1.21 #20

Merged
Hanno merged 4 commits from 1.21 into main 2024-07-15 11:22:43 +02:00
27 changed files with 1455 additions and 5 deletions
Showing only changes of commit cd3a0e3370 - Show all commits

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@ -4,14 +4,14 @@ org.gradle.parallel=true
# Fabric Properties
# check these on https://fabricmc.net/develop
minecraft_version=1.21
yarn_mappings=1.21+build.7
loader_version=0.15.11
minecraft_version=1.19.2
yarn_mappings=1.19.2+build.28
loader_version=0.14.23
# Mod Properties
mod_version=1.0.3
mod_version=1.0.4
maven_group=modchest
archives_base_name=reservermod
# Dependencies
fabric_version=0.100.5+1.21
fabric_version=0.76.1+1.19.2

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gradle/wrapper/gradle-wrapper.properties vendored Executable file
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distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-8.5-bin.zip
networkTimeout=10000
validateDistributionUrl=true
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists

249
gradlew vendored Executable file
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#!/bin/sh
#
# Copyright © 2015-2021 the original authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
##############################################################################
#
# Gradle start up script for POSIX generated by Gradle.
#
# Important for running:
#
# (1) You need a POSIX-compliant shell to run this script. If your /bin/sh is
# noncompliant, but you have some other compliant shell such as ksh or
# bash, then to run this script, type that shell name before the whole
# command line, like:
#
# ksh Gradle
#
# Busybox and similar reduced shells will NOT work, because this script
# requires all of these POSIX shell features:
# * functions;
# * expansions «$var», «${var}», «${var:-default}», «${var+SET}»,
# «${var#prefix}», «${var%suffix}», and «$( cmd )»;
# * compound commands having a testable exit status, especially «case»;
# * various built-in commands including «command», «set», and «ulimit».
#
# Important for patching:
#
# (2) This script targets any POSIX shell, so it avoids extensions provided
# by Bash, Ksh, etc; in particular arrays are avoided.
#
# The "traditional" practice of packing multiple parameters into a
# space-separated string is a well documented source of bugs and security
# problems, so this is (mostly) avoided, by progressively accumulating
# options in "$@", and eventually passing that to Java.
#
# Where the inherited environment variables (DEFAULT_JVM_OPTS, JAVA_OPTS,
# and GRADLE_OPTS) rely on word-splitting, this is performed explicitly;
# see the in-line comments for details.
#
# There are tweaks for specific operating systems such as AIX, CygWin,
# Darwin, MinGW, and NonStop.
#
# (3) This script is generated from the Groovy template
# https://github.com/gradle/gradle/blob/HEAD/subprojects/plugins/src/main/resources/org/gradle/api/internal/plugins/unixStartScript.txt
# within the Gradle project.
#
# You can find Gradle at https://github.com/gradle/gradle/.
#
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
app_path=$0
# Need this for daisy-chained symlinks.
while
APP_HOME=${app_path%"${app_path##*/}"} # leaves a trailing /; empty if no leading path
[ -h "$app_path" ]
do
ls=$( ls -ld "$app_path" )
link=${ls#*' -> '}
case $link in #(
/*) app_path=$link ;; #(
*) app_path=$APP_HOME$link ;;
esac
done
# This is normally unused
# shellcheck disable=SC2034
APP_BASE_NAME=${0##*/}
# Discard cd standard output in case $CDPATH is set (https://github.com/gradle/gradle/issues/25036)
APP_HOME=$( cd "${APP_HOME:-./}" > /dev/null && pwd -P ) || exit
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD=maximum
warn () {
echo "$*"
} >&2
die () {
echo
echo "$*"
echo
exit 1
} >&2
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "$( uname )" in #(
CYGWIN* ) cygwin=true ;; #(
Darwin* ) darwin=true ;; #(
MSYS* | MINGW* ) msys=true ;; #(
NONSTOP* ) nonstop=true ;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD=$JAVA_HOME/jre/sh/java
else
JAVACMD=$JAVA_HOME/bin/java
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD=java
if ! command -v java >/dev/null 2>&1
then
die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
fi
# Increase the maximum file descriptors if we can.
if ! "$cygwin" && ! "$darwin" && ! "$nonstop" ; then
case $MAX_FD in #(
max*)
# In POSIX sh, ulimit -H is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC2039,SC3045
MAX_FD=$( ulimit -H -n ) ||
warn "Could not query maximum file descriptor limit"
esac
case $MAX_FD in #(
'' | soft) :;; #(
*)
# In POSIX sh, ulimit -n is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC2039,SC3045
ulimit -n "$MAX_FD" ||
warn "Could not set maximum file descriptor limit to $MAX_FD"
esac
fi
# Collect all arguments for the java command, stacking in reverse order:
# * args from the command line
# * the main class name
# * -classpath
# * -D...appname settings
# * --module-path (only if needed)
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and GRADLE_OPTS environment variables.
# For Cygwin or MSYS, switch paths to Windows format before running java
if "$cygwin" || "$msys" ; then
APP_HOME=$( cygpath --path --mixed "$APP_HOME" )
CLASSPATH=$( cygpath --path --mixed "$CLASSPATH" )
JAVACMD=$( cygpath --unix "$JAVACMD" )
# Now convert the arguments - kludge to limit ourselves to /bin/sh
for arg do
if
case $arg in #(
-*) false ;; # don't mess with options #(
/?*) t=${arg#/} t=/${t%%/*} # looks like a POSIX filepath
[ -e "$t" ] ;; #(
*) false ;;
esac
then
arg=$( cygpath --path --ignore --mixed "$arg" )
fi
# Roll the args list around exactly as many times as the number of
# args, so each arg winds up back in the position where it started, but
# possibly modified.
#
# NB: a `for` loop captures its iteration list before it begins, so
# changing the positional parameters here affects neither the number of
# iterations, nor the values presented in `arg`.
shift # remove old arg
set -- "$@" "$arg" # push replacement arg
done
fi
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Collect all arguments for the java command:
# * DEFAULT_JVM_OPTS, JAVA_OPTS, JAVA_OPTS, and optsEnvironmentVar are not allowed to contain shell fragments,
# and any embedded shellness will be escaped.
# * For example: A user cannot expect ${Hostname} to be expanded, as it is an environment variable and will be
# treated as '${Hostname}' itself on the command line.
set -- \
"-Dorg.gradle.appname=$APP_BASE_NAME" \
-classpath "$CLASSPATH" \
org.gradle.wrapper.GradleWrapperMain \
"$@"
# Stop when "xargs" is not available.
if ! command -v xargs >/dev/null 2>&1
then
die "xargs is not available"
fi
# Use "xargs" to parse quoted args.
#
# With -n1 it outputs one arg per line, with the quotes and backslashes removed.
#
# In Bash we could simply go:
#
# readarray ARGS < <( xargs -n1 <<<"$var" ) &&
# set -- "${ARGS[@]}" "$@"
#
# but POSIX shell has neither arrays nor command substitution, so instead we
# post-process each arg (as a line of input to sed) to backslash-escape any
# character that might be a shell metacharacter, then use eval to reverse
# that process (while maintaining the separation between arguments), and wrap
# the whole thing up as a single "set" statement.
#
# This will of course break if any of these variables contains a newline or
# an unmatched quote.
#
eval "set -- $(
printf '%s\n' "$DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS" |
xargs -n1 |
sed ' s~[^-[:alnum:]+,./:=@_]~\\&~g; ' |
tr '\n' ' '
)" '"$@"'
exec "$JAVACMD" "$@"

