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[1.12.2] Problem with MapColor (probably)


grossik

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Hi I have a problem with my new farmland block.

https://i.imgur.com/HZe7Oo4.png

 

My code:

package com.example.examplemod.block;

import java.util.Random;

import com.example.examplemod.TestBlocks;

import net.minecraft.block.Block;
import net.minecraft.block.BlockDirt;
import net.minecraft.block.material.MapColor;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyInteger;
import net.minecraft.block.state.BlockFaceShape;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.Entity;
import net.minecraft.init.Blocks;
import net.minecraft.item.Item;
import net.minecraft.util.BlockRenderLayer;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

public class BlockFarmlandGrass extends Block
{
    public static final PropertyInteger MOISTURE = PropertyInteger.create("moisture", 0, 7);
    protected static final AxisAlignedBB FARMLAND_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D);
    protected static final AxisAlignedBB field_194405_c = new AxisAlignedBB(0.0D, 1.0D, 0.0D, 1.0D, 1.0D, 1.0D);

    public BlockFarmlandGrass()
    {
        super(Material.GRASS, MapColor.GRASS);
        this.setDefaultState(this.blockState.getBaseState().withProperty(MOISTURE, Integer.valueOf(0)));
        this.setTickRandomly(true);
        this.setLightOpacity(255);
    }

    public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
    {
        return FARMLAND_AABB;
    }
    

    public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand)
    {
        int i = ((Integer)state.getValue(MOISTURE)).intValue();

        if (!this.hasWater(worldIn, pos) && !worldIn.isRainingAt(pos.up()))
        {
            if (i > 0)
            {
                worldIn.setBlockState(pos, state.withProperty(MOISTURE, Integer.valueOf(i - 1)), 2);
            }
            else if (!this.hasCrops(worldIn, pos))
            {
                turnToDirt(worldIn, pos);
            }
        }
        else if (i < 7)
        {
            worldIn.setBlockState(pos, state.withProperty(MOISTURE, Integer.valueOf(7)), 2);
        }
    }

    /**
     * Block's chance to react to a living entity falling on it.
     */
    public void onFallenUpon(World worldIn, BlockPos pos, Entity entityIn, float fallDistance)
    {
        if (!worldIn.isRemote && entityIn.canTrample(worldIn, this, pos, fallDistance)) // Forge: Move logic to Entity#canTrample
        {
            turnToDirt(worldIn, pos);
        }

        super.onFallenUpon(worldIn, pos, entityIn, fallDistance);
    }

    protected static void turnToDirt(World p_190970_0_, BlockPos worldIn)
    {
        p_190970_0_.setBlockState(worldIn, Blocks.DIRT.getDefaultState());
        AxisAlignedBB axisalignedbb = field_194405_c.offset(worldIn);

        for (Entity entity : p_190970_0_.getEntitiesWithinAABBExcludingEntity((Entity)null, axisalignedbb))
        {
            double d0 = Math.min(axisalignedbb.maxY - axisalignedbb.minY, axisalignedbb.maxY - entity.getEntityBoundingBox().minY);
            entity.setPositionAndUpdate(entity.posX, entity.posY + d0 + 0.001D, entity.posZ);
        }
    }

    private boolean hasCrops(World worldIn, BlockPos pos)
    {
        Block block = worldIn.getBlockState(pos.up()).getBlock();
        return block instanceof net.minecraftforge.common.IPlantable && canSustainPlant(worldIn.getBlockState(pos), worldIn, pos, net.minecraft.util.EnumFacing.UP, (net.minecraftforge.common.IPlantable)block);
    }

    private boolean hasWater(World worldIn, BlockPos pos)
    {
        for (BlockPos.MutableBlockPos blockpos$mutableblockpos : BlockPos.getAllInBoxMutable(pos.add(-4, 0, -4), pos.add(4, 1, 4)))
        {
            if (worldIn.getBlockState(blockpos$mutableblockpos).getMaterial() == Material.WATER)
            {
                return true;
            }
        }

        return false;
    }

    /**
     * Called when a neighboring block was changed and marks that this state should perform any checks during a neighbor
     * change. Cases may include when redstone power is updated, cactus blocks popping off due to a neighboring solid
     * block, etc.
     */
    public void neighborChanged(IBlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos)
    {
        super.neighborChanged(state, worldIn, pos, blockIn, fromPos);

        if (worldIn.getBlockState(pos.up()).getMaterial().isSolid())
        {
            turnToDirt(worldIn, pos);
        }
    }

    /**
     * Called after the block is set in the Chunk data, but before the Tile Entity is set
     */
    public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state)
    {
        super.onBlockAdded(worldIn, pos, state);

        if (worldIn.getBlockState(pos.up()).getMaterial().isSolid())
        {
            turnToDirt(worldIn, pos);
        }
    }

