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[1.7.2][Solved] Can still fly when gravity chestplate is off


skullcrusher1005

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Hello Everyone, I'm working on a gravity chestplate that gives creative flight. I'm new to this and I've run into a problem. When the player takes off the gravity chestplate they can still fly how would I fix this? If someone knows what to add to my code and would like to help I would appreciate it.

 

 

 

package com.skullcrusher.BetterThings.Armor;

 

import java.util.List;

 

import net.minecraft.entity.Entity;

import net.minecraft.entity.EntityLivingBase;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.item.ItemArmor;

import net.minecraft.item.ItemStack;

import net.minecraft.potion.Potion;

import net.minecraft.potion.PotionEffect;

import net.minecraft.util.DamageSource;

import net.minecraft.util.EnumChatFormatting;

import net.minecraft.util.MathHelper;

import net.minecraft.world.World;

import net.minecraftforge.common.ISpecialArmor.ArmorProperties;

 

import com.skullcrusher.BetterThings.BetterThings;

 

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

 

 

public class GravityArmor extends ItemArmor

{

public GravityArmor(ArmorMaterial armormaterial, int renderID, int partID)

{

super(armormaterial, renderID, partID);

}

 

public String getArmorTexture(ItemStack itemstack, Entity entity, int slot, String layer)

{

if((itemstack.getItem() == BetterThings.GravityChestplate))

{

return "betterthings:textures/models/armor/8_layer_1.png";

}

else return null;

}

@Override

public void onArmorTick(World world, EntityPlayer player, ItemStack armor) {

  player.capabilities.allowFlying=true;

}

@SideOnly(Side.CLIENT)

public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean par4)

{

list.add(EnumChatFormatting.DARK_BLUE + "Indestructible");

}

}

 

 

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OnUpdate is only called on items in the inventory. If the armor is not in the inventory, that method is not called.

 

I know you have to check for the chestplate slot. But I don't know how to make flying false when the item isn't in the slot.

 

You need a tick handler for this.

 

Three's the charm?

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OnUpdate is only called on items in the inventory. If the armor is not in the inventory, that method is not called.

 

I know you have to check for the chestplate slot. But I don't know how to make flying false when the item isn't in the slot.

 

You need a tick handler for this.

 

Three's the charm?

I'm new to this so I'm currently looking up how to register a tick handler. I know this isn't a java school so forgive me for my incompetence :)

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TickHandlers are events in 1.7, look into PlayerTickEvent.

 

So something like this:

 

@EventHandler
public void onTick(PlayerTickEvent event){
	if (event.player.inventory.armorInventory[1] == new ItemStack(this))
		event.player.capabilities = false;
}

 

I'm not sure I'm following :/

you forgot .allowFlying at the end of the last line :P but, No it didn't work :( I'm a bit confused as well.

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a) You can't compare ItemStacks like that. Use .getItem and compare the item, etc.

b) new ItemStack(this)? What in the actual fuck. :o

c) event.player.capabilities = false? See b).

d) Check event.phase and world.isRemote in the event, or your event will run twice per tick and also for both client & server.

Edit: e) @EventHandler is not how you subscribe to forge events. (Re-)read the tutorial you used or use your own brain.

 

a)Thanks, I didn't know that.

b)lol, sorry I'm still not a complete expert at modding

c)typo :) I meant event.player.capabilities.allowFlying = false

d)Ok, I didn't know that either, lol

e) Oh ya I'm still a noob at events, sorry. It's @ForgeSubscribe right?

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a)Thanks, I didn't know that.
Then you need to learn basic java. Understanding the == operator is basic java.

b)lol, sorry I'm still not a complete expert at modding
Even if you are just starting with the basics you should know that creating an ItemStack with your EventHandler as the argument makes no sense.

c)typo :) I meant event.player.capabilities.allowFlying = false
Still would not make sense, it would just disallow flying always.

e) Oh ya I'm still a noob at events, sorry. It's @ForgeSubscribe right?

In 1.6.4 and earlier it was. It is @SubscribeEvent in 1.7.

 

Oh ok, thx for the info. :) Oh, btw I'm out of ideas.

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Some pseudocode:

void onPlayerTick(PlayerTickEvent event) {
    if (event.phase == START && !event.player.worldObj.isRemote) {
      if (/* player has chestplate on */) {
         player.canFly = true;
      } else if (/* player is not in creative mode and had chestplate last tick and does no more */) {
         player.canFly = false;
      }
   }
}

 

The last tick check is in place to not screw with the logic of other mods. If you simply set canFly to false if the chestplate is not on, other mod's things which allow flying in a similar fashion will not work properly.

For the "last tick" check you can either use IExtendedEntityProperties or a flag in the player's entity data.

