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Make player break blocks programmically


satyamedh

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Okay

Just now, diesieben07 said:

Well, that's the last step of breaking a block. Before that comes showing the breaking damage, etc. I pointed you to the entrypoint of the whole process ("the player just pressed the left mouse button this tick - do something with that information"). You need to trace the code path from there (and across the network packets being sent) and figure out which methods are being called.

It's not as simple as just "call method X".

I'm like a real newbie to the blocks n stuff. How can I trace the code? do I set a debug breakpoint on every line or wut?

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1 minute ago, diesieben07 said:

You open the code in your IDE. Look at which methods are called, click on them, see what they do, etc.

Breakpoints definitely do help if you have trouble understanding what exactly is going on.

Okay, How to I use this thing u told me?

 

17 minutes ago, diesieben07 said:

Look at Minecraft#sendClickBlockToController for the client-side part.

---------------^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^-------------------------------

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1 hour ago, diesieben07 said:

Use ctrl-shift-alt-n to search for symbols, then enter the method name.

Hello! I have this code now:

public static boolean attack(){
        ClientPlayerEntity player = Minecraft.getInstance().player;
        if ((player == null)) {return false;}

        RayTraceResult lookingAt = Minecraft.getInstance().objectMouseOver;
        assert lookingAt != null;
        System.out.println(lookingAt.getType().toString());
        if (lookingAt.getType() == RayTraceResult.Type.BLOCK) {
            if (lookingAt.getType().toString() == "a"){
                System.out.println("Yeaaa");
            }
            double x = lookingAt.getHitVec().getX();
            double y = lookingAt.getHitVec().getY();
            double z = lookingAt.getHitVec().getZ();
            Minecraft.getInstance().particles.addBlockHitEffects(new BlockPos(x, y, z), (BlockRayTraceResult) lookingAt);
            Minecraft.getInstance().player.swingArm(Hand.MAIN_HAND);
            player.world.getBlockState(new BlockPos(x, y, z))
                    .getBlock().
                            harvestBlock(
                    player.world,
                    player,
                    new BlockPos(x, y, z),
                    player.world.getBlockState(new BlockPos(x, y, z)),
                    player.world.getTileEntity(new BlockPos(x, y, z)),
                                    player.getHeldItemMainhand()
                                    );
        }


        return true;
    }

And It just animates the block breaking, but dosent drop the block. pls help :)

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3 hours ago, diesieben07 said:

It cannot be both a client-only mod and not a client-only mod.

That's like saying something is alive and dead at the same time.

It is basically a helper mod for my project. All I need this mod to do is to do what a normal player can whenever I ask it to do something from python. the python-java communication is flawless. just need a way to contol the player. so I guess it is up to you who says what I need :D 

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The client, as the client, obviously has some way to make blocks break and drop their loot on the server.

It doesn't happen by magic (unless packets are magic).

All you need to do is find the code that the client already does and make it run automatically instead of on user input.

Edited by Draco18s

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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2 minutes ago, Draco18s said:

The client, as the client, obviously has some way to make blocks break and drop their loot on the server.

It doesn't happen by magic (unless packets are magic).

All you need to do is find the code that the client already does and make it run automatically instead of on user input.

Do u know the function that is called?

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1 minute ago, diesieben07 said:

I will keep quoting this until you read it.

I checked it a long time ago. heres the new code I updated but didnt post:

public static boolean attack(){
        ClientPlayerEntity player = Minecraft.getInstance().player;
        if ((player == null)) {return false;}

        RayTraceResult lookingAt = Minecraft.getInstance().objectMouseOver;
        assert lookingAt != null;
        System.out.println(lookingAt.getType().toString());
        if (lookingAt.getType() == RayTraceResult.Type.BLOCK) {
            if (lookingAt.getType().toString() == "a"){
                System.out.println("Yeaaa");
            }
            double x = lookingAt.getHitVec().getX();
            double y = lookingAt.getHitVec().getY();
            double z = lookingAt.getHitVec().getZ();
            net.minecraftforge.client.event.InputEvent.ClickInputEvent inputEvent = net.minecraftforge.client.ForgeHooksClient.onClickInput(0, Minecraft.getInstance().gameSettings.keyBindAttack, Hand.MAIN_HAND);
            if (inputEvent.shouldSwingHand()) {
                Minecraft.getInstance().particles.addBlockHitEffects(new BlockPos(x, y, z), (BlockRayTraceResult) lookingAt);
                Minecraft.getInstance().player.swingArm(Hand.MAIN_HAND);
            }
            player.world.getBlockState(new BlockPos(x, y, z))
                    .getBlock().
                            harvestBlock(
                    player.world,
                    player,
                    new BlockPos(x, y, z),
                    player.world.getBlockState(new BlockPos(x, y, z)),
                    player.world.getTileEntity(new BlockPos(x, y, z)),
                                    player.getHeldItemMainhand()
                                    );
        }


        return true;
    }

 

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11 minutes ago, Kalma said:

I would suggest you try with Block#destroyBlock, instead of Block#harvestBlock:

 


            player.world.getBlockState(new BlockPos(x, y, z))
                    .getBlock().
                    .destroyBlock(player, false/true);

or you can also use Block#spawnDrops whenever needed.

 

This cannot be done client side. #ReadTheThread.

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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On 10/30/2020 at 12:52 AM, Kalma said:

I would suggest you try with Block#destroyBlock, instead of Block#harvestBlock:

 


            player.world.getBlockState(new BlockPos(x, y, z))
                    .getBlock().
                    .destroyBlock(player, false/true);

or you can also use Block#spawnDrops whenever needed.

 

destroyBlock dosent exists -_-

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hahahahaha!

 

I am not sure if this is what you really need as draco18s estated. I mean, blockDestroy is server-side, so you should change most of the code you posted since it is definitely client-side. Besides that, you can not input "false/true"! You have to call the function using "false" (no drops) or true (drop items)...

 

I would recommend you follow diesieben7 suggestion, and take a look to "Minecraft#sendClickBlockToController for the client-side part."

 

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