Posted January 2, 20205 yr Is there a simple way to check if a block can be activated? Ideally, it would return the same result as onBlockActivated, but without actually affecting anything. Not sure if this is viable or even possible... I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.
January 2, 20205 yr If I understood correctly, I am pretty sure there is no way to achieve this. Block#onBlockActivated does 2 things: determine whether the block is “activatable” (indicated by the return value) and do stuff when the block is activated. Since these two things are packed together in one method, there is no way to prevent one from happening. Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
January 2, 20205 yr Author 2 minutes ago, DavidM said: If I understood correctly, I am pretty sure there is no way to achieve this. Block#onBlockActivated does 2 things: determine whether the block is “activatable” (indicated by the return value) and do stuff when the block is activated. Since these two things are packed together in one method, there is no way to prevent one from happening. Yeah, that's what I was worried about. One option would be to somehow pass in a fake world, which would be pretty ridiculous and not at all viable... probably? A more likely option would be to iterate over all of the registered blocks after initialization and use reflection to see if they override Block#onBlockActivated. But, that would entirely disregard the actual method's logic and probably be pretty slow (though I'd probably cache it with a config value)... I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.
January 2, 20205 yr Author 4 hours ago, diesieben07 said: The question is: What are you trying to achieve? I'm altering the block highlight effect when a given block is intractable. It's a sort of "immersive WAILA" type of thing. I'm doing the same for other situations, such as when blocks are harvest-able with a tool, but intractable blocks have been the only hurdle I haven't been able to find a clean solution to. My reflection idea functions well enough, but not being able to perform the actual Block#onBlockActivated check has been a real killer... I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.
January 2, 20205 yr Your best bet will, probably, be a fake world (you will need to use a dimension). You'll have to clone the item stacks in the player's hands as well to avoid inadvertent modification (e.g. barrel blocks that get right clicked with an item to store items) and may have to use a fake player as well (this class already exists; FakePlayer). Feel free to examine my mod for how I use my Filter Dimension to check to see if items can be inserted into TileEntities or not. https://github.com/Draco18s/ReasonableRealism/tree/1.14.4/src/main/java/com/draco18s/industry 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.
January 2, 20205 yr Author 12 minutes ago, Draco18s said: Your best bet will, probably, be a fake world (you will need to use a dimension). You'll have to clone the item stacks in the player's hands as well to avoid inadvertent modification (e.g. barrel blocks that get right clicked with an item to store items) and may have to use a fake player as well (this class already exists; FakePlayer). Feel free to examine my mod for how I use my Filter Dimension to check to see if items can be inserted into TileEntities or not. https://github.com/Draco18s/ReasonableRealism/tree/1.14.4/src/main/java/com/draco18s/industry Thanks for the lead, wasn't expecting a fake world to be that clean! I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.
January 2, 20205 yr 1 hour ago, imacatlolol said: wasn't expecting a fake world to be that clean! It doesn't save blocks, it doesn't generate blocks, it doesn't care about any data in it (it will always check what's there first, and if its what it wants, it uses it, if not it replaces it). 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.
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