92
gradlew.bat vendored Executable file
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@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem https://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@if "%DEBUG%"=="" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%"=="" set DIRNAME=.
@rem This is normally unused
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if %ERRORLEVEL% equ 0 goto execute
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto execute
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %*
:end
@rem End local scope for the variables with windows NT shell
if %ERRORLEVEL% equ 0 goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
set EXIT_CODE=%ERRORLEVEL%
if %EXIT_CODE% equ 0 set EXIT_CODE=1
if not ""=="%GRADLE_EXIT_CONSOLE%" exit %EXIT_CODE%
exit /b %EXIT_CODE%
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

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package modchest;
import net.fabricmc.api.ModInitializer;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import modchest.util.initializer;
//Main file; Hier wird alles aufgesetzt
public class REServerMod implements ModInitializer {
public static final String MOD_ID = "modchest";
public static final Logger LOGGER = LoggerFactory.getLogger("modchest"); // Erster Error Logger
@Override
public void onInitialize() { //Der uebersicht halber sind jetzt alle initializer in Klassen in util in initializer
initializer.itemGroups();
initializer.itemsAndBlocks();
initializer.events();
initializer.networking();
LOGGER.info("Modchest successfully loaded!");
}
}

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package modchest;
import net.fabricmc.fabric.api.datagen.v1.DataGeneratorEntrypoint;
import net.fabricmc.fabric.api.datagen.v1.FabricDataGenerator;
public class REServerModDataGenerator implements DataGeneratorEntrypoint {
@Override
public void onInitializeDataGenerator(FabricDataGenerator fabricDataGenerator) {
}
}

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package modchest.block.custom;
import modchest.block.entity.modBlockEntities;
import modchest.block.entity.steeringWheelEntity;
import net.minecraft.block.BlockEntityProvider;
import net.minecraft.block.BlockRenderType;
import net.minecraft.block.BlockState;
import net.minecraft.block.BlockWithEntity;
import net.minecraft.block.entity.BlockEntity;
import net.minecraft.block.entity.BlockEntityTicker;
import net.minecraft.block.entity.BlockEntityType;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.screen.NamedScreenHandlerFactory;
import net.minecraft.util.ActionResult;
import net.minecraft.util.Hand;
import net.minecraft.util.ItemScatterer;
import net.minecraft.util.hit.BlockHitResult;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import org.jetbrains.annotations.Nullable;
//gibt dem Block steering_wheel eigenschaften, wie z.B. das Interaktionsmenü, oder Grafiken
public class steeringWheelBlock extends BlockWithEntity implements BlockEntityProvider {
public steeringWheelBlock(Settings settings) {
super(settings);
}
/* stuff benötigt um das Interaktionsmenü zu laden!*/
@Override
public BlockRenderType getRenderType(BlockState state) {
return BlockRenderType.MODEL;
}
@Override
public void onStateReplaced(BlockState state, World world, BlockPos pos, BlockState newState, boolean moved) {
if (state.getBlock() != newState.getBlock()) {
BlockEntity blockEntity = world.getBlockEntity(pos);
if (blockEntity instanceof steeringWheelEntity) {
ItemScatterer.spawn(world, pos, (steeringWheelEntity)blockEntity);
world.updateComparators(pos,this);
}
super.onStateReplaced(state, world, pos, newState, moved);
}
}
@Override //wird bei einem rechtsklick aufgerufen (ersellt das Blockentity)
public ActionResult onUse(BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockHitResult hit) {
if (!world.isClient) {
NamedScreenHandlerFactory screenHandlerFactory = state.createScreenHandlerFactory(world, pos);
if (screenHandlerFactory != null) {
player.openHandledScreen(screenHandlerFactory);
}
}
return ActionResult.SUCCESS;
}
@Nullable
@Override
public BlockEntity createBlockEntity(BlockPos pos, BlockState state) {
return new steeringWheelEntity(pos, state);
}
@Nullable
public <T extends BlockEntity> BlockEntityTicker<T> getTicker(World world, BlockState state, BlockEntityType<T> type) {
return validateTicker( type, modBlockEntities.steering_wheel_interface, steeringWheelEntity::tick);
}
}

