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[Solved]Blocks outside of @mod class


antflga

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First of all for organization, do you use the multi-project setup?

if not check this out:

 

Now that being said you can put the blocks where ever you like.

 

I use a class called ModBlocks which holds all the blocks and has a method called init which intialize them.

So in the @Mod file (or well in the CommonProxy is where I do it, but whatever, details!) I just do

ModBlocks.init();

 

When I want to reference a block I've made like BlockBoom's ID I just do

ModBlocks.BlockBoom.blockID

If you guys dont get it.. then well ya.. try harder...

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Yes, you can.

 

I'd recommend object oriented code, though.

A fast template :

 

public class BlockHandler{

public int blockId//hold the unique data id for the block

    public BlockHandler(Class<? extends Block> clazz,Class[] paramType, Object[] param, int id, String unlocName, String oreName,...){
        blockId = id;
        Block block = null;
        try{
           block = clazz.getConstructor(paramType).newInstance(param);//building the block
        }catch(Exception e){}
        if(block!=null){
            block.setUnlocalizedName(unlocName).set...//finalizing the block
            GameRegistry.registerBlock(block,unlocName);//registering...
            OreDictionary.registerOre(oreName,block);
        }
    }
}

Then you only need a List or Map in another class to hold all the BlockHandler.

Like,

BlockHandlerRegistry.register(this);

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That's true, but I expected that some of the larger mods (EE, BC etc.) would have used such systems? :P

It's bothered me a lot the way I do my own blocks but as I've not seen anyone else attempt it I figured it for some reason couldn't be helped and left it at that.

 

And here I keep telling people not to lose sight of the fact that they are programming when they are modding and that they should use their java knowlegde to the best of their ability and not get locked into the ways of minecraft modding :P

 

 

If you guys dont get it.. then well ya.. try harder...

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Hello,

 

@GotoLink

 

You don't even need a list or a map if you use my code:

 

 

static void RegisterBlocks()
{
	try
	{
		for (Field field : ModClass.class.getFields())
		{				
			if (field.getType() == Block.class)
			{
				if (((Block)field.get(null)).damageDropped(1) == 0)
				{
					GameRegistry.registerBlock((Block)field.get(null), field.getName());
				}

				else
				{						
					GameRegistry.registerBlock((Block)field.get(null), (Class)Class.forName(field.get(null).getClass().getName() + "Item"), field.getName());
				}

				if (field.getType() == BlockContainer.class)
				{
					GameRegistry.registerTileEntity((Class)Class.forName(field.get(null).getClass().getName() + "TileEntity"), field.getName());
				}
			}
		}
	}

	catch (Exception ex)
	{
		ex.printStackTrace();
	}
}

 

 

with that damageDropped(1) == 0 thingy i'm checking if the block is a metadata block because i'm always overriding that in my metadata blocks.

 

BTW: It also registers TileEntity's automatically!

 

I'm using this for all my mods and it works perfectly!

 

ss7

You sir are a god damn hero.

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@ss7

Nice use of reflection here, but you have

for (Field field : ModClass.class.getFields())

Which means you set a field for each block. Granted, a lot of people do this. I even do this (:P) when i don't have much.

 

But my suggestion only has two fields. (and it could be reduced to one, if you so wish)

public class HandlerRegistry{

    public static Map<String,BlockHandler> blocks = new HashMap();
    public static Map<String,ItemHandler> items = new HashMap();

    public static void register(BlockHandler block){
         blocks.put(block.getName(), block);
    }

    public static void register(ItemHandler item){
         items.put(item.getName(), item);
    }

    public static BlockHandler getBlock(String name){
         blocks.get(name);
    }

    public static ItemHandler getItem(String name){
         items.get(name);
    }
}

And that is only needed for blocks interactions anyway. Everything else can be done within BlockHandler.

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