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Posted

For a staff that places torches, I have tried the following with no success

 

override def onItemUse(player: EntityPlayer, worldIn: World, pos: BlockPos, hand: EnumHand, facing: EnumFacing, hitX: Float, hitY: Float, hitZ: Float): EnumActionResult = {
    // Do only on logical server side
    if (!worldIn.isRemote) {
    // Only if player has torches on inventory
      if (player.inventory.hasItemStack(new ItemStack(Item.getItemFromBlock(Block.getBlockFromName("TORCH"))))) {
        // IProperty    
        var propertyDirection = PropertyDirection.create("facing")
        // Depending on where on the block the staff was used 
        facing match {
          case EnumFacing.EAST => worldIn.setBlockState(pos, Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(propertyDirection, EnumFacing.EAST))
          case EnumFacing.NORTH => worldIn.setBlockState(pos, Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(propertyDirection, EnumFacing.NORTH))
          case EnumFacing.SOUTH => worldIn.setBlockState(pos, Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(propertyDirection, EnumFacing.SOUTH))
          case EnumFacing.UP => worldIn.setBlockState(pos, Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(propertyDirection, EnumFacing.UP))
          case EnumFacing.WEST => worldIn.setBlockState(pos, Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(propertyDirection, EnumFacing.WEST))
        }
        return EnumActionResult.SUCCESS
      } else {
        return EnumActionResult.FAIL
      }
      return EnumActionResult.SUCCESS
    }
    return EnumActionResult.FAIL
  }
}

 

If I get an IllegalArgument exception on the match cases because"EnumFacing" does not exist in "facing", what do I use? Or is there a better approach for the intended action? The intended action is that if I use a staff on a block, it will place a torch on said block on the side it was used.

Posted
 var propertyDirection = PropertyDirection.create("facing")

That is not the same property as the one in BlockTorch. You need to use BlockTorch.FACING

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
18 minutes ago, Draco18s said:

 var propertyDirection = PropertyDirection.create("facing")

That is not the same property as the one in BlockTorch. You need to use BlockTorch.FACING

Thank you. Replacing with .withProperty(BlockTorch.FACING, EnumFacing...) no longer throws the IllegalArgument exception.

 

However, I think my original code approach to this is flawed, because now, the torch replaces the block. It does not get placed on it. If it's not much to ask, can I be told the correct approach to place the torch? I am not asking for the whole code. Maybe a guide to the correct methods to use that will place the torch like when you right click a block with a torch in your active hand.

Posted

You need to place the torch in the block space that should be the torch, not place the block in the space that the torch is attached to.

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 (edited)
3 hours ago, ctbe said:

I am not understanding. Any other hints?

If you want the torch to be above the block, then set its coordinates 1 block above it.... if you want it to the left of the block then set the torches coordinates to be 1 block to the left, etc.

 

aka:

BlockPos newpos = pos.offset(facing);

 

You may also want to call the player.canPlayerEdit to see if the player has the editing rights to actually edit the block you want to place the torch in.

Edited by stucuk
  • Like 1
Posted (edited)
46 minutes ago, stucuk said:

If you want the torch to be above the block, then set its coordinates 1 block above it.... if you want it to the left of the block then set the torches coordinates to be 1 block to the left, etc.

 

aka:


BlockPos newpos = pos.offset(facing);

 

You may also want to call the player.canPlayerEdit to see if the player has the editing rights to actually edit the block you want to place the torch in.

 

Thank you very much. A couple of minutes ago I got it. But I appreciate your reply a lot. Thanks. Like in the logic of your example, now it looks more or less like

 

override def onItemUse(player: EntityPlayer, worldIn: World, pos: BlockPos, hand: EnumHand, facing: EnumFacing, hitX: Float, hitY: Float, hitZ: Float): EnumActionResult = {
    // Do only on logical server side
    if (!worldIn.isRemote) {
    // Only if player has torches on inventory
      if (player.inventory.hasItemStack(new ItemStack(Item.getItemFromBlock(Block.getBlockFromName("TORCH"))))) {
        var placed = false
          // Depending on where on the block the staff was used 
        facing match {
          case EnumFacing.EAST => placed = worldIn.setBlockState(pos.offset(facing), Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(BlockTorch.FACING, EnumFacing.EAST), 2)
          case EnumFacing.NORTH => placed = worldIn.setBlockState(pos.offset(facing), Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(BlockTorch.FACING, EnumFacing.NORTH), 2)
          case EnumFacing.SOUTH => placed = worldIn.setBlockState(pos.offset(facing), Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(BlockTorch.FACING , EnumFacing.SOUTH), 2)
          case EnumFacing.UP => placed = worldIn.setBlockState(pos.offset(facing), Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(BlockTorch.FACING , EnumFacing.UP), 2)
          case EnumFacing.WEST => placed = worldIn.setBlockState(pos.offset(facing), Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(BlockTorch.FACING, EnumFacing.WEST), 2)
          case _ => // Nothing
        }
        if (placed) {
          // Play sound on torch placed
          var soundType = Block.getBlockFromName("TORCH").getBlockState().getBlock().getSoundType(Block.getBlockFromName("TORCH").getBlockState().getBaseState(), worldIn, pos, player)
          worldIn.playSound(null, pos, soundType.getPlaceSound(), SoundCategory.BLOCKS, 1.0f, 0.8F)
          return EnumActionResult.SUCCESS
        }
      } else {
        return EnumActionResult.FAIL
      }
      return EnumActionResult.SUCCESS
    }
    return EnumActionResult.FAIL
  }
}

 

I will add the canPlayerEdit logic as well as the logic to remove the respective item from the inventory when they get placed. Thanks.

 

Edit: I also noticed I need to check where I am placing the torch since if I use the staff on another torch, it places another torch in the air, with the given offset. So I must make sure it is not another torch or a door, etc.

Edited by ctbe
Posted (edited)

Yes, I was going to change that to use the constants in the Blocks class, but I forgot. Just did that. Thanks for the reminder, very important.

About the casing I did not notice because I kept editing my original code without noticing that the changes made it possible to be reduced to one single case. So you are right. I could just do

 

override def onItemUse(player: EntityPlayer, worldIn: World, pos: BlockPos, hand: EnumHand, facing: EnumFacing, hitX: Float, hitY: Float, hitZ: Float): EnumActionResult = {
    // Do only on logical server side
    if (!worldIn.isRemote) {
    // Only if player has torches on inventory
      if (player.inventory.hasItemStack(new ItemStack(Item.getItemFromBlock(Block.getBlockFromName("TORCH"))))) {
        var placed = false
	// Torches cannot be placed on the down side
        if (facing != EnumFacing.DOWN) {
          placed = worldIn.setBlockState(pos.offset(facing), Blocks.TORCH.getBlockState().getBaseState().withProperty(BlockTorch.FACING, facing), 2)
        }
        if (placed) {
          // Play sound on torch placed
          var soundType = Blocks.TORCH.getBlockState().getBlock().getSoundType(Blocks.TORCH.getBlockState().getBaseState(), worldIn, pos, player)
          worldIn.playSound(null, pos, soundType.getPlaceSound(), SoundCategory.BLOCKS, 1.0f, 0.8F)
        }
      } else {
        return EnumActionResult.FAIL
      }
      return EnumActionResult.SUCCESS
    }
    return EnumActionResult.FAIL
  }
}

 

and it is reduced and avoiding redundancies. The EnumFacing.DOWN check is necessary in this last one because otherwise it throws an IllegalArgument exception when trying to place the torch on the downside of a block. Since the there is no property for down in the torch facing.

 

Thanks.
 

Edited by ctbe
Duplicated in the code

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