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package modchest.block.entity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.inventory.Inventories;
import net.minecraft.inventory.Inventory;
import net.minecraft.inventory.SidedInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NbtCompound;
import net.minecraft.util.collection.DefaultedList;
import net.minecraft.util.math.Direction;
import org.jetbrains.annotations.Nullable;
import java.util.List;
/**
* A simple {@code SidedInventory} implementation with only default methods + an item list getter.
*
* <h2>Reading and writing to tags</h2>
* Use {@link Inventories#writeNbt(NbtCompound, DefaultedList)} and {@link Inventories#readNbt(NbtCompound, DefaultedList)}
* on {@linkplain #getItems() the item list}.
*
* License: <a href="https://creativecommons.org/publicdomain/zero/1.0/">CC0</a>
* @author Juuz
*/
@FunctionalInterface
public interface ImplementedInventory extends SidedInventory {
/**
* Gets the item list of this inventory.
* Must return the same instance every time it's called.
*
* @return the item list
*/
DefaultedList<ItemStack> getItems();
/**
* Creates an inventory from the item list.
*
* @param items the item list
* @return a new inventory
*/
static ImplementedInventory of(DefaultedList<ItemStack> items) {
return () -> items;
}
/**
* Creates a new inventory with the size.
*
* @param size the inventory size
* @return a new inventory
*/
static ImplementedInventory ofSize(int size) {
return of(DefaultedList.ofSize(size, ItemStack.EMPTY));
}
// SidedInventory
/**
* Gets the available slots to automation on the side.
*
* <p>The default implementation returns an array of all slots.
*
* @param side the side
* @return the available slots
*/
@Override
default int[] getAvailableSlots(Direction side) {
int[] result = new int[getItems().size()];
for (int i = 0; i < result.length; i++) {
result[i] = i;
}
return result;
}
/**
* Returns true if the stack can be inserted in the slot at the side.
*
* <p>The default implementation returns true.
*
* @param slot the slot
* @param stack the stack
* @param side the side
* @return true if the stack can be inserted
*/
@Override
default boolean canInsert(int slot, ItemStack stack, @Nullable Direction side) {
return true;
}
/**
* Returns true if the stack can be extracted from the slot at the side.
*
* <p>The default implementation returns true.
*
* @param slot the slot
* @param stack the stack
* @param side the side
* @return true if the stack can be extracted
*/
@Override
default boolean canExtract(int slot, ItemStack stack, Direction side) {
return true;
}
// Inventory
/**
* Returns the inventory size.
*
* <p>The default implementation returns the size of {@link #getItems()}.
*
* @return the inventory size
*/
@Override
default int size() {
return getItems().size();
}
/**
* @return true if this inventory has only empty stacks, false otherwise
*/
@Override
default boolean isEmpty() {
for (int i = 0; i < size(); i++) {
ItemStack stack = getStack(i);
if (!stack.isEmpty()) {
return false;
}
}
return true;
}
/**
* Gets the item in the slot.
*
* @param slot the slot
* @return the item in the slot
*/
@Override
default ItemStack getStack(int slot) {
return getItems().get(slot);
}
/**
* Takes a stack of the size from the slot.
*
* <p>(default implementation) If there are less items in the slot than what are requested,
* takes all items in that slot.
*
* @param slot the slot
* @param count the item count
* @return a stack
*/
@Override
default ItemStack removeStack(int slot, int count) {
ItemStack result = Inventories.splitStack(getItems(), slot, count);
if (!result.isEmpty()) {
markDirty();
}
return result;
}
/**
* Removes the current stack in the {@code slot} and returns it.
*
* <p>The default implementation uses {@link Inventories#removeStack(List, int)}
*
* @param slot the slot
* @return the removed stack
*/
@Override
default ItemStack removeStack(int slot) {
return Inventories.removeStack(getItems(), slot);
}
/**
* Replaces the current stack in the {@code slot} with the provided stack.
*
* <p>If the stack is too big for this inventory ({@link Inventory#getMaxCountPerStack()}),
* it gets resized to this inventory's maximum amount.
*
* @param slot the slot
* @param stack the stack
*/
@Override
default void setStack(int slot, ItemStack stack) {
getItems().set(slot, stack);
if (stack.getCount() > getMaxCountPerStack()) {
stack.setCount(getMaxCountPerStack());
}
}
/**
* Clears {@linkplain #getItems() the item list}}.
*/
@Override
default void clear() {
getItems().clear();
}
@Override
default void markDirty() {
// Override if you want behavior.
}
@Override
default boolean canPlayerUse(PlayerEntity player) {
return true;
}
}

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package modchest.block.entity;
import modchest.REServerMod;
import modchest.block.modBlocks;
import net.fabricmc.fabric.api.object.builder.v1.block.entity.FabricBlockEntityTypeBuilder;
import net.minecraft.block.entity.BlockEntityType;
import net.minecraft.registry.Registry;
import net.minecraft.util.Identifier;
//rendert letztendlich die Interaktionsmenüs der Blöcke
public class modBlockEntities {
public static BlockEntityType<steeringWheelEntity> steering_wheel_interface; // Interaktionsmenü wird erstellt
public static void registerBlockEntities() {
steering_wheel_interface = Registry.register(Registry.BLOCK_ENTITY_TYPE,
new Identifier(REServerMod.MOD_ID, "steering_wheel_interface"), // Interkationsmenü wird gerendert
FabricBlockEntityTypeBuilder.create(steeringWheelEntity::new, modBlocks.steering_wheel).build(null));
}
}

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package modchest.block.entity;
import net.minecraft.block.BlockState;
import net.minecraft.block.entity.BlockEntity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.entity.player.PlayerInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.screen.NamedScreenHandlerFactory;
import net.minecraft.screen.PropertyDelegate;
import net.minecraft.screen.ScreenHandler;
import net.minecraft.text.Text;
import net.minecraft.util.collection.DefaultedList;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import org.jetbrains.annotations.Nullable;
//definiert das Interkationsmenü
public class steeringWheelEntity extends BlockEntity implements NamedScreenHandlerFactory, ImplementedInventory {
public final PropertyDelegate propertyDelegate; //synchonisiert Eigenschaften zwischen client und server
private final DefaultedList<ItemStack> inventory = DefaultedList.ofSize(3, ItemStack.EMPTY);
public steeringWheelEntity(BlockPos pos, BlockState state) {
super(modBlockEntities.steering_wheel_interface, pos, state);
this.propertyDelegate = new PropertyDelegate() {
@Override
public int get(int index) {
return 0;
}
@Override
public void set(int index, int value) {
}
@Override
public int size() {
return 0;
}
};
}
@Override
public DefaultedList<ItemStack> getItems() {
return this.inventory;
}
@Override
public Text getDisplayName() {
return Text.literal("Bereit kaputte Schiffe zu fliegen?");
} //TODO: setzt den Namen. Muss noch an die einzelnen Sprachen angepasst werden!
@Nullable
@Override
public ScreenHandler createMenu(int syncId, PlayerInventory inv, PlayerEntity player) {
return null;
}
public static void tick(World world, BlockPos pos, BlockState state, steeringWheelEntity e) { //wird pro tick aufgerufen
if(world.isClient()) {
return;
}
}
}

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package modchest.block;
import modchest.block.custom.steeringWheelBlock;
import modchest.item.modItemGroup;
import modchest.REServerMod;
import net.fabricmc.fabric.api.item.v1.FabricItemSettings;
import net.fabricmc.fabric.api.object.builder.v1.block.FabricBlockSettings;
import net.minecraft.block.Block;
import net.minecraft.block.Material;
import net.minecraft.item.BlockItem;
import net.minecraft.item.ItemGroup;
import net.minecraft.registry.Registry;
import net.minecraft.util.Identifier;
//setzt die blöcke auf
public class modBlocks {
public static Block steering_wheel; // Block wird erstellt
public static void setBlocks() {// Block wird definiert
steering_wheel = registerBlock("steering_wheel",
new steeringWheelBlock(FabricBlockSettings.create(Material.WOOD).strength(1.0f).requiresTool()),
modItemGroup.modchest);
}
private static Block registerBlock(String name, Block block, ItemGroup group) { // Nicht verändern! Fügt die oben
// definierten Blöcke dem Register
// hinzu
Registry.register(Registry.ITEM, new Identifier(REServerMod.MOD_ID, name),
new BlockItem(block, new FabricItemSettings().group(group)));
return Registry.register(Registry.BLOCK, new Identifier(REServerMod.MOD_ID, name), block);
}
public static void registerModBlocks() { // Error Logger halt...
REServerMod.LOGGER.info("Registering ModBlocks for " + REServerMod.MOD_ID);
}
}

