Jump to content

Recommended Posts

Posted (edited)

I have a Cup block in my mod (1.16), and the player should be able to right-click it to "pick it up" in item form. I currently do this by getting the block's drops, with the following code:

if (!worldIn.isRemote) {
  MinecraftServer server = worldIn.getServer();
  List<ItemStack> drops = getDrops(state, server.getWorld(worldIn.getDimensionKey()), pos, tileEntity);
  if (!drops.isEmpty()) {
    ItemStack drop = drops.get(0);
    // if the cup is the same as the cup you're holding, increase the stack by 1
    // if it isn't, try adding the cup to the inventory if there's room for it
    if (stack.isEmpty() || stack.getItem() == drop.getItem()) {
      drop.grow(stack.getCount());
      player.setHeldItem(handIn, drop);
    }
    else if (!player.addItemStackToInventory(drop)) return ActionResultType.FAIL;
    // send the update to clients and remove the block
    ((ServerPlayerEntity) player).sendContainerToPlayer(player.container);
    worldIn.removeBlock(pos, false);
  }
}
else player.playSound(SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 1, 1);

It seems to work perfectly, but IDEA keeps giving me not one, but two warnings that this code can cause NullPointerExceptions.

Would this actually cause a crash? And is there a better way to go about this? This is my first "successful" attempt at mod making, so I'm not sure what would be best practice here.

[full code for reference].java

Edited by A Soulspark
Posted
5 minutes ago, Luis_ST said:

show the log and i think i can help you

It never crashed yet, the IDE that's complaining because it can be null. It's a warning, not an error, so everything compiles fine, but I'm not particularly happy with that code either and I'm wondering if there's a better way to do this.

Posted
6 minutes ago, A Soulspark said:

It never crashed yet, the IDE that's complaining because it can be null. It's a warning, not an error, so everything compiles fine, but I'm not particularly happy with that code either and I'm wondering if there's a better way to do this.

can you post the coplet code here / creat a github repos because a text file is not the best way to look in your code

Posted (edited)
3 minutes ago, Luis_ST said:

can you post the coplet code here / creat a github repos because a text file is not the best way to look in your code

... It was attached to the original post already.

Edited by A Soulspark
Posted
33 minutes ago, A Soulspark said:

server.getWorld(worldIn.getDimensionKey())

why do you do this?

you check if the world is not remot so you can use:

getDrops(world.getBlockState(pos), (ServerWorld) world, pos, tileEntity););

because you check if the world is a ServerWorld so you dont need the server (if you want to use your code check if the server is not null)

otherwise your code is okay, a bit messy in my opinion but okay

Posted
22 minutes ago, Luis_ST said:

why do you do this?

you check if the world is not remot so you can use:


getDrops(world.getBlockState(pos), (ServerWorld) world, pos, tileEntity););

because you check if the world is a ServerWorld so you dont need the server (if you want to use your code check if the server is not null)

otherwise your code is okay, a bit messy in my opinion but okay

Hmm, I swear I'd tried that before and it wouldn't work, but it did now! Thanks.

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



×
×
  • Create New...

Important Information

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