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[1.14.4] Multiblock


Simon_kungen

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Hi

 

I had in the title "multiblock" because what I'm trying to achieve is pretty close to being a standard multiblock structure, but it would not function as a traditional one like a machine. A multiblock recognizing eight (8) blocks from vanilla which when recognizing the pattern will add a timer for n amount of time, and when it reaches 0 will turn the bottom four (4) into another block.

I would like to add a feature to make Clay renewable by submerging three (3) Dirt blocks and one (1) Gravel block in a 4x4 underwater, and will over time turn those four blocks into four Clay blocks ready to be harvested.

 

I do not know how to efficiently check for this without lagging the server. Checking for four Water blocks would be disastrous, checking for Dirt or Gravel would be pretty hard on the server too, and then there is the problem of adding a timer to a recognized multiblock of vanilla blocks. Something I could do to make the pattern recognizing more efficient would check for clear sky, I just thought of. But I do not know how to check for that underwater.

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My current plan now is to make a capability and then attach it to every chunk, and then do a test searching for my multiblock:

 

Spoiler

PatternCreator.java


public class PatternCreator
{

    private final int x,y,z;


    private Block[][][] blocks;

    public PatternCreator(int width, int height, int depth, Block...blocks)
    {
        x = width;
        y = height;
        z = depth;


        this.blocks = new Block[width][height][depth];

        for (int x=0;x<this.x;x++) {
            for (int y=0;y<this.y;y++) {
                for (int z=0;z<this.z;z++) {
                    this.blocks[x][y][z] = blocks[x+y+z];
                }
            }
        }


    }

    public boolean checkPattern(World world, BlockPos pos)
    {
        for (int x=0;x<this.x;x++) {
            for (int y=0;y<this.y;y++) {
                for (int z=0;z<this.z;z++) {
                    BlockPos blockPos = new BlockPos(pos.getX()+x,pos.getY()+y,pos.getZ()+z);
                    if (!(world.getBlockState(blockPos).getBlock() == this.blocks[x][y][z]))
                        return false;
                }
            }
        }
        return true;
    }

    public Block[][][] getBlocks()
    {
        return blocks;
    }

    public Block getBlock(int x, int y, int z)
    {
        return blocks[x][y][z];
    }
}

 

Clay.java


public class Clay extends PatternCreator
{
    public Clay()
    {
        super(2,2,2,
                Blocks.DIRT,Blocks.DIRT,
                Blocks.DIRT,Blocks.GRAVEL,

                Blocks.WATER,Blocks.WATER,
                Blocks.WATER,Blocks.WATER
        );
    }
}

 

 

 

Then it should when it finds it adds that block as the origin.

Spoiler

Pattern.java


public class Pattern implements IPattern
{

    private List<PatternTracker> patterns;
    private Chunk chunk;


    public static final long timeTicks = 20 * 60 * 30;

    public Pattern(Chunk chunk)
    {
        patterns = new ArrayList<>();
        this.chunk = chunk;
    }


    @Override
    public void checkFor(PatternTypes type)
    {

        // TODO	look for the pattern, then add it to the list.




    }

    @Override
    public PatternTracker[] getPatterns()
    {
        return patterns.stream().toArray(PatternTracker[]::new);
    }
}

 

PatternTracker.java


public class PatternTracker
{

    private final BlockPos pos;
    private final Direction direction;


    public PatternTracker(BlockPos pos, @Nullable Direction direction)
    {
        this.pos = pos;
        this.direction = direction != null ? direction : Direction.NORTH;
    }


    public BlockPos getPosition()
    {
        return pos;
    }

    public Direction getDirection()
    {
        return direction;
    }
}

 

 

 

But here I've encountered my first problem: In order for the pattern recognizer to check it needs an origin block position to check from. And that would be the lowest x and z coordinate in the chunk, which I do not know how to check for. I think it would be best to check for just the very top layer in the chunk to avoid slowing down the server too much. But I do not know how to get the chunk's local (0-15) x and z coordinate and go from there. I can get the y coordinate but the other two are unknown.

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