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package modchest.data;
import modchest.item.modItems;
import net.fabricmc.fabric.api.datagen.v1.FabricDataGenerator;
import net.fabricmc.fabric.api.datagen.v1.provider.FabricBlockLootTableProvider;
import modchest.block.modBlocks;
//vereinfacht das erstellen der einzelnen JSON files, bisher nicht verwendet, am besten auch nie verwenden; unten auskommentierter code ist example-code! Hier: die Loot-Tables also was ein Item beim Abbau dropt
public class ModLootTableGenerator extends FabricBlockLootTableProvider {
protected ModLootTableGenerator(FabricDataGenerator dataGenerator) {
super(dataGenerator);
}
@Override
protected void generateBlockLootTables() {
//oreDrops(modBlocks.steering_wheel, modItems.shipblock); mit silktouch würde steering_wheel gedroped werden, ohne würde shipblock gedroped werden
}
}

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package modchest.data;
import modchest.block.modBlocks;
import net.fabricmc.fabric.api.datagen.v1.FabricDataGenerator;
import net.fabricmc.fabric.api.datagen.v1.provider.FabricModelProvider;
import net.minecraft.data.client.BlockStateModelGenerator;
import net.minecraft.data.client.ItemModelGenerator;
import modchest.item.modItems;
import net.minecraft.data.client.Models;
//vereinfacht das erstellen der einzelnen JSON files, bisher nicht verwendet, am besten auch nie verwenden; unten auskommentierter code ist example-code! Hier: Für die generierung der Texturen
public class ModModelProvider extends FabricModelProvider {
public ModModelProvider(FabricDataGenerator dataGenerator) {
super(dataGenerator);
}
@Override
public void generateBlockStateModels(BlockStateModelGenerator blockStateModelGenerator) {
//blockStateModelGenerator.registerCubeAllModelTexturePool(modBlocks.steering_wheel); //fügt textur Parameter hinzu, wie z.B. textur ändern wenn es altert (bei Weizen z.B.)
}
@Override
public void generateItemModels(ItemModelGenerator itemModelGenerator) {
//itemModelGenerator.register(modItems.shipblock, Models.GENERATED); //ergänzt die Texturen für die Items
}
}

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package modchest.data;
import modchest.item.modItems;
import net.fabricmc.fabric.api.datagen.v1.FabricDataGenerator;
import net.fabricmc.fabric.api.datagen.v1.provider.FabricRecipeProvider;
import net.minecraft.data.server.recipe.RecipeJsonProvider;
import java.util.List;
import java.util.function.Consumer;
//vereinfacht das erstellen der einzelnen JSON files, bisher nicht verwendet, am besten auch nie verwenden; unten auskommentierter code ist example-code! Hier: würden die Rezepte erstellt werden
public class ModRecipeGenerator extends FabricRecipeProvider {
public ModRecipeGenerator(FabricDataGenerator dataGenerator) {
super(dataGenerator);
}
@Override
protected void generateRecipes(Consumer<RecipeJsonProvider> exporter) {
//offerSmelting(exporter, List.of(modItems.shipblock), , ); //generiert das rezept zum herstellen (hier mir braten)
}
}

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package modchest.data;
//relevant für die Biom generierung; bisher nicht verwendet, duh, der code ist leer...
public class ModWorldGenerator{
}

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package modchest.event;
import modchest.REServerMod;
import modchest.util.setAndGetMultiButtonsSpawn;
import net.fabricmc.fabric.api.entity.event.v1.ServerPlayerEvents;
import net.minecraft.nbt.NbtCompound;
import net.minecraft.registry.Registry;
import net.minecraft.registry.RegistryKey;
import net.minecraft.server.network.ServerPlayerEntity;
import net.minecraft.util.Identifier;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
public class playerAfterRespawnEvent implements ServerPlayerEvents.AfterRespawn { //Wenn die Multi-Spawn mod verwendet wurde, muss der Vanillaspawn wieder gesetzt werden
@Override
public void afterRespawn(ServerPlayerEntity oldPlayer, ServerPlayerEntity newPlayer, boolean alive) {
setAndGetMultiButtonsSpawn setAndGet = new setAndGetMultiButtonsSpawn(); //Damit die Methoden benutzt werden koennen, muss ein Objekt erstellt werden; ist aber egal, weil eh keine Daten in dieser Klasse gespeichert werden
NbtCompound nbt = setAndGet.getMultiSpawnVanilla(newPlayer); //holt sich den nbt-tag
if (nbt != null) {
try {
int[] location = nbt.getIntArray("location"); //holt sich den gespeicherten Ort
BlockPos blockPos = new BlockPos(location[0], location[1], location[2]);
String[] parts = nbt.getString("dimension").split(":"); //holt sich die gespeicherte Dimension; trennt den String entspreichend; damit sollte es auch funktionieren, sollte eine Mod weitere Dimensionen hinzufuegen
parts = parts[2].split("]");
RegistryKey<World> dim = RegistryKey.of(Registry.WORLD_KEY, new Identifier(parts[0]));
float angle = nbt.getFloat("angle"); //Und den blickwinkel
newPlayer.setSpawnPoint(dim, blockPos, angle, true, false);
} catch (Exception e) {
REServerMod.LOGGER.info("Following error when trying set " + newPlayer.getDisplayName() + "'s Vanilla Spawn: " + e);
}
}
}
}

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package modchest.item.custom;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.text.Text;
import net.minecraft.util.Hand;
import net.minecraft.util.TypedActionResult;
import net.minecraft.world.World;
//Ein Item das super teuer sein soll, aber paar special features haben soll. Bin mir noch nicht ganz sicher; evtl. soll es wie ein goldener Apfel einfach paar effekte geben nur länger und stärkere oder wie ein totem of undying dich wiederbeleben, allerdings egal wo es im Inventar ist (muss also nciht in der hand oder off-Hand sein)
public class piratesCoinItem extends Item {
public piratesCoinItem(Settings settings) {
super(settings);
}
@Override
public TypedActionResult<ItemStack> use(World world, PlayerEntity user, Hand hand) { //welche abilities soll das Item haben? Bisher kann man damit nur seinen chat voll spammen...
if(!world.isClient && hand == Hand.MAIN_HAND) {
outputMessage(user, "boah hast du viele Ressourcen gewasted!");
}
return super.use(world, user, hand);
}
private void outputMessage(PlayerEntity player, String msg) {
player.sendMessage(Text.literal(msg));
} //damit ich fancyer aussehe habe ich diese Methode total unnötiger weise in eine extra Methode ausgelagert... kann man wohl bald mal löschen
}

