Jump to content

[1.12.x/1.11.x] [SOLVED] JSON rendering& collision boxes


Recommended Posts

Posted (edited)

Hi,

 

I've got the problem that I've got some JSON model for my block. This model is actually based on

submodels to be displayed correctly.

 

Having said that, the base model is a normal cube, just smaller. The submodel extends the base model to one side

until it reaches the end of the block.

 

However, with this setup I've got the following problems:

  • How to display a model with it's submodel in inventory?
  • How can I properly align my models to my set collision boxes, as currently it always fails to match on one side (especially the ending points of a cable connection)
  • How can I move the submodel around, as I would have to move it around (I guess) to be always on the correct side of the block, like on the west side or the top side or the south side or the east side etc.

 

The code:

Spoiler

public class BlockCable extends Block {
    
    /** Whether this fence connects in the northern direction */
    public static final PropertyBool NORTH = PropertyBool.create("north");
    /** Whether this fence connects in the eastern direction */
    public static final PropertyBool EAST = PropertyBool.create("east");
    /** Whether this fence connects in the southern direction */
    public static final PropertyBool SOUTH = PropertyBool.create("south");
    /** Whether this fence connects in the western direction */
    public static final PropertyBool WEST = PropertyBool.create("west");
    // TODO: up and down
    private static final AxisAlignedBB BOX_CENTER = new AxisAlignedBB(.25d, .25d, .25d, .75d, .75d, .75d);
    private static final AxisAlignedBB BOX_DOWN = new AxisAlignedBB(.25d, 0d, .25d, .75d, .25d, .75d);
    private static final AxisAlignedBB BOX_UP = new AxisAlignedBB(.25d, .75d, .25d, .75d, 1d, .75d);
    private static final AxisAlignedBB BOX_NORTH = new AxisAlignedBB(.25d, .25d, 0d, .75d, .75d, .25d);
    private static final AxisAlignedBB BOX_SOUTH = new AxisAlignedBB(.25d, .25d, .75d, .75d, .75d, 1);
    private static final AxisAlignedBB BOX_WEST = new AxisAlignedBB(0d, .25d, .25d, .25d, .75d, .75d);
    private static final AxisAlignedBB BOX_EAST = new AxisAlignedBB(.75d, .25d, .25d, 1d, .75d, .75d);
    
    // TODO: remove unused code
    private static final AxisAlignedBB[] BOX_FACES = { BOX_DOWN, BOX_UP, BOX_NORTH, BOX_SOUTH, BOX_WEST, BOX_EAST };
    
	public BlockCable() {
		super(Material.IRON);
		this.setHardness(.25f);
		this.setResistance(3f);
		
		this.setDefaultState(this.blockState.getBaseState().withProperty(NORTH, false).withProperty(EAST, false).withProperty(SOUTH, false).withProperty(WEST, false));
		this.setCreativeTab(ModCreativeTabs.mcpowerTab);
	}
	
	@Override
	public boolean isFullCube(IBlockState state) {
	    return false;
	}
	
	@Override
	public boolean isFullBlock(IBlockState state) {
	    return false;
	}
	
	@Override
	public boolean isOpaqueCube(IBlockState state) {
	    return false;
	}
	
	@Override
	public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, 
	        List<AxisAlignedBB> collidingBoxes, Entity entityIn, boolean p_185477_7_) {
	    
	    Block.addCollisionBoxToList(pos, entityBox, collidingBoxes, BOX_CENTER);
	    if(state.getValue(NORTH)) {
	        Block.addCollisionBoxToList(pos, entityBox, collidingBoxes, BOX_NORTH);
	        return;
	    } else if(state.getValue(EAST)) {
	        Block.addCollisionBoxToList(pos, entityBox, collidingBoxes, BOX_EAST);
	        return;
	    } else if(state.getValue(WEST)) {
	        Block.addCollisionBoxToList(pos, entityBox, collidingBoxes, BOX_WEST);
	        return;
	    } else if(state.getValue(SOUTH)) {
	        Block.addCollisionBoxToList(pos, entityBox, collidingBoxes, BOX_SOUTH);
	        return;
	    }
	}
	
