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OnSlotChanged /onItemArmorEquip event


toss

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Hey I was thinking that it could be great if forge can handle these 2 events

 

They would be called when a slot from the player inventory or armor inventory changed

 

Because actually, the only way I found to check armor changes is to check the player stuff every tick, which is quite hardcodded

 

(I hope my English wasn't too awful)

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It's not hard to check. PlayerTickEvent or LivingUpdateEvent, with a flag set to true. It would look something like this:

 

private boolean flag = true;

@SubscribeEvent
public void onPlayerTick(TickEvent.PlayerTickEvent event)
{
if(event.phase == TickEvent.Phase.START && event.side == Side.SERVER)
{
	if(flag)
	{
		if(event.player.inventory.armorInventory[0] == MyItem)
		{
			flag = false;
			// DO STUFF
		}
	}
	else
	{
		if(event.player.inventory.armorInventory[0] == null)
		{
			flag = true;
		}
	}
}
}

 

This is a very minimal amount of processing required to be done every tick, I doubt it would ever interfere with performance.

BEFORE ASKING FOR HELP READ THE EAQ!

 

I'll help if I can. Apologies if I do something obviously stupid. :D

 

If you don't know basic Java yet, go and follow these tutorials.

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public Item[] armor = new Item[4];


public void updateArmor()
{
	 for (int i = 0; i < 4; i++)
	 {
		 ItemStack is = this.player.inventory.armorInventory[i];
		 if (is != null)
		 {
			 Item item = is.getItem();
			 if (item != this.armor[i])
			 {
				 if (item instanceof ItemArmorM)
				 {
                                                  //the player equipped my item
				 }
				 this.armor[i] = item;
			 }	 
		 }
		 else if (is == null && this.armor[i] != null)
		 {
			 if (this.armor[i] instanceof ItemArmorM)
			 {
                                        //The player unequipped my item
			 }
			 this.armor[i] = null;
		 }
	 }		
}

 

I never said this code was hard to made...

 

I'm just suggesting to create this event, which would necessarily improve game performance

 

EDIT: i mean, if a player install 10 armor mods, it is non sense checking this 10 differents times :(

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A more effective solution would be:

A. add an event PlayerEvent.armorChangeEvent with properties Item oldArmor, newArmor

B. Post the even in these methods:

  • InventoryPlayer#clearInventory - armor removed
  • InventoryPlayer#copyInventory - armor changed
  • InventoryPlayer#damageArmor - armor removed (if damaged beyond repair)
  • InventoryPlayer#decrStackSize - when stack is armorInventory slot
  • InventoryPlayer#dropAllItems - obviously, armor removed
  • InventoryPlayer#getStackInSlotOnClosing - why this removes armor is a mystery
  • InventoryPlayer#setInventorySlotContents - change, add, or remove
  • InventoryPlayer#readFromNBT - donning armor

 

Then armor can listen for the change and add/remove effects.

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