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package modchest.item;
import net.fabricmc.fabric.api.client.itemgroup.FabricItemGroupBuilder;
import net.minecraft.block.Blocks;
import net.minecraft.item.ItemGroup;
import net.minecraft.item.ItemStack;
import net.minecraft.util.Identifier;
//definiert eine neue Itemgruppe mit dem identifier itemlist1, wird in einer de .json files dann in "Malte's Mod" umbenannt fürs spiel; in der Liste sollen alle Items dieser Mod im Creative Inventar angezeigt werden
public class modItemGroup {
public static ItemGroup modchest;
public static void modchest() {
modchest = FabricItemGroupBuilder.build(
new Identifier("modchest", "itemlist1"),
() -> new ItemStack(Blocks.COBBLESTONE)); //Icon ist halt bisher noch ein Cobblestone, weil ich keine sprits erstellt habe... :(
}
}

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package modchest.item;
import modchest.REServerMod;
import modchest.item.custom.piratesCoinItem;
import net.fabricmc.fabric.api.item.v1.FabricItemSettings;
import net.minecraft.item.Item;
import net.minecraft.registry.Registry;
import net.minecraft.util.Identifier;
//Liste der Items die hinzugefügt werden, ausgenommen Blöcke
public class modItems {
public static Item shipblock; // shipblock wird erstellt, sollte man mal umbenenne. Ist eine Zutat die man für
// das steering_wheel braucht zum craften, mehr macht es bisher nicht
public static Item pirates_coin; // pirates Coin wird erstellt; definition siehe ./custom/piratesCoinItem da ist
// im detail erklärt was das Item machen soll
public static void setItems() { // Items werden beschrieben, bzw. dem Register hinzugefügt
shipblock = registerItem("shipblock", new Item(new FabricItemSettings().group(modItemGroup.modchest)));
pirates_coin = registerItem("pirates_coin",
new piratesCoinItem(new FabricItemSettings().group(modItemGroup.modchest).maxCount(16)));
}
private static Item registerItem(String name, Item item) { // Methode, die die Items dann letztendlich hinzufügt;
// nicht bearbeiten ist eine generische MEthode
return Registry.register(Registry.ITEM, new Identifier(REServerMod.MOD_ID, name), item);
}
public static void registerModItems() {
REServerMod.LOGGER.info("Registering Mod Items for " + REServerMod.MOD_ID);
} // und natürlich ein Error logger
}

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package modchest.mixin;
import modchest.REServerMod;
import modchest.util.ServerPlayerEntityInterface;
import net.minecraft.nbt.NbtCompound;
import net.minecraft.server.network.ServerPlayerEntity;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Unique;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import java.util.Arrays;
@Mixin(ServerPlayerEntity.class)
public abstract class ServerPlayerEntityMixin implements ServerPlayerEntityInterface {
@Unique
private NbtCompound dataSaver = new NbtCompound(); //Weil die nbt daten beim tod geloescht werden, muessen sie rueber kopiert werden; der neue nbtTag existiert aber noch nciht, daher muessen sie hier zwischengespeichert werden
@Override
public NbtCompound getDataSaver() { //Um errors zu vermeiden, sorgt er dafuer, dass es immer ein persistentData gibt
if (this.dataSaver == null) {
this.dataSaver = new NbtCompound();
}
return this.dataSaver;
}
@Override
public void setDataSaver(NbtCompound data) { //Um errors zu vermeiden, sorgt er dafuer, dass es immer ein persistentData gibt
this.dataSaver = data;
}
@Inject(method = "writeCustomDataToNbt", at = @At("TAIL"))
public void writeCustomDataToNbt(NbtCompound nbt, CallbackInfo ci) { //Immer wenn eine andere Methode aufruft, dass Daten abgespeichert werden sollen, tun wir das jetzt auch
if (dataSaver != null) { //wenn der dataSaver null ist, wuerde sonst ein Error kommen, weil Minecraft keine leeren NBTs absepeicheern kann :(
try {
nbt.put("REServerMod", this.dataSaver);
} catch (Exception e) {
REServerMod.LOGGER.info("Error while saving custom NBt-Data: " + e);
}
} else {
REServerMod.LOGGER.info("write failed! This probably means, that the player hasn't set a custom spanpoint yet");
}
}
@Inject(method = "readCustomDataFromNbt", at = @At("TAIL"))
public void readCustomDataFromNbt(NbtCompound nbt, CallbackInfo ci) { //gleiches beim einlesen. Werden NBT-Daten eingelesen, tun wird das auch
try {
dataSaver = (NbtCompound) nbt.get("REServerMod");
} catch (Exception e) {
REServerMod.LOGGER.info("Error while saving custom NBt-Data: " + e);
}
//REServerMod.LOGGER.info("readCustomDataFromNbt called with following Data: " + Arrays.toString(nbt.getIntArray("REServerMod.sleep_data")));
}
@Inject(method = "copyFrom", at = @At("TAIL"))
public void copyFrom(ServerPlayerEntity oldPlayer, boolean alive, CallbackInfo ci) { //Beim Tod des Spielers werden die NBT-Daten kopiert, damit die Spawnpunkte nicht verloren gehen, kopieren wir sie auch mit rueber
dataSaver = ((ServerPlayerEntityInterface) oldPlayer).getDataSaver();
//REServerMod.LOGGER.info("copyFrom called");
}
}

