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Hello, I am trying to make it so that when an item is thrown on the ground and a player walks by, the item will not automatically go in his/her inventory. I think I could accomplish this with setting the nbt data of every item that is spawn to have a really big pickup delay and I want them to be able to pick up the item when they right click. So, I was wondering if there is a way to detect when a player right clicks on an item,

Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!

Posted

EntityItemPickupEvent for the player colliding.

I don't think EntityItem can be interacted with. (it doesn't override Entity#canBeCollidedWith)

You could use PlayerInteractEvent to simulate this.

Posted

EntityItemPickupEvent for the player colliding.

I don't think EntityItem can be interacted with. (it doesn't override Entity#canBeCollidedWith)

You could use PlayerInteractEvent to simulate this.

 

I doubt this would work, since technically, the EntityItem has no collision bounding box.

The only way to do this is to make a new EntityItem class (and register it properly, like any other custom entity(!)), give it a collision box and override the interact(...) method.

 

To utilize the custom EntityItem, use the EntityJoinWorldEvent, check there if you're on the serverside, the entity spawned is an EntityItem, check if it's containing item is the item you want and last but not least check if it's not your custom entity.

If all conditions are met, copy the containing ItemStack and the entities data from the original into a new instance of your custom entity, kill the original and finally spawn your new instanciated entity.

This is how I did it with the event (it's still 1.6, but it should be the same in 1.7; not meant to be copied blindly, though!)

https://github.com/SanAndreasP/EnderStuffPlus/blob/master/java/sanandreasp/mods/EnderStuffPlus/registry/event/EntityJoinWorldEventInst.java

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This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

  • 4 weeks later...
Posted

This is how I do it in my Pickup Control mod:

 

package mpmod.common;

import mpmod.client.MPKeyHandler;
import mpmod.utils.PickupSettings;
import mpmod.utils.PlayerHandler;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraftforge.event.entity.player.EntityItemPickupEvent;
import cpw.mods.fml.common.eventhandler.SubscribeEvent;


public class PickupEventHandler {

// ////////////The Main Event///////////////


@SubscribeEvent
public void EntityItemPickupEvent(EntityItemPickupEvent evt) 
{
	EntityPlayer player = evt.entityPlayer;
	EntityItem item = evt.item;



	System.out.println("PickupEvent Fired!" + evt.entityPlayer.worldObj.isRemote);

	if (player != null && item != null)
	{
		if (PickupSettings.allowAlreadyStackedItems)
		{
			if (PlayerHandler.checkPlayerHasItem(item, player)) 
			{

				return;

			}
		}
		switch (PickupSettings.pickupMode)
		{
			case AUTO: 
			{
				return;
			}

			case MANUAL: 
			{
				if (MPKeyHandler.pickupItemKey.getIsKeyPressed()) 
				{
					return;
				}
			}
			case INDIVIDUAL: 
			{
				if (PlayerHandler.isPlayerLookingAt(item, player) && MPKeyHandler.pickupItemKey.getIsKeyPressed())
				{
					return;
				}

			}

		}
		evt.setCanceled(true);
		System.out.println("PickupEvent blocked!");
	}
}



}

 

 

Register a class similar to this with MinecraftForge.EventBus. This blocks all pickups based on the state I have set. You could just read the input directly from Keyboard, and allow the event to happen when the right mouse key is pressed. No bother with overriding and all that.

 

 

HOWEVER, this will ONLY work in singleplayer. I really really wish this could just be a clientside mod. You would think it would be easy. Unfortunately, this event is only called serverside and I haven't gotten around to figuring out a packet system to enable multiplayer support.

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