    @SideOnly(Side.CLIENT)
    public boolean shouldSideBeRendered(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side)
    {
        switch (side)
        {
            case UP:
                return true;
            case NORTH:
            case SOUTH:
            case WEST:
            case EAST:
                IBlockState iblockstate = blockAccess.getBlockState(pos.offset(side));
                Block block = iblockstate.getBlock();
                return !iblockstate.isOpaqueCube() && block != TestBlocks.farmland_grass && block != Blocks.GRASS_PATH;
            default:
                return super.shouldSideBeRendered(blockState, blockAccess, pos, side);
        }
    }

    /**
     * Get the Item that this Block should drop when harvested.
     */
    public Item getItemDropped(IBlockState state, Random rand, int fortune)
    {
        return Blocks.DIRT.getItemDropped(Blocks.DIRT.getDefaultState().withProperty(BlockDirt.VARIANT, BlockDirt.DirtType.DIRT), rand, fortune);
    }

    /**
     * Convert the given metadata into a BlockState for this Block
     */
    public IBlockState getStateFromMeta(int meta)
    {
        return this.getDefaultState().withProperty(MOISTURE, Integer.valueOf(meta & 7));
    }

    /**
     * Convert the BlockState into the correct metadata value
     */
    public int getMetaFromState(IBlockState state)
    {
        return ((Integer)state.getValue(MOISTURE)).intValue();
    }

    protected BlockStateContainer createBlockState()
    {
        return new BlockStateContainer(this, new IProperty[] {MOISTURE});
    }
    
    @Override
    @SideOnly(Side.CLIENT)
    public BlockRenderLayer getBlockLayer()
    {
        return BlockRenderLayer.CUTOUT_MIPPED;
    }    

    public BlockFaceShape getBlockFaceShape(IBlockAccess p_193383_1_, IBlockState p_193383_2_, BlockPos p_193383_3_, EnumFacing p_193383_4_)
    {
        return p_193383_4_ == EnumFacing.DOWN ? BlockFaceShape.SOLID : BlockFaceShape.UNDEFINED;
    }
}

Json:

{
    "variants": {
        "moisture=0": { "model": "test:grassfarmland_dry" },
        "moisture=1": { "model": "test:grassfarmland_dry" },
        "moisture=2": { "model": "test:grassfarmland_dry" },
        "moisture=3": { "model": "test:grassfarmland_dry" },
        "moisture=4": { "model": "test:grassfarmland_dry" },
        "moisture=5": { "model": "test:grassfarmland_dry" },
        "moisture=6": { "model": "test:grassfarmland_dry" },
        "moisture=7": { "model": "test:grassfarmland_moist" }
    }
}
{
    "parent": "test:block/farmland",
    "textures": {
        "dirt": "blocks/dirt",
        "strana": "blocks/grass_side",
        "top": "test:blocks/grassfarmland_dry"
    }
}
{
    "parent": "test:block/farmland",
    "textures": {
        "dirt": "blocks/dirt",
        "strana": "blocks/grass_side",
        "top": "test:blocks/grassfarmland_wet"
    }
}

I don't know what to do.

 

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Well, that is a problem with your texture for the top. I'm not sure whether the blocks in your picture are meant to be wet or dry but one of those or both of those textures aren't good. Try copying a vanilla texture for the grass top into those locations first and that should fix it. Then use a graphics editor to figure it out. I think that you either didn't make the texture size right or something. In other words, I think you have a texture file in the right place but it doesn't have the right thing in it.

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

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3 hours ago, jabelar said:

Well, that is a problem with your texture for the top. I'm not sure whether the blocks in your picture are meant to be wet or dry but one of those or both of those textures aren't good. Try copying a vanilla texture for the grass top into those locations first and that should fix it. Then use a graphics editor to figure it out. I think that you either didn't make the texture size right or something. In other words, I think you have a texture file in the right place but it doesn't have the right thing in it.

I tried it, but same.
 

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You need to register an implementation of IBlockColor for your Block to recolour the greyscale grass texture when the model is rendered. Do this by calling BlockColors#registerBlockColorHandler in init from a client-only class. You can get the BlockColors instance using Minecraft#getBlockColors.

 

Look the BlockColors class for the vanilla IBlockColor implementations.

  • Like 1

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.

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On 30. 9. 2017 at 7:16 PM, Choonster said:

You need to register an implementation of IBlockColor for your Block to recolour the greyscale grass texture when the model is rendered. Do this by calling BlockColors#registerBlockColorHandler in init from a client-only class. You can get the BlockColors instance using Minecraft#getBlockColors.

 

Look the BlockColors class for the vanilla IBlockColor implementations.

Thank you. 

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