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package modchest.mixin;
import modchest.REServerMod;
import modchest.util.setAndGetMultiButtonsSpawn;
import net.minecraft.block.BlockState;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.server.network.ServerPlayerEntity;
import net.minecraft.text.Text;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import org.spongepowered.asm.mixin.Mixin;
import net.minecraft.block.BedBlock;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import java.util.Arrays;
import java.util.List;
import java.util.Objects;
@Mixin(BedBlock.class)
public class bedBlock {
@Inject(method = "onBreak", at = @At("HEAD"))
public void onBreak(World world, BlockPos pos, BlockState state, PlayerEntity player, CallbackInfo ci) { //Ueberprueft, wenn ein Bett zerstoert wird, ob jemand dieses Bett als Spawnpunkt hat
if (!world.isClient) { //Stellt sicher, dass das ganze nicht auf dem Client gerechnet wird, weil der Code sonst abstuertzt
int posBedX = pos.getX();
int posBedY = pos.getY();
int posBedZ = pos.getZ();
String bedData = state.toString();
if (Objects.equals(bedData.split("part=")[1], "foot]")) { //das fussende wurde zerstoert, damit der Code also geht, muss in richtung kopfende eins gegangen werden
switch (bedData.split("facing=")[1].split(",")[0]) {
case "east":
posBedX++;
break;
case "west":
posBedX--;
break;
case "south":
posBedZ++;
break;
case "north":
posBedZ--;
break;
default:
break;
}
}
if (posBedX < 0) { //Es gibt leider einen rundungsfehler. Wenn Das Bett negative koordinaten hat, rundet es weg von der Null wahrend der Spieler richtung Null aufrundet
posBedX++;
}
if (posBedY < 0) {
posBedY++;
}
if (posBedZ < 0) {
posBedZ++;
}
setAndGetMultiButtonsSpawn setAndGet = new setAndGetMultiButtonsSpawn(); //Damit die Methoden benutzt werden koennen, muss ein Objekt erstellt werden; ist aber egal, weil eh keine Daten in dieser Klasse gespeichert werden
List<? extends PlayerEntity> playerArray = null;
try { //Sollte der Code doch ausversehen auf dem Client ausgefuehrt werden, wuerde die folgende Zeile einen Error schmeissen
playerArray = world.getPlayers(); //holt sich die liste aller Spieler auf dem server
} catch (Exception e) {
REServerMod.LOGGER.info("Error when trying to get players Array after Bed was destroyed: " + e);
}
for (int i = 0; i < playerArray.size(); i++) { //geht fuer jeden Spieler durch
for (int j = 1; j <= 5; j++) { //und fuer alle Speicherslots dieser
int[] posXYZ = new int[0];
try { //Sollte der Code doch ausversehen auf dem Client ausgefuehrt werden, wuerde die folgende Zeile einen Error schmeissen
posXYZ = setAndGet.getMultiSpawn((ServerPlayerEntity) playerArray.get(i), j);
} catch (Exception e) {
REServerMod.LOGGER.info("Error casting playerArray to ServerPlayerEntity: " + e);
}
if (posBedX == posXYZ[0] && posBedY == posXYZ[1] && posBedZ == posXYZ[2]) { //Gleicht ab, ob die Koordinaten uebereinstimmen
try { //Sollte der Code doch ausversehen auf dem Client ausgefuehrt werden, wuerde die folgende Zeile einen Error schmeissen
setAndGet.setMultiSpawnBlank((ServerPlayerEntity) playerArray.get(i), j); //Wird ein bett zerstoert, wird der Spawnpunkt geblanked
} catch (Exception e) {
REServerMod.LOGGER.info("Error when trying to get players Array after Bed was destroyed: " + e);
}
}
}
}
}
}
}

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package modchest.networking;
import modchest.REServerMod;
import modchest.networking.packet.deathScreenMultiButtonsC2SPacket;
import modchest.networking.packet.setNewRespawnsC2SPacket;
import net.fabricmc.fabric.api.networking.v1.ServerPlayNetworking;
import net.minecraft.util.Identifier;
public class modNetworkingServer { //Identifier werden eingeführt
public static final Identifier request_respawn = new Identifier(REServerMod.MOD_ID, "request_respawn"); //alle Identifier muessen leider IMMER auf Client und Server (doppelt) eingefuehrt werden
public static final Identifier start_sleeping_call_buttons = new Identifier(REServerMod.MOD_ID, "start_sleeping_call_buttons");
public static final Identifier death_multi_respawn_buttons = new Identifier(REServerMod.MOD_ID, "death_call_respawn_buttons");
public static void registerS2CPackets() { //Identifier fuer packets werden registriert (Identifier die der Client aufruft um beim Server was auszufuehren)
ServerPlayNetworking.registerGlobalReceiver(start_sleeping_call_buttons, setNewRespawnsC2SPacket::receive); //was der Server dann machen soll steht in der receive Methode
ServerPlayNetworking.registerGlobalReceiver(death_multi_respawn_buttons, deathScreenMultiButtonsC2SPacket::receive);
}
}

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package modchest.networking.packet;
import modchest.REServerMod;
import modchest.networking.modNetworkingServer;
import modchest.util.setAndGetMultiButtonsSpawn;
import net.fabricmc.fabric.api.networking.v1.PacketByteBufs;
import net.fabricmc.fabric.api.networking.v1.PacketSender;
import net.fabricmc.fabric.api.networking.v1.ServerPlayNetworking;
import net.minecraft.network.PacketByteBuf;
import net.minecraft.server.MinecraftServer;
import net.minecraft.server.network.ServerPlayNetworkHandler;
import net.minecraft.server.network.ServerPlayerEntity;
import net.minecraft.text.Text;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import java.awt.*;
import java.util.Arrays;
public class deathScreenMultiButtonsC2SPacket {
public static void receive(MinecraftServer server, ServerPlayerEntity player, //Passiert auf dem Server!!!
ServerPlayNetworkHandler handler, PacketByteBuf buf, PacketSender responseSender) {
setAndGetMultiButtonsSpawn setAndGet = new setAndGetMultiButtonsSpawn(); //um die nicht-statischen Methoden aufzurufen, erzeugen wir ein Objekt. Wir speichern aber keine Daten in der Klasse, daher ist das OK
int num; //num steht fuer Number, und sagt, welcher der 5 Knoepfe gedrueckt wurde, da das Spiel abstuertzt wenn man buf.readInt() mehr als einmal ausfuehrt
try {
num = buf.readInt(); //Um Spielabstuertze definitiv zu verhindern in einem try block, hat aber nie Probleme gemacht, also eine reine absicherung
} catch (Exception e) {
REServerMod.LOGGER.info("Following Error when trying to get the number of pressed Button: " + e + "continuing bwith Button 1");
num = 1;
}
setAndGet.setMultiSpawnVanilla(player);
int[] posXYZ = setAndGet.getMultiSpawn(player, num); //neue Koordinaten werden vom Server geholt
if (posXYZ.length == 3 && posXYZ[0] < 77889900) { //Stellt sicher, dass die 3 spawnkoordinaten nicht null sind; Koordinaten 77889900 sind ausserhalb der Welt und werden daher von mir in setAndGetMultiSpawnButtonsSpawn als Errorcodes verwendet
try {
//REServerMod.LOGGER.info("try Respawning from Multi-Sapwn");
player.setSpawnPoint(World.OVERWORLD, new BlockPos(posXYZ[0], posXYZ[1], posXYZ[2]), 0, true, true); //neuer Spawn wird gesetzt
ServerPlayNetworking.send(player, modNetworkingServer.request_respawn, PacketByteBufs.create()); //Anfrage an den Client zum respawnen wird gesendet
player.sendMessage((Text.translatable("chat.modchest.multispawn.respawned", num)));
REServerMod.LOGGER.info("Respawned Player " + player.getNameForScoreboard() + " at " + Arrays.toString(setAndGet.getMultiSpawn(player, num)));
setAndGet.setMultiSpawn(player, 6);
} catch (Exception e) {
REServerMod.LOGGER.info("Sorry! Following error, trying to respawn player " + player.getDisplayName() + ": " + e);
}
} else {
if (posXYZ[0] == 77889944) { //Dieser Errorcode bedeutet, dass das Bett zerstoert wurde
player.sendMessage(Text.translatable("chat.modchest.multispawn.beddestroyed"));
} else {
player.sendMessage(Text.translatable("chat.modchest.multispawn.spawnnotset"));
}
}
}
}