Ok, thank you for your help :) Sorry I've been an incompetent noob at this. :)

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Or you can use something like this

public static Map<String, Boolean> playersWithFlight = new HashMap<String, Boolean>();

@SubscribeEvent
public void onEntityUpdate(PlayerTickEvent event) {
        if (event.phase != START || event.player.worldObj.isRemote) return;

        if (/*Check if player has chestplate*/) {
	String ownerName = player.getDisplayName();
	playersWithFlight.put(ownerName, true);
	player.capabilities.allowFlying = true;

} else {
	String ownerName = player.getDisplayName();

	if (!playersWithFlight.containsKey(ownerName)) {
		playersWithFlight.put(ownerName, false);
        }

	if (playersWithFlight.get(ownerName)) {
		playersWithFlight.put(ownerName, false);

		if (!player.capabilities.isCreativeMode) {
			player.capabilities.allowFlying = false;
			player.capabilities.isFlying = false;
			player.sendPlayerAbilities();
		}
	}
}
}

I am the author of Draconic Evolution

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Or you can use something like this

public static Map<String, Boolean> playersWithFlight = new HashMap<String, Boolean>();

@SubscribeEvent
public void onEntityUpdate(PlayerTickEvent event) {
        if (event.phase != START || event.player.worldObj.isRemote) return;

        if (/*Check if player has chestplate*/) {
	String ownerName = player.getDisplayName();
	playersWithFlight.put(ownerName, true);
	player.capabilities.allowFlying = true;

} else {
	String ownerName = player.getDisplayName();

	if (!playersWithFlight.containsKey(ownerName)) {
		playersWithFlight.put(ownerName, false);
        }

	if (playersWithFlight.get(ownerName)) {
		playersWithFlight.put(ownerName, false);

		if (!player.capabilities.isCreativeMode) {
			player.capabilities.allowFlying = false;
			player.capabilities.isFlying = false;
			player.sendPlayerAbilities();
		}
	}
}
}

Getting strange errors under START and player, say's they both can't be resovled to a variable. Which is strange unless I'm missing something

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oops player needs to be event.player or add

EntityPlayer player = event.player;

 

also START should be TickEvent.Phase.START and PlayerTickEvent  should be TickEvent.PlayerTickEvent

Fixed all those errors but one last one, The parenthesis between the comment and the if statement says "Expression expected after this token."

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Thanks for the tip i didnt really consider the memory leak a problem because even if there were say 100 players in the list that are nolonger in game i didnt think that would use a noticable amount of memory.

 

"would be to use the EntityPlayer as a key directly and then use a WeakHashMap" Im not exactly sure what you mean by that but i will try to figure it out.

 

@skullcrusher1005

if (player.getEquipmentInSlot(3) != null && player.getEquipmentInSlot(3).item() == yourItem) //Thats the chestplate item its self not a stack containing the chestplate item

 

 

I am the author of Draconic Evolution

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Oh you mean

 

public static Map<EntityPlayer, Boolean> playersWithFlight = new WeakHashMap<EntityPlayer, Boolean>();

@SubscribeEvent
public void onEntityUpdate(PlayerTickEvent event) {
        if (event.phase != START || event.player.worldObj.isRemote) return;

        if (/*Check if player has chestplate*/) {
	String ownerName = player.getDisplayName();
	playersWithFlight.put(player, true);
	player.capabilities.allowFlying = true;

} else {
	String ownerName = player.getDisplayName();

	if (!playersWithFlight.containsKey(player)) {
		playersWithFlight.put(player, false);
        }

	if (playersWithFlight.get(player)) {
		playersWithFlight.put(player, false);

		if (!player.capabilities.isCreativeMode) {
			player.capabilities.allowFlying = false;
			player.capabilities.isFlying = false;
			player.sendPlayerAbilities();
		}
	}
}
}

I am the author of Draconic Evolution

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Oh you mean

 

public static Map<EntityPlayer, Boolean> playersWithFlight = new WeakHashMap<EntityPlayer, Boolean>();

@SubscribeEvent
public void onEntityUpdate(PlayerTickEvent event) {
        if (event.phase != START || event.player.worldObj.isRemote) return;

        if (/*Check if player has chestplate*/) {
	String ownerName = player.getDisplayName();
	playersWithFlight.put(player, true);
	player.capabilities.allowFlying = true;

} else {
	String ownerName = player.getDisplayName();

	if (!playersWithFlight.containsKey(player)) {
		playersWithFlight.put(player, false);
        }

	if (playersWithFlight.get(player)) {
		playersWithFlight.put(player, false);

		if (!player.capabilities.isCreativeMode) {
			player.capabilities.allowFlying = false;
			player.capabilities.isFlying = false;
			player.sendPlayerAbilities();
		}
	}
}
}

I seem to get an error on "getEquipmentInSlot(3).item" It tells me to change the .item to .getItem tried that and I can't even fly :( with the armor on and where it says "youritemhere" I put BetterThings.GravityChestplate i'm assuming I did that part right.

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oops my bad it is .getItem() i am not very good at remembering methods outside my workspace.

 

Edit: add a println to each side of the if statment to see if it is detecting that you are wearing the item.

Also have you registered the event handler? and to the correct buss? (FMLCommonHandler.instance().bus())

 

if BetterThings is where you keep the instance of the item then that is correct (BTW field names should start with a lowercase)

I am the author of Draconic Evolution

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