	@Override
	public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos) {
	    return state.withProperty(NORTH, this.canCableConnectTo(worldIn, pos, EnumFacing.NORTH))
	            .withProperty(EAST, this.canCableConnectTo(worldIn, pos, EnumFacing.EAST))
	            .withProperty(WEST, this.canCableConnectTo(worldIn, pos, EnumFacing.WEST))
	            .withProperty(SOUTH, this.canCableConnectTo(worldIn, pos, EnumFacing.SOUTH));
	}
	
	private boolean canCableConnectTo(IBlockAccess worldIn, BlockPos pos, EnumFacing facing) {
	    return worldIn.getBlockState(pos.offset(facing)).getBlock() == ModBlocks.cable ||
	            worldIn.getBlockState(pos.offset(facing)).getBlock() == ModBlocks.transfer;
	}
	
	@Override
	public int getMetaFromState(IBlockState state) {
	    return 0;
	}
	
	@Override
	protected BlockStateContainer createBlockState() {
	    return new BlockStateContainer(this, new IProperty[] {NORTH, EAST, WEST, SOUTH});
	}

 

Cable.json (blockstate)


{
	"forge_marker": 1,
	"defaults": {
		"model": "justanotherenergy:cable_base",
		"textures": { "all": "justanotherenergy:blocks/cable" }
	},
	"variants": {
	   "north": {
	       "true": {
	       },
	       "false": {
	       }
	   },
	   "east": {
           "true": {
           },
           "false": {
           }
       },
       "south": {
           "true": {
           },
           "false": {
           }
       },
       "west": {
           "true": {
               "submodel": "justanotherenergy:cable_side",
               "y": 90
           },
           "false": {
           }
       },
       "inventory": [{ "transform": "forge:default-block" }]
	}
}

 

cable base (base model)


{
    "textures": { "particle": "justanotherenergy:blocks/cable" },
    "elements": [
        {
            "from": [ 4, 4, 4 ],
            "to": [ 12, 12, 12 ],
            "faces": {
                "down": { "texture": "#all" },
                "up": { "texture": "#all" },
                "north": { "texture": "#all" },
                "south": { "texture": "#all" },
                "west": { "texture": "#all" },
                "east": { "texture": "#all" }
            }
        }
    ]
}

 

cable side (submodel)


{
    "textures": { "all": "justanotherenergy:blocks/cable" },
    "elements": [
        {
            "from": [ 4, 4, 0 ],
            "to": [ 12, 12, 4 ],
            "faces": {
                "down": { "texture": "#all" },
                "up": { "texture": "#all" },
                "north": { "texture": "#all" },
                "south": { "texture": "#all" },
                "west": { "texture": "#all" },
                "east": { "texture": "#all" }
            }
        }
    ]
}

 

 

Thx in advance.

Bektor

Edited by Bektor

Developer of Primeval Forest.

Posted (edited)

 

1) are you wanting to rotate the model or have multiple connections possible?  Think the variants need to account for each possible, so "north=false,south=false,west=false,east=false"->say center model, "north=true,south=false,west=false,east=false" -> different model., "north=true,south=true,east=false,west=false" -> different model ... so if that is desired, you need to account for all possible combos and point each one at different model.

 

1) If rotating: use the FACING property in your class, instead of a bool for each direction, unless it was going to have multiple directions possible, but your addcollisionbox function only allows a single direction.

 

2) you need a conversion for the blockstate metas  (getStateFromMeta(int) & getMetaFromState(IBlockState)

 

3) if you are just rotating the model, easier, just rotate the model in the y.

 

here is code from a rope that I made that rotates and moves the collision around

public class BlockRope extends BlockBase{
	public static final PropertyDirection FACING = BlockHorizontal.FACING;
	public static final PropertyBool TOP=PropertyBool.create("top");
	
	
	protected static final AxisAlignedBB BASE_AABB_TOP = new AxisAlignedBB(0, 0.0D, 0D, 1D, 0.25D, 1D);
	protected static final AxisAlignedBB BASE_AABB_NORTH = new AxisAlignedBB(.4D, 0.0D, 0D, .6D, 1D, .2D);
	protected static final AxisAlignedBB BASE_AABB_SOUTH = new AxisAlignedBB(.4D, 0.0D, .8D, .6D, 1D, 1D);
	
	protected static final AxisAlignedBB BASE_AABB_EAST = new AxisAlignedBB(.8D, 0.0D, .4D, 1D, 1D, .6D);
	protected static final AxisAlignedBB BASE_AABB_WEST = new AxisAlignedBB(0D, 0.0D, .4D, .2D, 1D, .6D);
	
	public BlockRope() {
		super(Material.CLOTH, "rope",false);
		this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH).withProperty(TOP, true));
		
		this.setHardness(2F);
		