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package modchest.networking.packet;
import modchest.REServerMod;
import modchest.util.setAndGetMultiButtonsSpawn;
import net.fabricmc.fabric.api.networking.v1.PacketSender;
import net.minecraft.network.PacketByteBuf;
import net.minecraft.server.MinecraftServer;
import net.minecraft.server.network.ServerPlayNetworkHandler;
import net.minecraft.server.network.ServerPlayerEntity;
import net.minecraft.text.Text;
import java.util.Arrays;
public class setNewRespawnsC2SPacket {
public static void receive(MinecraftServer server, ServerPlayerEntity player, //Passiert auf dem Server!!!
ServerPlayNetworkHandler handler, PacketByteBuf buf, PacketSender responseSender) {
setAndGetMultiButtonsSpawn setAndGet = new setAndGetMultiButtonsSpawn();
try {
switch (buf.readInt()) { //Wird nur einmal angefragt, daher muss buf.readInt() nicht als variable gesetzt werden
case 1:
setAndGet.setMultiSpawn(player, 1); //Spawnpunkt wird gespeichert
player.sendMessage(Text.translatable("chat.modchest.multispawn.setspawn", "1"));
break;
case 2:
setAndGet.setMultiSpawn(player, 2);
player.sendMessage(Text.translatable("chat.modchest.multispawn.setspawn", "2"));
break;
case 3:
setAndGet.setMultiSpawn(player, 3);
player.sendMessage(Text.translatable("chat.modchest.multispawn.setspawn", "3"));
break;
case 4:
setAndGet.setMultiSpawn(player, 4);
player.sendMessage(Text.translatable("chat.modchest.multispawn.setspawn", "4"));
break;
case 5:
setAndGet.setMultiSpawn(player, 5);
player.sendMessage(Text.translatable("chat.modchest.multispawn.setspawn", "5"));
break;
}
} catch (Exception e) {
player.sendMessage(Text.translatable("chat.modchest.multispawn.setspawnerror"));
REServerMod.LOGGER.info("Following Error, when trying to save " + player.getDisplayName() + "'s Spawnpoint: " + e);
}
}
}

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package modchest.util;
import net.minecraft.nbt.NbtCompound;
import net.minecraft.server.network.ServerPlayerEntity;
import org.spongepowered.asm.mixin.Unique;
public interface ServerPlayerEntityInterface {
NbtCompound getDataSaver();
void setDataSaver(NbtCompound data);
}

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package modchest.util;
import modchest.block.entity.modBlockEntities;
import modchest.block.modBlocks;
import modchest.event.playerAfterRespawnEvent;
import modchest.item.modItemGroup;
import modchest.item.modItems;
import modchest.networking.modNetworkingServer;
import net.fabricmc.fabric.api.entity.event.v1.ServerPlayerEvents;
public class initializer {
public static void itemGroups() {
modItemGroup.modchest(); // Item Gruppe fürs Creative-Inventar wird erstellt; In dieser Gruppe sollen
// dann alle Items und Blöcke dieser Mod angezeigt werden
}
public static void itemsAndBlocks() {
modItems.setItems(); // die Items werden erstellt
modBlocks.setBlocks(); // Hier werden die Blöcke erstellt
modBlockEntities.registerBlockEntities(); // Die Interaktionsmenüs für die Blöcke werden erstellt
}
public static void events() { //Events, bei denen custom Code ausgefuehrt wird, werden eingefuehrt
ServerPlayerEvents.AFTER_RESPAWN.register(new playerAfterRespawnEvent());
}
public static void networking() { //Identifier unter denen der Server zuhoert werden registriert
modNetworkingServer.registerS2CPackets();
}
}

