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Posted

So I finally made a server handler for ticks and it does work.

 

this method will produce the correct output for both ssp and smp:

public void onTickInGame()
{
	System.out.println("It Works");
}

 

but I need to create an instance for a player here for special abilities involving items and armor. How would I go about doing this?

 

I know that

      EntityPlayer p = FMLClientHandler.instance().getClient().thePlayer;

will give me an instance of a player and work for ssp, but it will crash a server on start up because it is client-sided.

 

Don't I need some sort of array list of players in the world? How could I do this and have it client and server-sided? Any help is appreciated!

  • Author

Hm, I did not understand all these tick types actually. Good to know! But, where would I change this tickType? In my ServerTickHandler class? Or should I create a new class for this type of tick and register it as well? And also, I am aware of the onUpdate method. It has a use in many of my item classes that have special abilities. However, when I try to use this method for armor abilities, it either does nothing or gives me an error. That is why I am working with tick handlers: to check to see if a player is wearing a suit of armor, and grant abilities based off of that. However I'm stuck on how to get both the OnUpdate method and a tick handler to check armor slots in a player's inventory.

  • Author

Ok cool. Well thank you diesieben, I didn't know a whole lot about this tick stuff, or forge code in general. And, I hate to say this, but I'm still stuck.

 

you did say

TickType.PLAYER: is a special TickType that is called whenever the onUpdate method of an EntityPlayer is ran. It has the player instance as the first argument. This is probably what you need. (Warning: will happen Client & Server side, so you probably want to restrict it to Server side).

 

I think that you think that I know more than I really do about this code (haha). Here let me share my tick class with you so I can ask what to do next:

package CaustCraft;

import java.util.EnumSet;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.server.MinecraftServer;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.common.FMLCommonHandler;
import cpw.mods.fml.common.ITickHandler;
import cpw.mods.fml.common.TickType;

public class ServerTickHandler implements ITickHandler {



public EnumSet<TickType> ticks() 
        {
	return EnumSet.of(TickType.SERVER, TickType.PLAYER);
}


public void tickStart(EnumSet<TickType> type, Object... tickData) 
{


}


public void tickEnd(EnumSet<TickType> type, Object... tickData) {
	// TODO Auto-generated method stub
	if(type.contains(TickType.SERVER))
	{
		//nothing yet
	}

	if(type.contains(TickType.PLAYER))
	{
		onTickInGame();
	}

}



public void onRenderTick()
{

}

public void onTickInGUI()
{

}

public String getLabel() {
	// TODO Auto-generated method stub
	return "Caustcraft server ticks";
}

public void onTickInGame()
{
	//CREATE PLAYER INSTANCES?
                //CHECK FOR SLOTS
                //DO STUFF
}

}

 

now, from here, how would I use this tick.PLAYER to cast an entityPlayer and check armor slots? Or am I doing something wrong and misunderstanding everything completely? And again, thank you for helping

  • Author

Oh yes, it is an argument, and the world object is the second argument. I understand now.

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