	}
	
	
	
	@Override
	public boolean isSideSolid(IBlockState base_state, IBlockAccess world, BlockPos pos, EnumFacing side) {
		if(base_state.getValue(TOP)==true){
			return false;
		}
		
		return true;
	}



	@Override
	public IBlockState getStateFromMeta(int meta) {
		int adjust=meta>>1; 
		EnumFacing enumfacing = EnumFacing.getFront(adjust);

	        if (enumfacing.getAxis() == EnumFacing.Axis.Y)
	        {
	            enumfacing = EnumFacing.NORTH;
	        }
	        
	        int top=meta&1;
	        boolean tb=false;
	        if(top==1){
	        	tb=true;
	        }

	        return this.getDefaultState().withProperty(FACING, enumfacing).withProperty(TOP, tb);
	}
	@Override
	public int getMetaFromState(IBlockState state) {
		boolean top=state.getValue(TOP);
		EnumFacing facing=state.getValue(FACING);
		
		int meta=((EnumFacing)state.getValue(FACING)).getIndex();
		meta=meta<<1;
		if(top){
			meta+=1;
		}
		return meta;
	}
	
	


@Override
public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) {
	if(state.getValue(TOP)==true){
		return BASE_AABB_TOP;
	}
	switch(state.getValue(FACING)){
	
	case EAST:
		return BASE_AABB_EAST;
		
	case NORTH:
		return BASE_AABB_NORTH;
		
	case SOUTH:
		return BASE_AABB_SOUTH;
		
	
	case WEST:
		return BASE_AABB_WEST;
		
	default:
		break;
	
	}
	return BASE_AABB_TOP;
}




@Override
public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox,
		List<AxisAlignedBB> collidingBoxes, Entity entityIn, boolean p_185477_7_) {
	 
	if(state.getValue(TOP)==true){
		addCollisionBoxToList(pos, entityBox, collidingBoxes, BASE_AABB_TOP);
	}
	else{
		switch(state.getValue(FACING)){
		case NORTH:
			addCollisionBoxToList(pos, entityBox, collidingBoxes, BASE_AABB_NORTH);
			break;
		case SOUTH:
			addCollisionBoxToList(pos, entityBox, collidingBoxes, BASE_AABB_SOUTH);
			break;
		case EAST:
			addCollisionBoxToList(pos, entityBox, collidingBoxes, BASE_AABB_EAST);
			break;
		case WEST:
			addCollisionBoxToList(pos, entityBox, collidingBoxes, BASE_AABB_WEST);
		
		default:
			break;
		}
		
	}
	
	 
}

 

 

hope that helps.

{
    "variants": {
        "facing=north,top=true": { "model": "dadmod:rope_top" },
        "facing=east,top=true":  { "model": "dadmod:rope_top", "y": 90 },
        "facing=south,top=true": { "model": "dadmod:rope_top", "y": 180 },
        "facing=west,top=true":  { "model": "dadmod:rope_top", "y": 270 },
        "facing=north,top=false": { "model": "dadmod:rope_side" },
        "facing=east,top=false":  { "model": "dadmod:rope_side", "y": 90 },
        "facing=south,top=false": { "model": "dadmod:rope_side", "y": 180 },
        "facing=west,top=false":  { "model": "dadmod:rope_side", "y": 270 }
    }
}

 

Edited by aw_wolfe
Posted (edited)
22 hours ago, aw_wolfe said:

1) are you wanting to rotate the model or have multiple connections possible?

