MSpace-Dev Posted December 15, 2017 Posted December 15, 2017 (edited) Hello everyone, So, I am making a block that needs to check when any mobs spawn around it. What I want to do is when this LivingSpawnEvent happens, is create an AABB at this event's position, and CHECK if my tile entity is within this box. I have no idea how to do this, and I've tried scouring the web, with no success. I'm also not sure how to create my AABB at this specific event's coords. This is what I have so far. EVENT HANDLER: @Mod.EventBusSubscriber public class MonsterTotemsEventHandler { @SubscribeEvent public void mobSpawn(LivingSpawnEvent e) { BlockPos eventPos = e.getEntity().getPosition(); AxisAlignedBB eventAABB = new AxisAlignedBB(10.0f, 10.0f, 10.0f, 10.0f, 10.0f, 10.0f); // if (tile entity is in AABB) { // execute code here //} } } Thanks! Edited December 15, 2017 by MSpace-Dev Topic Solved Quote
Matryoshika Posted December 15, 2017 Posted December 15, 2017 You can call BlockPos#getAllInBox which returns a collection of BlockPos. You need to give the method 2 opposite corners. You can get those by using BlockPos::add(+-x, +-y, +-z) You can then do a normal for-loop or lambda-for-each to iterate over each BlockPos. 1 Quote Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
MSpace-Dev Posted December 15, 2017 Author Posted December 15, 2017 Awesome, that has helped a lot! Just one thing, I am new to Tile Entities. So, I am not sure how to reference the Tile Entity that I'm looking for. I have "bound" the Tile Entity to the block, using the createTileEntity() method. From here, do I just check for the blockstate, or do I search for the tile entity? Here is my code so far @Mod.EventBusSubscriber public class MonsterTotemsEventHandler { @SubscribeEvent public void mobSpawn(LivingSpawnEvent e) { BlockPos eventPos = e.getEntity().getPosition(); Iterable<BlockPos> blocks = BlockPos.getAllInBox(eventPos.add(-10.0f, -10.0f, -10.0f), eventPos.add(10.0f, 10.0f, 10.0f)); for (BlockPos pos : blocks) { World world = e.getWorld(); if(world.getTileEntity(pos) == ){ // Not sure what to put here << // execute code } } } } Quote
Matryoshika Posted December 15, 2017 Posted December 15, 2017 (edited) Well, not all blocks have tileentities. In those cases, World::getTileEntity will return null, so you'll need a null-check first, or you'll very likely crash. After that, you can use an instanceof instead of equals-check, and just reference your TileEntity's type eg if(world.getTileEntity(pos) instanceof TileEntityFurnace) Edited December 15, 2017 by Matryoshika 1 Quote Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
MSpace-Dev Posted December 15, 2017 Author Posted December 15, 2017 Ah, of course! Man, you have been a huge help. Gonna give that a shot! Quote
MSpace-Dev Posted December 15, 2017 Author Posted December 15, 2017 So, I'm getting this error when in-game. A TileEntity type io.github.mspacedev.tiles.TileEntityTotemBase has throw an exception trying to write state. It will not persist. Report this to the mod author java.lang.RuntimeException: class io.github.mspacedev.tiles.TileEntityTotemBase is missing a mapping! Even though, I have reason to believe, that I have mapped the Tile Entity. (Again, new to this) BLOCK CLASS: public class BlockTotemBase extends BlockBase implements ITileEntityProvider { public BlockTotemBase(String name, Material materialIn) { super(name, materialIn); } @Nullable @Override public TileEntity createNewTileEntity(World worldIn, int meta) { return new TileEntityTotemBase(); } } TILE ENTITY TOTEM BASE: public class TileEntityTotemBase extends TileEntity { // Empty } MAIN CLASS INIT: (removed a bunch of unnecessary code, that does not need to be seen) @Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION ) public class MonsterTotems { public static void init(FMLInitializationEvent event){ proxy.init(event); ModTileEntities.init(); } } MOD TILE ENTITIES: public class ModTileEntities { public static void init(){ GameRegistry.registerTileEntity(TileEntityTotemBase.class, "totem_base_i"); } } Btw, I register the BlockTotemBase with the same id as the Tile Entity. Quote
Matryoshika Posted December 15, 2017 Posted December 15, 2017 init-phase event-handlers need to be annotated with @EventHandler alt @Mod.EventBusSubscriber if outside your main class 1 Quote Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
MSpace-Dev Posted December 15, 2017 Author Posted December 15, 2017 I call that init() function in ModTileEntities from the main class. Quote
