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Posted

I have a bug, every 20 ticks the program add mana, but it is happening twice and must happen only once.

The code:

    @SubscribeEvent
    public static void onPlayerTick(TickEvent.PlayerTickEvent event) {
        if(event.side == LogicalSide.SERVER) {
            event.player.getCapability(PlayerManaProvider.PLAYER_MANA).ifPresent(mana -> {
                if(mana.getMana() < mana.getMaxMana() && (event.player.getCommandSenderWorld().getGameTime() % mana.getREGEN_TIME()) == 0) {
                    //will be regen
                    int add = (int) (mana.getMaxMana()*mana.getManaRegen());
                    mana.addMana(add);
                    //xp to up
                    mana.addMxp(add);
                    //mana xp enough to up
                    if(mana.getMxp() >= mana.getManaToUp()){
                        mana.manaUpProcess();
                    }
                    //message
                    event.player.sendSystemMessage(Component.literal("mana add "+mana.getMana()+
                            "/"+mana.getMaxMana()+ " mana xp:"+mana.getMxp()+" mana level:"+mana.getMl()+
                            " tick that happend:"+event.player.getCommandSenderWorld().getGameTime()));
                    ModMessages.sendToPlayer(new ManaDataSyncS2CPacket(mana.getMana()), ((ServerPlayer) event.player));
                }
            });
        }
    }

I put a message to be sent in the game. this is what I receive:

[CHAT] mana add 4/400 mana xp:128 mana level:6 tick that happend:18080
[CHAT] mana add 8/400 mana xp:132 mana level:6 tick that happend:18080
[CHAT] mana add 12/400 mana xp:136 mana level:6 tick that happend:18120
[CHAT] mana add 16/400 mana xp:140 mana level:6 tick that happend:18120

Ass you see the last number is the tick and it is the same as the previous one.
So it has a way to fix it without a var to verify if the tick is not the same?

Observation: I already used  "event.player.getRandom().nextFloat() < 0.005f" and and it won't work ass I want.

Posted

PlayerTickEvents fire twice per tick, once with a START phase and later with an END phase. As well as checking event.side, also check that event.phase matches the phase you want it to occur in.

I have a ticking capability very similar to yours, this is how I do it:

    @SubscribeEvent
    public static void tick(TickEvent.PlayerTickEvent event) {
        if(event.side == LogicalSide.SERVER && event.phase == TickEvent.Phase.END) {
            event.player.getCapability(CombatTimeCapability.INSTANCE).ifPresent(CombatTimeCapabilityInterface::tickCombat);
        }
    }
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