I want the submodel to extend the base model to have connections between blocks. Basically think about Minecraft fences. They got one base model and one submodel (except that they don't define it as submodel). My problem is now, to place the submodel at the right position of the base model for the correct connection. The difference however is that Minecraft uses multipart while I am using submodels to achieve the same effect.

 

22 hours ago, aw_wolfe said:

but your addcollisionbox function only allows a single direction.

 

Hm... how could I solve this the most efficient way?

 

22 hours ago, aw_wolfe said:

hope that helps.


{
    "variants": {
        "facing=north,top=true": { "model": "dadmod:rope_top" },
        "facing=east,top=true":  { "model": "dadmod:rope_top", "y": 90 },
        "facing=south,top=true": { "model": "dadmod:rope_top", "y": 180 },
        "facing=west,top=true":  { "model": "dadmod:rope_top", "y": 270 },
        "facing=north,top=false": { "model": "dadmod:rope_side" },
        "facing=east,top=false":  { "model": "dadmod:rope_side", "y": 90 },
        "facing=south,top=false": { "model": "dadmod:rope_side", "y": 180 },
        "facing=west,top=false":  { "model": "dadmod:rope_side", "y": 270 }
    }
}

The only problem with this code is that it replaced the whole model while I don't want the model to be replaced, but another model (submodel) beeing added to it.

Edited by Bektor

Developer of Primeval Forest.

Posted

ok, so not just a rotation, but why doesn't the fence functionality work for you? I guess I don't understand why the multipart doesn't work for what you want. (not saying it should, just that I'm not understanding based on what I think you are trying to do)

 

here is the json for a fence blockstate

 

{
    "multipart": [
        {   "apply": { "model": "acacia_fence_post" }},
        {   "when": { "north": "true" },
            "apply": { "model": "acacia_fence_side", "uvlock": true }
        },
        {   "when": { "east": "true" },
            "apply": { "model": "acacia_fence_side", "y": 90, "uvlock": true }
        },
        {   "when": { "south": "true" },
            "apply": { "model": "acacia_fence_side", "y": 180, "uvlock": true }
        },
        {   "when": { "west": "true" },
            "apply": { "model": "acacia_fence_side", "y": 270, "uvlock": true }
        }
    ]
}

it has a center (fence post), then applies mulitpart models based on north,east,south,west.  This give you your center, with fences/connections in the different directions base on setting the blockstate PropertyBool (north, south, east, west). Each direction could be a different model.

 

If you want different images/icons for the item in inventory based on what connections the blockstate had, then I think you need to create a custom Item that holds the data. Can transfer when block breaks into the entityitem.  And then create the proper blockstate upon placement. The item then can set the icon based on the subitem...haven't done that in a while, so not 100% that is best route, but quick search should resovle that.

 

For the collision boxes, if more than 1 direction possible, then don't use if/else if/else if/else because only 1 will get selected.  Use multiple ifs

if(north==true) //add north collision

if(south==true) //add south collision

etc..

Posted
10 minutes ago, aw_wolfe said:

I guess I don't understand why the multipart doesn't work for what you want. (not saying it should, just that I'm not understanding based on what I think you are trying to do)

 

I never tried it with multipart. I don't even know what's the difference between multipart and the submodel stuff is. I just read about the submodels in the Forge documentation and then applied it to my block even before I looked at other JSONs like the one from the fences.

Developer of Primeval Forest.

Posted

I'd try the multipart. the fence gives a pretty good example (and simple) to follow and seems it would cover the functionality. If you get to the point when it doesn't, then see if workaround or if need to go to submodel

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

    • So me and a couple of friends are playing with a shitpost mod pack and one of the mods in the pack is corail tombstone and for some reason there is a problem with it, where on death to fire the player will get kicked out of the server and the tombstone will not spawn basically deleting an entire inventory, it doesn't matter what type of fire it is, whether it's from vanilla fire/lava, or from modded fire like ice&fire/lycanites and it's common enough to where everyone on the server has experienced at least once or twice and it doesn't give any crash log. a solution to this would be much appreciated thank you!
    • It is 1.12.2 - I have no idea if there is a 1.12 pack
    • Okay, but does the modpack works with 1.12 or just with 1.12.2, because I need the Forge client specifically for Minecraft 1.12, not 1.12.2
    • 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() ); } }  
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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