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Villagers don't recognize special type of door as a door.


ken2020

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Hello, I have tried to update the code to my door. The door is a special type of door where instead of hanging on the edge of a block, it goes through the center. For some reason however, the villagers do not recognize it as a door, and therefore never use it. How can I add to my code to make them use it?

 

package com.kenmod.objects.blocks.doors;

import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.DoorBlock;
import net.minecraft.block.HorizontalBlock;
import net.minecraft.state.BooleanProperty;
import net.minecraft.state.DirectionProperty;
import net.minecraft.state.EnumProperty;
import net.minecraft.state.Property;
import net.minecraft.state.StateContainer.Builder;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.state.properties.DoorHingeSide;
import net.minecraft.state.properties.DoubleBlockHalf;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.shapes.ISelectionContext;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.world.IBlockReader;

public class CenteredDoor extends DoorBlock {
	
	public static final DirectionProperty FACING = HorizontalBlock.HORIZONTAL_FACING;
	public static final BooleanProperty OPEN = BlockStateProperties.OPEN;
	public static final EnumProperty<DoorHingeSide> HINGE = BlockStateProperties.DOOR_HINGE;
	public static final BooleanProperty POWERED = BlockStateProperties.POWERED;
	public static final EnumProperty<DoubleBlockHalf> HALF = BlockStateProperties.DOUBLE_BLOCK_HALF;
	
	protected static final VoxelShape default_shape = Block.makeCuboidShape(0.0D, 0.0D, 7.0D, 16.0D, 16.0D, 9.0D);
	protected static final VoxelShape north_south = Block.makeCuboidShape(0.0D, 0.0D, 7.0D, 16.0D, 16.0D, 9.0D);
	protected static final VoxelShape east_west = Block.makeCuboidShape(7.0D, 0.0D, 0.0D, 9.0D, 16.0D, 16.0D);
	protected static final VoxelShape south_l = Block.makeCuboidShape(13.0D, 0.0D, 7.0D, 16.0D, 16.0D, 21.0D);
	protected static final VoxelShape south_r = Block.makeCuboidShape(0.0D, 0.0D, 7.0D, 3.0D, 16.0D, 21.0D);
	protected static final VoxelShape north_l = Block.makeCuboidShape(0.0D, 0.0D, 9.0D, 3.0D, 16.0D, -5.0D);
	protected static final VoxelShape north_r = Block.makeCuboidShape(13.0D, 0.0D, 9.0D, 16.0D, 16.0D, -5.0D);
	protected static final VoxelShape east_l = Block.makeCuboidShape(7.0D, 0.0D, 0.0D, 21.0D, 16.0D, 3.0D);
	protected static final VoxelShape east_r = Block.makeCuboidShape(7.0D, 0.0D, 13.0D, 21.0D, 16.0D, 16.0D);
	protected static final VoxelShape west_l = Block.makeCuboidShape(9.0D, 0.0D, 13.0D, -5.0D, 16.0D, 16.0D);
	protected static final VoxelShape west_r = Block.makeCuboidShape(9.0D, 0.0D, 0.0D, -5.0D, 16.0D, 3.0D);
	
	public CenteredDoor (Properties properties) {
		super(properties);
	}
	@Override
	public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
		Direction dir = (Direction)state.get((Property<?>)FACING);
	    DoorHingeSide side = (DoorHingeSide)state.get((Property<DoorHingeSide>)HINGE);
	    Boolean open = (Boolean)state.get((Property<?>)OPEN);
	    if ((dir == Direction.NORTH || dir == Direction.SOUTH) && !open.booleanValue()) {
	    	return north_south; 
	    }
	    if ((dir == Direction.EAST || dir == Direction.WEST) && !open.booleanValue()) {
	    	return east_west; 
	    }
	    if (dir == Direction.NORTH && side == DoorHingeSide.LEFT) {
	    	return north_l; 
	    }
	    if (dir == Direction.NORTH && side == DoorHingeSide.RIGHT) {
	    	return north_r; 
	    }
	    if (dir == Direction.SOUTH && side == DoorHingeSide.LEFT) {
	    	return south_l; 
	    }
	    if (dir == Direction.SOUTH && side == DoorHingeSide.RIGHT) {
	    	return south_r; 
	    }
	    if (dir == Direction.EAST && side == DoorHingeSide.LEFT) {
	    	return east_l; 
	    }
	    if (dir == Direction.EAST && side == DoorHingeSide.RIGHT) {
	    	return east_r; 
	    }
	    if (dir == Direction.WEST && side == DoorHingeSide.LEFT) {
	    	return west_l; 
	    }
	    if (dir == Direction.WEST && side == DoorHingeSide.RIGHT) {
	    	return west_r; 
	    }
	    return default_shape;
	}
	
	@Override
	protected void fillStateContainer(Builder<Block, BlockState> builder) {
		builder.add(new Property[] {
			HALF,
			FACING,
			OPEN,
			HINGE,
			POWERED
		});
	}
}

 

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Ok I did this:

{
    "replace": false,
    "values": [
        "minecraft:oak_door",
        "minecraft:spruce_door",
        "minecraft:birch_door",
        "minecraft:jungle_door",
        "minecraft:acacia_door",
        "minecraft:dark_oak_door",
        "minecraft:crimson_door",
        "minecraft:warped_door",
        "kenmod:oak_cabin_door"
    ]
}

{
	"replace": false,
	"values": [
		"minecraft:oak_door",
		"minecraft:spruce_door",
		"minecraft:birch_door",
		"minecraft:jungle_door",
		"minecraft:acacia_door",
		"minecraft:dark_oak_door",
		"minecraft:crimson_door",
		"minecraft:warped_door",
		"kenmod:oak_cabin_door"
	]
}

But they still don't open the door.

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19 hours ago, ken2020 said:

Ok I did this:

{
    "replace": false,
    "values": [
        "minecraft:oak_door",
        "minecraft:spruce_door",
        "minecraft:birch_door",
        "minecraft:jungle_door",
        "minecraft:acacia_door",
        "minecraft:dark_oak_door",
        "minecraft:crimson_door",
        "minecraft:warped_door",
        "kenmod:oak_cabin_door"
    ]
}


{
	"replace": false,
	"values": [
		"minecraft:oak_door",
		"minecraft:spruce_door",
		"minecraft:birch_door",
		"minecraft:jungle_door",
		"minecraft:acacia_door",
		"minecraft:dark_oak_door",
		"minecraft:crimson_door",
		"minecraft:warped_door",
		"kenmod:oak_cabin_door"
	]
}

But they still don't open the door.

Where did you put this?

How to ask a good coding question: https://stackoverflow.com/help/how-to-ask

Give logs, code, desired effects, and actual effects. Be thorough or we can't help you. Don't post code without putting it in a code block (the <> button on the post - select "C-type Language"): syntax highlighting makes everything easier, and it keeps the post tidy.

 

My own mod, Magiks Most Evile: GitHub (https://github.com/GenElectrovise/MagiksMostEvile) Wiki (https://magiksmostevile.fandom.com/wiki/Magiks_Most_Evile_Wiki)

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