larsgerrits Posted December 15, 2017 Posted December 15, 2017 (edited) 6 minutes ago, MSpace-Dev said: MAIN CLASS INIT: (removed a bunch of unnecessary code, that does not need to be seen) @Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION ) public class MonsterTotems { public static void init(FMLInitializationEvent event){ proxy.init(event); ModTileEntities.init(); } } You need to make your init method non-static and you need to add @Mod.EventHandler on top of the method. Edited December 15, 2017 by larsgerrits 1 Quote Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
MSpace-Dev Posted December 15, 2017 Author Posted December 15, 2017 I've done that. Still get the same error. MAIN CLASS: public void init(FMLInitializationEvent event){ proxy.init(event); ModTileEntities.init(); } MOD TILE ENTITIES: public class ModTileEntities { @Mod.EventHandler public static void init(){ GameRegistry.registerTileEntity(TileEntityTotemBase.class, "totem_base_i_te"); } } Quote
Matryoshika Posted December 15, 2017 Posted December 15, 2017 Wrong init. The one in your main/common proxy that gets the FMLInitializationEvent 1 Quote Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
larsgerrits Posted December 15, 2017 Posted December 15, 2017 3 minutes ago, MSpace-Dev said: I've done that. Still get the same error. MAIN CLASS: public void init(FMLInitializationEvent event){ proxy.init(event); ModTileEntities.init(); } MOD TILE ENTITIES: public class ModTileEntities { @Mod.EventHandler public static void init(){ GameRegistry.registerTileEntity(TileEntityTotemBase.class, "totem_base_i_te"); } } No, add @Mod.EventHandler on top of the init method in your @Mod class. 1 Quote Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
MSpace-Dev Posted December 15, 2017 Author Posted December 15, 2017 (edited) Awesome, finally got that working. Geez, sorry about that... Now that that is out of the way, back to my main question. I have got this so far: MONSTER TOTEMS EVENT HANDLER: @Mod.EventBusSubscriber public class MonsterTotemsEventHandler { @SubscribeEvent public void mobSpawn(LivingSpawnEvent e) { Utils.getLogger().info("MOB SPAWNED!!!"); BlockPos eventPos = e.getEntity().getPosition(); Iterable<BlockPos> blocks = BlockPos.getAllInBox(eventPos.add(-100.0f, -100.0f, -100.0f), eventPos.add(100.0f, 100.0f, 100.0f)); for (BlockPos pos : blocks) { World world = e.getWorld(); if(world.getTileEntity(pos) != null) { if (world.getTileEntity(pos) instanceof TileEntityTotemBase) { e.getEntity().setFire(100); Utils.getLogger().info("MOB CLOSE TO TILE ENTITY!!!"); } } } } } Anyways, long-story-short, none of the logger messages get outputted to the console, when a mob spawns during night time. Which means this event handler isn't working. MAIN CLASS: (postInit()) public void postInit(FMLPostInitializationEvent event){ proxy.postInit(event); MinecraftForge.EVENT_BUS.register(new MonsterTotemsEventHandler()); } EDIT: I need @Mod.EventHandler on top... don't I...? Edited December 15, 2017 by MSpace-Dev Quote
MSpace-Dev Posted December 15, 2017 Author Posted December 15, 2017 Yup, that was the problem! Alright. Kudos to you guys. Liked every single reply, for ya reputation =) So happy that I can carry on now! Thank you! Quote
larsgerrits Posted December 15, 2017 Posted December 15, 2017 4 minutes ago, MSpace-Dev said: EDIT: I need @Mod.EventHandler on top... don't I...? Yes, you need it on top of all the FML lifecycle events. 1 Quote Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
Calous Posted February 18, 2018 Posted February 18, 2018 On 17.12.2017 at 0:12 AM, diesieben07 said: Problematic code issue 4 and 10. instanceof includes a null check already, you do not need a separate one. There is a much more efficient way to check for TileEntities in an area, since every Chunk has a list of it's TileEntities (Chunk::getTileEntityMap). You can just get all Chunks that fall within your area and only check the TileEntities within them, instead of every single block position. This is particularly important since you are doing this on every mob spawn (this happens a lot!). For something even more efficient you could add a chunk capability and use it to store only your TileEntities within that chunk, which would allow you to only check that map. I've read through the docs but it's still kinda hazy for me, wouldn't it require a fair amount of workaround to add a capability to such an important part of vanilla code? Quote
Calous Posted February 19, 2018 Posted February 19, 2018 Oh well that sure makes things easier, thanks! Quote
Recommended Posts
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.