i3 <= 4; ++i3)
                    {
                        for (int j3 = -4; j3 <= 4; ++j3)
                        {
                            for (int k3 = -4; k3 <= 4; ++k3)
                            {
                                for (int l3 = -4; l3 <= 4; ++l3)
                                {
                                    if (this.surroundings[(j3 + 16) * 1024 + (k3 + 16) * 32 + l3 + 16] == i3 - 1)
                                    {
                                        if (this.surroundings[(j3 + 16 - 1) * 1024 + (k3 + 16) * 32 + l3 + 16] == -2)
                                        {
                                            this.surroundings[(j3 + 16 - 1) * 1024 + (k3 + 16) * 32 + l3 + 16] = i3;
                                        }

                                        if (this.surroundings[(j3 + 16 + 1) * 1024 + (k3 + 16) * 32 + l3 + 16] == -2)
                                        {
                                            this.surroundings[(j3 + 16 + 1) * 1024 + (k3 + 16) * 32 + l3 + 16] = i3;
                                        }

                                        if (this.surroundings[(j3 + 16) * 1024 + (k3 + 16 - 1) * 32 + l3 + 16] == -2)
                                        {
                                            this.surroundings[(j3 + 16) * 1024 + (k3 + 16 - 1) * 32 + l3 + 16] = i3;
                                        }

                                        if (this.surroundings[(j3 + 16) * 1024 + (k3 + 16 + 1) * 32 + l3 + 16] == -2)
                                        {
                                            this.surroundings[(j3 + 16) * 1024 + (k3 + 16 + 1) * 32 + l3 + 16] = i3;
                                        }

                                        if (this.surroundings[(j3 + 16) * 1024 + (k3 + 16) * 32 + (l3 + 16 - 1)] == -2)
                                        {
                                            this.surroundings[(j3 + 16) * 1024 + (k3 + 16) * 32 + (l3 + 16 - 1)] = i3;
                                        }

                                        if (this.surroundings[(j3 + 16) * 1024 + (k3 + 16) * 32 + l3 + 16 + 1] == -2)
                                        {
                                            this.surroundings[(j3 + 16) * 1024 + (k3 + 16) * 32 + l3 + 16 + 1] = i3;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }

                int l2 = this.surroundings[16912];

                if (l2 >= 0)
                {
                    worldIn.setBlockState(pos, state.withProperty(CHECK_DECAY, Boolean.valueOf(false)), 4);
                }
                else
                {
                    this.destroy(worldIn, pos);
                }
            }
        }
    }

 

Posted

I just dont understand what do they mean by a mutable blockpos... i believe this it to know how block leaves fall ass they devay or get destroyed when the trunk is destroyed i believe

Posted

I have been interested in doing this, as well, and got some code working a few days ago that broke the logs for any tree. I was using a HarvestEvent. I was just letting the leaves decay on their own. I got sidetracked trying to re-place the logs horizontally on the ground, and now it's all messy and not working at the moment.

 

clowcadia, it's pretty clear that code from BlockLeaves isn't checking some predefined data about which leaves belong to any particular tree. I haven't gone through in detail, but it looks like it's just checking a 4x4x4 area around the leaf block in question to see if that area contains a block that can sustain leaves (i.e., a log block). You could do something similar and just break every leaf within 4 blocks of each log in the tree.

 

A more promising direction would be looking at the world gen classes to see how trees are generated. If you're cutting down an oak log, you can do a scan that mimics how the world generator places oak trees and destroy all the leaves in that area.

Posted

wow seams like we are working on the exact same thing, realisting wood chopper haha

yea that a good idea, one of my next steps is to place the log onthe ground with a tree leaves (i just realized to match the tree leave structure will be difficult, i was just gonna do block like bush, but not realistic enough), and then i am gonna take a look at the leaf connection to a tree

Posted
45 minutes ago, Daeruin said:

You could do something similar and just break every leaf within 4 blocks of each log in the tree.

That would strip other, nearby trees of their leaves, leaving bare logs.

38 minutes ago, clowcadia said:

wow seams like we are working on the exact same thing, realisting wood chopper haha

Because it's soooo unique...

Seriously, *I* wrote a tree-killing algorithm three years ago.  And I wasn't even the first.  TerrafirmaCraft and RotaryCraft both did it before I did.

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

Ok simple explanation, however I don't know if it's still needed.

Every Log that is beeing broken informs all leaves in a specific range of this, the Leaves check then if there are any other Logs in range that can maintain them.

If not its decay tag will be changed to true, this means you can simply check for leaves having their decay tag set to true.

