Jump to content

[1.10.2] getHitVec returning different results in same event firing


Recommended Posts

Posted (edited)

I am trying to determine where the player clicked on a block by getting the hit vector from the PlayerInteractEvent. The first issue is that the event seems to be firing twice per side. I'm intentionally running the code on both client and server, so I expected the event to fire twice total, not twice per side. I'm printing out hit vectors to the console, and they appear twice on the client thread and twice on the server thread. The second issue is that the hit vectors are sometimes different between the two firings on the same thread. For example, this code:

 

@SubscribeEvent
public void onPlayerInteract(PlayerInteractEvent.RightClickBlock event)
{
	if (event.getResult() != Result.DENY)
	{
		EntityPlayer player = event.getEntityPlayer();
		ItemStack heldItemStack = player.getHeldItemMainhand();
		if (heldItemStack != null)
		{
			Item heldItem = heldItemStack.getItem();
			if (heldItem instanceof ItemDoor)
			{
				System.out.println("z hitVec: " + event.getHitVec().zCoord);
				System.out.println("x hitVec: " + event.getHitVec().xCoord);
				System.out.println("y hitVec: " + event.getHitVec().yCoord);
			}
		}
	}
}

 

Gives me this result:

 

[00:22:57] [Client thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:186]: z hitVec: 256.0
[00:22:57] [Client thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:187]: x hitVec: -122.70772898075859
[00:22:57] [Client thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:188]: y hitVec: 79.44237080478545
[00:22:57] [Client thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:186]: z hitVec: 255.87712782211653
[00:22:57] [Client thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:187]: x hitVec: -123.0
[00:22:57] [Client thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:188]: y hitVec: 79.47316804515869
[00:22:57] [Server thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:186]: z hitVec: 256.0
[00:22:57] [Server thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:187]: x hitVec: -122.70772898075859
[00:22:57] [Server thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:188]: y hitVec: 79.44237080478545
[00:22:57] [Server thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:186]: z hitVec: 255.87712782211653
[00:22:57] [Server thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:187]: x hitVec: -123.0
[00:22:57] [Server thread/INFO] [STDOUT]: [com.daeruin.primalcraft.events.PrimalPlayerInteractEvent:onPlayerInteract:188]: y hitVec: 79.47316804515869

 

What gives?

Edited by Daeruin
Posted

I now think that the second hit vectors being returned are from the block I'm placing later on in the code (not shown in code snippet above). Like it's detecting my click on the original block, placing my block, then running the event again and returning the hit vector for the placed block. I don't understand why it would do this.

Posted

I figured it out. PlayerInteractEvent gets called once for each hand. So, once for each hand on client, once for each hand on server, for a total of four times. I fixed it by checking which hand the event is being run for and seeing if it's the player's active hand.

 

			if (event.getHand() == event.getEntityPlayer().getActiveHand())

 

The client doesn't seem to know about active hands, so it always returns null from getActiveHand, and this prevents the code from running for the client at all. I thought that would be a problem since I'm sometimes canceling the block placement, and I had trouble only doing that from the server before. That part seems to actually be working OK--not sure why. There's some other residual weirdness, but I'll post about that later if I can't figure it out.

Posted

Check against the enum directly, presumably you only want to check against the player's Main Hand.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

The player can place the block from either their main or off hand. I want the event to run for whichever hand is placing the block, but not the other hand. If the player is holding items in both their main and off hands, I don't really want to hijack the logic that decides which one gets used, but I'm having trouble getting everything to work right. When I check for the player's active hand, it is ALWAYS their main hand, even if their main hand is empty and the block is being placed from their off hand.

Posted (edited)

The active hand isn't what you think it is. The active hand is the hand that's actively using an item (by holding down right click), e.g. blocking with a shield, eating food, drinking a potion, drawing a bow.

 

EntityLivingBase#getActiveHand, EntityLivingBase#getActiveItemStack, EntityLivingBase#getItemInUseCount and EntityLivingBase#getItemInUseMaxCount only return valid results when the entity is actively using an item, i.e. EntityLivingBase#isHandActive returns true.

 

When a player is placing a block, it's very unlikely that either hand will be active.

Edited by Choonster

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.