Jump to content

Recommended Posts

Posted
@Override
public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
    if (context.getEntity() instanceof PlayerEntity == false) {
        System.out.print("not player!\n");
        return VoxelShapes.fullCube();
    } else {
        System.out.print("player!\n");
        return VoxelShapes.empty();
    }
}

this is my code ^

My goal is to have the block act like air for a player but act as a solid block for a mob. I know the textures aren't nice, it's just for testing right now. As you can see in the video it works fine on the y axis but not on x axis, unless I sprint. As you can see on the console at the bottom, when passing through on the x axis it thinks I'm not a player for a second? I'm completely lost. I've tried everything I can think of. Any ideas are welcome!

as demonstrated at the end for some reason there is some kind of "force" that pushes me out the block when there is not a neigbouring block. Changing everything to return VoxelShapes.empty(); works perfectly so it's not a problem that has to do with VoxelShapes.empty();

Posted

On my conditionally solid block I'm checking if the context is a dummy, but its been so long I can't remember why. (I know it was due to in issue, but that's it)

 

if (context == ISelectionContext.dummy() || context.getEntity() instanceof PlayerEntity) {
	return VoxelShapes.empty();
}
return VoxelShapes.fullCube();

 

or if you don't need the if block for other code you can make it one line.

return (context == ISelectionContext.dummy() || context.getEntity() instanceof PlayerEntity) ? VoxelShapes.empty() : VoxelShapes.fullCube();

 

Posted

If i'm recalling correctly, Minecraft passes a dummy when setting up its solid block cache, and then uses that cache when checking if it needs to push an entity out of a block.

 

Glad it worked, its no fun getting stuck on something.

A few days ago I spend hours running circles on some 1.15 rendering code (not what I posted here), finding the fix was only one line was both a relief and devastating due to the wasted time.

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

    • Different problem now. https://paste.ee/p/iDo8lS35
    • I would like to have a BoP sapling drop from my block if it is also installed. I think I have done everything and I cannot pinpoint the problem, which is the error in the logs that appears when joining a world:   [Worker-Main-11/ERROR] [ne.mi.co.ForgeHooks/]: Couldn't parse element loot_tables:grasses:blocks/leaves_block com.google.gson.JsonSyntaxException: Expected name to be an item, was unknown string 'biomesoplenty:magic_sapling' My code:   LootItemConditions.CONDITIONS.register(modEventBus); public class LootItemConditions { public static final DeferredRegister<LootItemConditionType> CONDITIONS = DeferredRegister.create(Registries.LOOT_CONDITION_TYPE, Grasses.MOD_ID); public static final RegistryObject<LootItemConditionType> IS_MOD_LOADED = CONDITIONS.register("is_mod_loaded", () -> new LootItemConditionType(new IsModLoaded.ConditionSerializer())); } public class IsModLoaded implements LootItemCondition { private final boolean exists; private final String modID; public IsModLoaded(String modID) { this.exists = ModList.get().isLoaded(modID); this.modID = modID; } @Override public LootItemConditionType getType() { return LootItemConditions.IS_MOD_LOADED.get(); } @Override public boolean test(LootContext context) { return this.exists; } public static LootItemCondition.Builder builder(String modid) { return () -> new IsModLoaded(modid); } public static class ConditionSerializer implements Serializer<IsModLoaded> { @Override public void serialize(JsonObject json, IsModLoaded instance, JsonSerializationContext ctx) { json.addProperty("modid", instance.modID); } @Override public IsModLoaded deserialize(JsonObject json, JsonDeserializationContext ctx) { return new IsModLoaded(GsonHelper.getAsString(json, "modid")); } } } protected LootTable.Builder createLeavesDropsWithModIDCheck(Block selfBlock, Item sapling, Property<?>[] properties, String modIDToCheck, float... chances) { CopyBlockState.Builder blockStateCopyBuilder = CopyBlockState.copyState(selfBlock); for(Property<?> property : properties) { blockStateCopyBuilder.copy(property); } return LootTable.lootTable() .withPool(LootPool.lootPool().setRolls(ConstantValue.exactly(1.0F)) .add(LootItem.lootTableItem(selfBlock) .when(HAS_SHEARS_OR_SILK_TOUCH) .apply(blockStateCopyBuilder))) .withPool(LootPool.lootPool().setRolls(ConstantValue.exactly(1.0F)) .add(this.applyExplosionCondition(selfBlock, LootItem.lootTableItem(sapling)) .when(IsModLoaded.builder(modIDToCheck))) .when(BonusLevelTableCondition.bonusLevelFlatChance(Enchantments.BLOCK_FORTUNE, chances)) .when(HAS_NO_SHEARS_OR_SILK_TOUCH)) .withPool(LootPool.lootPool().name("sticks").setRolls(ConstantValue.exactly(1.0F)) .add(this.applyExplosionDecay(selfBlock, LootItem.lootTableItem(Items.STICK). apply(SetItemCountFunction.setCount(UniformGenerator.between(1.0F, 2.0F)))) .when(BonusLevelTableCondition.bonusLevelFlatChance(Enchantments.BLOCK_FORTUNE, NORMAL_LEAVES_STICK_CHANCES)) .when(HAS_NO_SHEARS_OR_SILK_TOUCH))); } I don't know. Am I making a mistake somewhere? Am I forgetting something? Should there be something else?
  • Topics

×
×
  • Create New...

Important Information

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