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Problems with Capabilities


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First of all, I am unable to subscribe to AttachCapabilitiesEvent. In theory, it should be as simple as follows:
 

@Mod.EventBusSubscriber
public class CapabilityEvents {
    @SubscribeEvent
    public void playerCapability(final AttachCapabilitiesEvent<Entity> event){
        Soul.LOGGER.info("attach capabilities");
        if (event.getObject() instanceof PlayerEntity) {
            event.addCapability(new ResourceLocation("soul", "soul"), new SoulProvider());
        }
    }
}

, but it does not get called. Secondly, I cant really understand what CapabilityProvider is, where it is used and what I should return in method implementation. From different sources in the internet Ive made the following class:

public class SoulProvider implements ICapabilityProvider {
    @CapabilityInject(ISoul.class)
    public static Capability<ISoul> SOUL_CAP = null;
    private LazyOptional<ISoul> instance = LazyOptional.of(() -> new DefaultSoul());

    @Nonnull
    @Override
    public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) {
        return cap == SOUL_CAP ? instance.cast() : LazyOptional.empty();
    }

    @Nonnull
    @Override
    public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap) {
        return cap == SOUL_CAP ? instance.cast() : LazyOptional.empty();
    }
}

, but it looks like a total nonsense. Forge documentation is a cruel joke and doesnt contain any useful info/examples...

Edited by GrigLog
SOUL_CAP::getDefaultInstance was not working, you have to specify the default implementation here
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38 minutes ago, GrigLog said:

but it does not get called

Event handler methods must be static when using @EventBusSubscriber.

 

38 minutes ago, GrigLog said:

Secondly, I cant really understand what CapabilityProvider is, where it is used and what I should return in method implementation.

It is something that can have capabilities, simple as that. TileEntity for example implements ICapabilityProvider, because it can have capabilities.

Additionally, you can attach additional providers to an already existing one (like in your case, you attach your provider to the already existing capability provider that is the player). In this case the original (player in this case) provider will delegate to your provider when asked for a capability it doesn't know. In effect this means you can add your own capabilities to thing you "do not own" (such as PlayerEntity).

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