  • Like 1
Posted
9 hours ago, clowcadia said:

cant figure out how get that to work


if(getBlock(pos).isLeaves(getIBS(pos),this.test.world,pos) && (BlockLeaves)getIBS(pos).getValue(CHECK_DECAY)){

 

CHECK_DECAY is in red

 

7 minutes ago, clowcadia said:

I dotn want to create a new topic for this, as my issues is with he the same theme..

Your problem on that line is a simple java error, nothing to do with this issue. CHECK_DECAY is a static field in the BlockLeaves class, so unless your code is in a subclass of BlockLeaves, you need to explicitly refer to the class the field is in.

Posted

An update for anyone who's interested. I've made a searching algorithm that finds all connected trunk blocks, and connected leaves up to a certain count, starting closest to the trunk. I use it in this method, (and use the search results to make all the tree blocks fall). If anyone has ideas on how to improve the performance I'd be grateful - I know I've used several different collections to keep track of all the checking but I couldn't think of any way to reduce that further.

  • Like 2
Posted
4 minutes ago, clowcadia said:

not sure how to do that, something like this


(BlockLeaves)getBlock(pos).

Come on man, basic java. Accessing a static field from a class: TheClass.STATIC_FIELD. -> BlockLeaves.CHECK_DECAY.

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Version 1.19 - Forge 41.0.63 I want to create a wolf entity that I can ride, so far it seems to be working, but the problem is that when I get on the wolf, I can’t control it. I then discovered that the issue is that the server doesn’t detect that I’m riding the wolf, so I’m struggling with synchronization. However, it seems to not be working properly. As I understand it, the server receives the packet but doesn’t register it correctly. I’m a bit new to Java, and I’ll try to provide all the relevant code and prints *The comments and prints are translated by chatgpt since they were originally in Spanish* Thank you very much in advance No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. MountableWolfEntity package com.vals.valscraft.entity; import com.vals.valscraft.network.MountSyncPacket; import com.vals.valscraft.network.NetworkHandler; import net.minecraft.client.Minecraft; import net.minecraft.network.syncher.EntityDataAccessor; import net.minecraft.network.syncher.EntityDataSerializers; import net.minecraft.network.syncher.SynchedEntityData; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.Mob; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.animal.Wolf; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.Entity; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; import net.minecraft.world.phys.Vec3; import net.minecraftforge.event.TickEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.network.PacketDistributor; public class MountableWolfEntity extends Wolf { private boolean hasSaddle; private static final EntityDataAccessor<Byte> DATA_ID_FLAGS = SynchedEntityData.defineId(MountableWolfEntity.class, EntityDataSerializers.BYTE); public MountableWolfEntity(EntityType<? extends Wolf> type, Level level) { super(type, level); this.hasSaddle = false; } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(DATA_ID_FLAGS, (byte)0); } public static AttributeSupplier.Builder createAttributes() { return Wolf.createAttributes() .add(Attributes.MAX_HEALTH, 20.0) .add(Attributes.MOVEMENT_SPEED, 0.3); } @Override public InteractionResult mobInteract(Player player, InteractionHand hand) { ItemStack itemstack = player.getItemInHand(hand); if (itemstack.getItem() == Items.SADDLE && !this.hasSaddle()) { if (!player.isCreative()) { itemstack.shrink(1); } this.setSaddle(true); return InteractionResult.SUCCESS; } else if (!level.isClientSide && this.hasSaddle()) { player.startRiding(this); MountSyncPacket packet = new MountSyncPacket(true); // 'true' means the player is mounted NetworkHandler.CHANNEL.sendToServer(packet); // Ensure the server handles the packet return InteractionResult.SUCCESS; } return InteractionResult.PASS; } @Override public void travel(Vec3 travelVector) { if (this.isVehicle() && this.getControllingPassenger() instanceof Player) { System.out.println("The wolf has a passenger."); System.out.println("The passenger is a player."); Player player = (Player) this.getControllingPassenger(); // Ensure the player is the controller this.setYRot(player.getYRot()); this.yRotO = this.getYRot(); this.setXRot(player.getXRot() * 0.5F); this.setRot(this.getYRot(), this.getXRot()); this.yBodyRot = this.getYRot(); this.yHeadRot = this.yBodyRot; float forward = player.zza; float strafe = player.xxa; if (forward <= 0.0F) { forward *= 0.25F; } this.flyingSpeed = this.getSpeed() * 0.1F; this.setSpeed((float) this.getAttributeValue(Attributes.MOVEMENT_SPEED) * 1.5F); this.setDeltaMovement(new Vec3(strafe, travelVector.y, forward).scale(this.getSpeed())); this.calculateEntityAnimation(this, false); } else { // The wolf does not have a passenger or the passenger is not a player System.out.println("No player is mounted, or the passenger is not a player."); super.travel(travelVector); } } public boolean hasSaddle() { return this.hasSaddle; } public void setSaddle(boolean hasSaddle) { this.hasSaddle = hasSaddle; } @Override protected void dropEquipment() { super.dropEquipment(); if (this.hasSaddle()) { this.spawnAtLocation(Items.SADDLE); this.setSaddle(false); } } @SubscribeEvent public static void onServerTick(TickEvent.ServerTickEvent event) { if (event.phase == TickEvent.Phase.START) { MinecraftServer server = net.minecraftforge.server.ServerLifecycleHooks.getCurrentServer(); if (server != null) { for (ServerPlayer player : server.getPlayerList().getPlayers()) { if (player.isPassenger() && player.getVehicle() instanceof MountableWolfEntity) { MountableWolfEntity wolf = (MountableWolfEntity) player.getVehicle(); System.out.println("Tick: " + player.getName().getString() + " is correctly mounted on " + wolf); } } } } } private boolean lastMountedState = false; @Override public void tick() { super.tick(); if (!this.level.isClientSide) { // Only on the server boolean isMounted = this.isVehicle() && this.getControllingPassenger() instanceof Player; // Only print if the state changed if (isMounted != lastMountedState) { if (isMounted) { Player player = (Player) this.getControllingPassenger(); // Verify the passenger is a player System.out.println("Server: Player " + player.getName().getString() + " is now mounted."); } else { System.out.println("Server: The wolf no longer has a passenger."); } lastMountedState = isMounted; } } } @Override public void addPassenger(Entity passenger) { super.addPassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(true)); } } } @Override public void removePassenger(Entity passenger) { super.removePassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is no longer mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(false)); } } } @Override public boolean isControlledByLocalInstance() { Entity entity = this.getControllingPassenger(); return entity instanceof Player; } @Override public void positionRider(Entity passenger) { if (this.hasPassenger(passenger)) { double xOffset = Math.cos(Math.toRadians(this.getYRot() + 90)) * 0.4; double zOffset = Math.sin(Math.toRadians(this.getYRot() + 90)) * 0.4; passenger.setPos(this.getX() + xOffset, this.getY() + this.getPassengersRidingOffset() + passenger.getMyRidingOffset(), this.getZ() + zOffset); } } } MountSyncPacket package com.vals.valscraft.network; import com.vals.valscraft.entity.MountableWolfEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.server.level.ServerLevel; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.player.Player; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class MountSyncPacket { private final boolean isMounted; public MountSyncPacket(boolean isMounted) { this.isMounted = isMounted; } public void encode(FriendlyByteBuf buffer) { buffer.writeBoolean(isMounted); } public static MountSyncPacket decode(FriendlyByteBuf buffer) { return new MountSyncPacket(buffer.readBoolean()); } public void handle(NetworkEvent.Context context) { context.enqueueWork(() -> { ServerPlayer player = context.getSender(); // Get the player from the context if (player != null) { // Verifies if the player has dismounted if (!isMounted) { Entity vehicle = player.getVehicle(); if (vehicle instanceof MountableWolfEntity wolf) { // Logic to remove the player as a passenger wolf.removePassenger(player); System.out.println("Server: Player " + player.getName().getString() + " is no longer mounted."); } } } }); context.setPacketHandled(true); // Marks the packet as handled } } networkHandler package com.vals.valscraft.network; import com.vals.valscraft.valscraft; import net.minecraft.resources.ResourceLocation; import net.minecraftforge.network.NetworkRegistry; import net.minecraftforge.network.simple.SimpleChannel; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class NetworkHandler { private static final String PROTOCOL_VERSION = "1"; public static final SimpleChannel CHANNEL = NetworkRegistry.newSimpleChannel( new ResourceLocation(valscraft.MODID, "main"), () -> PROTOCOL_VERSION, PROTOCOL_VERSION::equals, PROTOCOL_VERSION::equals ); public static void init() { int packetId = 0; // Register the mount synchronization packet CHANNEL.registerMessage( packetId++, MountSyncPacket.class, MountSyncPacket::encode, MountSyncPacket::decode, (msg, context) -> msg.handle(context.get()) // Get the context with context.get() ); } }  
    • Do you use features of inventory profiles next (ipnext) or is there a change without it?
    • Remove rubidium - you are already using embeddium, which is a fork of rubidium
  • Topics

×
×
  • Create New...

Important Information

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