Jump to content

Recommended Posts

Posted (edited)

So, I have a block with a TileEntity. All's working fine, except for the main purpose of said TileEntity. I want it to loop through each entity standing on top of the block, and run some code for each one.
 

It doesn't.

I define an AxisAlignedBB:

AxisAlignedBB aabbAbove = new AxisAlignedBB(pos.up());

and use it in my tick() method:

for (LivingEntity ent : world.getEntitiesWithinAABB(LivingEntity.class, aabbAbove)) {
    if(ent.getHealth() > 1) {
        ent.setHealth(ent.getHealth() - 1);
        ent.performHurtAnimation();
        collectedHealth++;
    }
}

but the above for loop never fires... any ideas?

Thanks,

  ~Blocky

Edited by BlockyPenguin
Solevd

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted

Show more code.

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.

Posted
1 hour ago, Draco18s said:

Show more code.

Ok :)
 

package com.blockypenguin.labkit.tileentities;

import ...

public class HealthCollectorTile extends TileEntity implements ITickableTileEntity, INamedContainerProvider {

    private LazyOptional<IEnergyStorage> energy = LazyOptional.of(this::createEnergy);

    int counter = 10; // 20 ticks is approximately one second, therefore 10 ticks is approximately half a second.
    BlockState newBlockState;
	int collectedHealth = 0;
	Mode mode = Mode.DAMAGE_HEAL;
	
    AxisAlignedBB aabbAbove = new AxisAlignedBB(pos.up());
	
    public HealthCollectorTile() {
        super(ModTiles.HEALTH_COLLECTOR_TILE);
    }

    @Override
    public void tick() {
    	if(world.isRemote())
    		return;

        if (counter <= 0) {
        	for (LivingEntity ent : world.getEntitiesWithinAABB(LivingEntity.class, aabbAbove)) {
        		if(ent.getHealth() > 1) {
        			
        			ent.setHealth(ent.getHealth() - 1);
        			ent.performHurtAnimation();
        			energy.ifPresent(e -> ((CustomEnergyStorage)e).subtractEnergy(100));
        			collectedHealth++;
        			
        		}
			}
        	counter = 10;
        }else {
        	counter--;
            markDirty();
        }
        
        energy.ifPresent(e -> {
        	if(e.getEnergyStored() < 0) {
        		((CustomEnergyStorage) e).setEnergy(0);
        	}
        });
        
    }
    
    // Get data from the NBT
    @SuppressWarnings("unchecked")
	@Override
    public void read(CompoundNBT tag) {
        CompoundNBT energyTag = tag.getCompound("energy");
        energy.ifPresent(e -> ((INBTSerializable<CompoundNBT>) e).deserializeNBT(energyTag));

        counter = tag.getInt("counter");
        collectedHealth = tag.getInt("collectedHealth");
        super.read(tag);
    }
    
    // Send data to the NBT
    @SuppressWarnings("unchecked")
	@Override
    public CompoundNBT write(CompoundNBT tag) {
        energy.ifPresent(h -> {
            CompoundNBT compound = ((INBTSerializable<CompoundNBT>) h).serializeNBT();
            tag.put("energy", compound);
        });

        tag.putInt("counter", counter);
        tag.putInt("collectedHealth", collectedHealth);
        return super.write(tag);
    }
    
    // When creating the energy storage, use CustomEnergyStorage, with a maximum capacity of 100,000FE
    private IEnergyStorage createEnergy() {
        return new CustomEnergyStorage(100000, 0);
    }
    
    @Nonnull
    @Override
    public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) {
        if (cap == CapabilityEnergy.ENERGY) {
            return energy.cast();
        }
        return super.getCapability(cap, side);
    }

    @Override
    public ITextComponent getDisplayName() {
        return new TranslationTextComponent("container.labkit.health_collector");
    }

    @Nullable
    @Override
    public Container createMenu(int i, PlayerInventory playerInventory, PlayerEntity playerEntity) {
        return new HealthCollectorContainer(i, world, pos, playerInventory, playerEntity);
    }
    
    public static enum Mode {
    	DAMAGE_HEAL,
    	PERMANENT
    }
}

I know Mode doesn't do anything, that's coming later. My goal is to damage the entity every 10 ticks, so long as the entity has more than half a heart of health, and save the amount of damage dealt to colledtedHealth.

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted

Also, as a sidenote, all aesthetics and nice-feeling timings aside, how effective is having a counter at decreasing server lag?

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted
31 minutes ago, BlockyPenguin said:

Also, as a sidenote, all aesthetics and nice-feeling timings aside, how effective is having a counter at decreasing server lag?

A counter is fine, but an another way of doing it would be to increase a number every tick and then use the modulo operator to compare the current value.

So for example, create a ticks field, run ++ticks every tick to increment, then do if (ticks % 10 == 0). It will return true every ten ticks.

The modulo operator is basically a division operator that returns the remainder, so comparing it to zero will only return true if the value is cleanly divisible.

It won't make a noticeable difference performance-wise, but you may find the code to be a little cleaner. It's just a personal preference thing.

  • Like 1

I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.

Posted
2 minutes ago, imacatlolol said:

A counter is fine, but an another way of doing it would be to increase a number every tick and then use the modulo operator to compare the current value.

So for example, create a ticks field, run ++ticks every tick to increment, then do if (ticks % 10 == 0). It will return true every ten ticks.

The modulo operator is basically a division operator that returns the remainder, so comparing it to zero will only return true if the value is cleanly divisible.

It won't make a noticeable difference performance-wise, but you may find the code to be a little cleaner. It's just a personal preference thing.

Ah, nice! I hadn't thought about that! Thanks!

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted

Use breakpoints and debug mode to see what's going on.

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.

Posted

Ah, actually I know what the problem is.

5 hours ago, BlockyPenguin said:

AxisAlignedBB aabbAbove = new AxisAlignedBB(pos.up());

This AABB is zero-volume and cannot contain any entities. Look at how vanilla entities like the hopper define their collection volume.

  • Thanks 1

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.

Posted
6 hours ago, Draco18s said:

Ah, actually I know what the problem is.

This AABB is zero-volume and cannot contain any entities. Look at how vanilla entities like the hopper define their collection volume.

Ah, ok, thanks! I'l take a look now :)

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

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

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

×
×
  • Create New...

Important Information

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