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package modchest.util;
import modchest.REServerMod;
import net.minecraft.nbt.NbtCompound;
import net.minecraft.nbt.NbtElement;
import net.minecraft.registry.RegistryKey;
import net.minecraft.server.network.ServerPlayerEntity;
import net.minecraft.text.Text;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
public class setAndGetMultiButtonsSpawn {
public synchronized void setMultiSpawn(ServerPlayerEntity player, int spawn) {
ServerPlayerEntityInterface castedPlayer = (ServerPlayerEntityInterface) player;
NbtCompound topNbt = ((ServerPlayerEntityInterface) player).getDataSaver(); //alle daten der mod werden in diesem NBT Gespeichert
if (topNbt.get("multi_sleep") == null) { //die daten fuer multi-sleep werden in dem nbt-tag "multi_sleep" gespeichert, der wiederum um anderen nbt gespeichert wird
topNbt.put("multi_sleep", new NbtCompound()); //sollte dieser nbt-tag nicht existieren, wird ein neuer erstellt
}
NbtCompound subNbt = (NbtCompound) topNbt.get("multi_sleep"); //nbt tag mit allen daten fuer multi-sleep wird geladen
spawn--; //weil der Array mit Slot 0 beginnt, rutscht alles eins auf
int[] fullArray = new int[3]; //ein kleiner zwischenspeicher
fullArray[0] = (int) player.getX();
fullArray[1] = (int) player.getY();
fullArray[2] = (int) player.getZ();
try {
if (subNbt != null) {
subNbt.putIntArray(String.valueOf(spawn), fullArray); //speichert unseren array an der entsprechenden nummer ab
topNbt.put("multi_sleep", subNbt); //speichert den tag unter multi_sleep im top-tag ab
castedPlayer.setDataSaver(topNbt); //speichert den top-tag wieder im spieler ab
} else {
REServerMod.LOGGER.info("Error when trying to write spawn to file!");
player.sendMessage(Text.translatable("chat.modchest.multispawn.spawnnotsaved"));
}
} catch (Exception e) {
REServerMod.LOGGER.info("Error when saving Spawnpoint! Exception: " + e);
player.sendMessage(Text.translatable("chat.modchest.multispawn.spawnnotsaved"));
}
}
public synchronized int[] getMultiSpawn(ServerPlayerEntity player, int spawn) {
ServerPlayerEntityInterface castedPlayer = (ServerPlayerEntityInterface) player;
NbtCompound topNbt = ((ServerPlayerEntityInterface) player).getDataSaver();
if (topNbt.get("multi_sleep") == null) {
topNbt.put("multi_sleep", new NbtCompound());
}
NbtCompound subNbt = (NbtCompound) topNbt.get("multi_sleep"); //wie bei setMultiSpawn()
spawn--; //weil der Array mit Slot 0 beginnt, rutscht alles eins auf
int[] fullArray = new int[0];
if (subNbt != null) {
fullArray = subNbt.getIntArray(String.valueOf(spawn)); //holt sich den ganzen Array, mit allen gespeicherten Spawnpunkten; struktur wird etwas weiter unten erklaert
}
if (fullArray.length != 3) { //sollte der Array leer oder anderweitig ungueltig sein wird er neu erstellt
int[] tempArray = new int[3];
for (int i = 0; i < 3; i++) {
tempArray[i] = 77889922; //Lueckenfueller; wird in deathScreenMultiButtonsC2SPacket uebrprueft und rausgefiltert
}
try { //wenn wir gerade den Array erstellt haben, weil er ungueltig war, wird er hier in den nbt-tag abgespseichert
subNbt.putIntArray(String.valueOf(spawn), fullArray);
topNbt.put("multi_sleep", subNbt);
castedPlayer.setDataSaver(topNbt);
} catch (Exception e) {
REServerMod.LOGGER.info("Sorry! Error when loading Spawnpoint! Exception: " + e);
player.sendMessage(Text.translatable("chat.modchest.multispawn.getable"));
}
}
fullArray = subNbt.getIntArray(String.valueOf(spawn)); //wir laden ihn uns wieder, nur um sicher zu gehen
int[] posXYZ = new int[3]; //zwischenspeicher
try { //schaut, ob wir die daten laden koennen
posXYZ[0] = fullArray[0];
posXYZ[1] = fullArray[1];
posXYZ[2] = fullArray[2];
} catch (Exception e) { //sonst geben wir folgenden Errorcode zurueck
posXYZ[0] = 77889933;
posXYZ[1] = 77889933;
posXYZ[2] = 77889933;
}
return posXYZ;
}
public synchronized void setMultiSpawnVanilla(ServerPlayerEntity player) { //bevor der Spieler respawnt, speichern wir einmal seinen Vanillaspawn ab, um ihn spaeter wieder darauf zu setzen
BlockPos posAlt = player.getSpawnPointPosition(); //Spawnpunkt der Vanilla-respawn-funktion wird gespeichert
RegistryKey<World> dimAlt = player.getSpawnPointDimension();//Dimension "
float angleAlt = player.getSpawnAngle(); //Blickrichtung "
ServerPlayerEntityInterface castedPlayer = (ServerPlayerEntityInterface) player;
NbtCompound topNbt = ((ServerPlayerEntityInterface) player).getDataSaver();
if (topNbt.get("multi_sleep") == null) {
topNbt.put("multi_sleep", new NbtCompound());
}
NbtCompound subNbt = (NbtCompound) topNbt.get("multi_sleep"); //alles in der set-Methode ganz oben erklaert
try { //sicheerheit, weil hier mal wieder viel zwischen datentypen gewechselt wird
NbtCompound vanillaSpawnData = new NbtCompound();
int[] location = new int[3]; //spawnpunkt wird in einen Array komprimiert
location[0] = posAlt.getX();
location[1] = posAlt.getY();
location[2] = posAlt.getZ();
vanillaSpawnData.putIntArray("location", location); //und abgespeichert
vanillaSpawnData.putString("dimension", dimAlt.toString()); //dimension wird abgespeichert
vanillaSpawnData.putFloat("angle", angleAlt); //auch die Blickrichtung
vanillaSpawnData.putBoolean("used", false); //wird auf true gesetzt, sobald der Spawnpunkt wieder zurueck gesetzt wurde
subNbt.put("vanillaSpawnData", vanillaSpawnData); //spawnpunkt wird im sub-nbt gespeichert
topNbt.put("multi_sleep", subNbt); //und im top-nbt
castedPlayer.setDataSaver(topNbt); //um dann im player gespeichert zu werden
} catch (Exception e) {
REServerMod.LOGGER.info("Sorry! Error when saving Spawnpoint! Exception: " + e);
}
}
public synchronized NbtCompound getMultiSpawnVanilla(ServerPlayerEntity player) {
ServerPlayerEntityInterface castedPlayer = (ServerPlayerEntityInterface) player;
NbtCompound topNbt = ((ServerPlayerEntityInterface) player).getDataSaver();
if (topNbt.get("multi_sleep") == null) {
topNbt.put("multi_sleep", new NbtCompound());
}
NbtCompound subNbt = (NbtCompound) topNbt.get("multi_sleep"); //steht alles wieder in der ersten methode
if (subNbt != null) {
NbtCompound nbt = (NbtCompound) subNbt.get("vanillaSpawnData"); //hollt sich die daten
if (nbt != null) {
if (!nbt.getBoolean("used")) {
nbt.putBoolean("used", true); //setzt den verwendet boolean auf true; nicht ganz perfekt, sollte ein fehler beim speichern auftreten wird es nicht nochmal versucht, speichert aber massiv an coding und leistung
subNbt.put("vanillaSpawnData", nbt);
topNbt.put("multi_sleep", subNbt); //muss den bearbeiteten nbt wieder abgespeichert (nur der boolean wurde ueberschrieben)
castedPlayer.setDataSaver(topNbt);
return nbt; //gibt den nbt-tag an die aufrufende Methode
} else {
return null;
}
}
} else {
return null;
}
return null;
}
public synchronized void setMultiSpawnBlank(ServerPlayerEntity player, int spawn) { //wird aufgerufen wenn das Bett dieses Spielers zerstoert wurde
ServerPlayerEntityInterface castedPlayer = (ServerPlayerEntityInterface) player;
NbtCompound topNbt = ((ServerPlayerEntityInterface) player).getDataSaver();
if (topNbt.get("multi_sleep") == null) {
topNbt.put("multi_sleep", new NbtCompound());
}
NbtCompound subNbt = (NbtCompound) topNbt.get("multi_sleep"); //alles wieder wie in der ersten Methode;
spawn--; //weil der Array mit Slot 0 beginnt, rutscht alles eins auf
int[] fullArray = new int[0];
if (subNbt != null) {
fullArray = subNbt.getIntArray(String.valueOf(spawn)); //holt sich den ganzen Array, mit allen gespeicherten Spawnpunkten; struktur wird etwas weiter unten erklaert
}
fullArray[0] = 77889944; //Errorcode der in deathScreenMultiButtonsC2SPacket als zerstoertes Bett rausgefiltert wird
fullArray[1] = 77889944;
fullArray[2] = 77889944;
try {
subNbt.putIntArray(String.valueOf(spawn), fullArray); //wird abgespeichert
topNbt.put("multi_sleep", subNbt);
castedPlayer.setDataSaver(topNbt);
} catch (Exception e) {
REServerMod.LOGGER.info("Sorry! Error when saving Spawnpoint! Exception: " + e);
}
}
}