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[1.7.10] Saving data to world save file [SOLVED]


Intensuwwe

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Hi

I need to save a float(Favor) to the world save. I have tried basically every tutorial, and approach to solve this.

I eventually came across some tutorial to save NBT data, which works, but it is attatched/tied to the player, eg across all worlds

 

This is the code:

package duke_Frans.Isis;

import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;
import net.minecraftforge.common.IExtendedEntityProperties;

public class ExtendedPlayer implements IExtendedEntityProperties
{
public final static String EXT_PROP_NAME = "ExtendedPlayer";

private final EntityPlayer player;

public static final int FAVOR_WATCHER = 20;

public ExtendedPlayer(EntityPlayer player) {
	this.player = player;
	this.player.getDataWatcher().addObject(FAVOR_WATCHER, FavorMeter.favor);
}

public static final void register(EntityPlayer player) {
	player.registerExtendedProperties(ExtendedPlayer.EXT_PROP_NAME, new ExtendedPlayer(player));
}

public static final ExtendedPlayer get(EntityPlayer player) {
	return (ExtendedPlayer) player.getExtendedProperties(EXT_PROP_NAME);
}

@Override
public final void saveNBTData(NBTTagCompound compound) {

	NBTTagCompound properties = new NBTTagCompound();

	properties.setInteger("FavorValue", player.getDataWatcher().getWatchableObjectInt(FAVOR_WATCHER));

	compound.setTag(EXT_PROP_NAME, properties);
}

@Override
public final void loadNBTData(NBTTagCompound compound) {

	NBTTagCompound properties = (NBTTagCompound) compound.getTag(EXT_PROP_NAME);
	player.getDataWatcher().updateObject(FAVOR_WATCHER, properties.getInteger("FavorValue"));

}

@Override
public void init(Entity entity, World world) {}

public final int getFavor() {

	return player.getDataWatcher().getWatchableObjectInt(FAVOR_WATCHER);
}

private static final String getSaveKey(EntityPlayer player) {
	return player.getCommandSenderName() + ":" + EXT_PROP_NAME;
}


}

 

package duke_Frans.Isis;
import cpw.mods.fml.common.eventhandler.SubscribeEvent;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraftforge.event.entity.EntityEvent.EntityConstructing;
class FavorEventHandler
{
@SubscribeEvent
public void onEntityConstructing(EntityConstructing event)
{

	if (event.entity instanceof EntityPlayer && ExtendedPlayer.get((EntityPlayer) event.entity) == null)
		ExtendedPlayer.register((EntityPlayer) event.entity);

	if (event.entity instanceof EntityPlayer && event.entity.getExtendedProperties(ExtendedPlayer.EXT_PROP_NAME) == null)
		event.entity.registerExtendedProperties(ExtendedPlayer.EXT_PROP_NAME, new ExtendedPlayer((EntityPlayer) event.entity));
}
}

 

Again as I said, this is basically copy pasted from a tutorial after my own ways of doing it failed, so I could be missing something obvious

Any way to alter this to be saved per world? Or any way I can save data per world? Thanks

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Where/how did you register it? I used the defualt forge method ( MinecraftForge.EVENT_BUS.register)

I printed out lines but they didnt show up in console, so obviously its not running

 

You mean your EntityConstructing event registration?  That is the right bus to register, however one thing to know about that event is that it is fired before the constructor of the related entity is executed so many fields in the entity may not yet be initialized depending on how you coded it.

 

Can you post your code you have now showing the event handler method now (with console print statements, and I assume you also updated it for WorldSaveData)?

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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package duke_Frans.Isis;

import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;
import net.minecraft.world.WorldSavedData;

public class FavorEventHandler extends WorldSavedData{

private static final String IDENTIFIER = "GaiaFavor";

public FavorEventHandler(String identifier) {
	super(identifier);

}
public FavorEventHandler(){
	super(IDENTIFIER);
}

@Override
public void readFromNBT(NBTTagCompound nbt) {

	FavorMeter.favor = nbt.getFloat("GaiaFavor");

}

@Override
public void writeToNBT(NBTTagCompound nbt) {

	nbt.setFloat("GaiaFavor", FavorMeter.favor);

}
public static FavorEventHandler get(World world) {
	FavorEventHandler data = (FavorEventHandler)world.loadItemData(FavorEventHandler.class, IDENTIFIER);
	if (data == null) {
		data = new FavorEventHandler();
		world.setItemData(IDENTIFIER, data);
	}
	return data;
}



}

 

How would I get the favor amount in my gui rendering class?

with:      this.mc.renderEngine.bindTexture(texture_Green);

      renderFarquad(res.getScaledWidth()/2-182/2, 5, 182*favor, 5);

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