Jump to content

Recommended Posts

Posted (edited)

I am trying to store data on a player and have this data manipulated by mainhand weapons, armor, and stuff like that. The issue I'm trying to tackle is updating this information when these items change and such. Originally I was thinking of updating this information in a player tick event - check to see if the item held/worn is the right type and has the right data, take this data and add it to the player's data. If the item changes, remove it. All of this in a tick event is kinda tricky to handle but is doable. So I started to look into other ways of handling this, and I figured Attributes work similar to how I want to handle this. When you hold a sword, damage goes up and speed goes down when in your mainhand. But this would require making a new attribute for the player and item, and looking into that, people have said that making attributes for a player isn't the right way to handle it. Is the case all the time in that you should always save data in a capability, or is it possible in this case?

 

To explain what I'm trying to do if it helps, every player has a set of stats. Some weapons have these stats too. When you are using a weapon/wearing armor that has one of these stats, I need to update the information in the player to get the correct totals.

 

Edit: I just worked this up and it works like I want - might not be the most efficient way of doing things.

 

	private int ticks;
	
	private ItemStack mainhand;
	private ItemStack helmet;
	private ItemStack chestplate;
	private ItemStack leggings;
	private ItemStack boots;
	
	/* Called ever second to check for slots and update stat bonuses. Might need to be re-worked. */
	@SubscribeEvent
	public void onPlayerTick(PlayerTickEvent event)
	{
		if (event.phase == Phase.START && !event.player.getEntityWorld().isRemote)
		{
			if (ticks % 20 == 0)
			{
				IPlayerInformation playerInfo = event.player.getCapability(CapabilityPlayerInformation.PLAYER_INFORMATION, null);
				
				if (playerInfo != null)
				{	
					if (event.player.inventory.getCurrentItem() != mainhand)
					{
						updateStats(event.player, playerInfo);
						mainhand = event.player.inventory.getCurrentItem();
					}
					
					for (ItemStack stack : event.player.inventory.armorInventory)
					{
						if (stack.getItem() instanceof ItemArmor)
						{
							if (((ItemArmor) stack.getItem()).getEquipmentSlot() == EntityEquipmentSlot.HEAD && stack != helmet)
							{
								updateStats(event.player, playerInfo);
								helmet = stack;
							}
							else if (((ItemArmor) stack.getItem()).getEquipmentSlot() == EntityEquipmentSlot.CHEST && stack != chestplate)
							{
								updateStats(event.player, playerInfo);
								chestplate = stack;
							}
							else if (((ItemArmor) stack.getItem()).getEquipmentSlot() == EntityEquipmentSlot.LEGS && stack != leggings)
							{
								updateStats(event.player, playerInfo);
								leggings = stack;
							}
							else if (((ItemArmor) stack.getItem()).getEquipmentSlot() == EntityEquipmentSlot.FEET && stack != boots)
							{
								updateStats(event.player, playerInfo);
								boots = stack;
							}
						}
					}
				}
				
				ticks = 0;
			}
			
			ticks++;
		}
	}
	
	private void updateStats(EntityPlayer player, IPlayerInformation info)
	{	
		info.removeBonusStats();
		
		if (player.inventory.getCurrentItem().getItem() instanceof ItemSword)
		{
			NBTTagCompound nbt = NBTHelper.loadStackNBT(player.inventory.getCurrentItem());
			
			if (WeaponAttribute.STRENGTH.hasAttribute(nbt)) info.setBonusStrengthStat(info.getBonusStrengthStat() + (int) WeaponAttribute.STRENGTH.getAmount(nbt));
			if (WeaponAttribute.AGILITY.hasAttribute(nbt)) info.setBonusAgilityStat(info.getBonusAgilityStat() + (int) WeaponAttribute.AGILITY.getAmount(nbt));
			if (WeaponAttribute.DEXTERITY.hasAttribute(nbt)) info.setBonusDexterityStat(info.getBonusDexterityStat() + (int) WeaponAttribute.DEXTERITY.getAmount(nbt));
			if (WeaponAttribute.INTELLIGENCE.hasAttribute(nbt)) info.setBonusIntelligenceStat(info.getBonusIntelligenceStat() + (int) WeaponAttribute.INTELLIGENCE.getAmount(nbt));
			if (WeaponAttribute.WISDOM.hasAttribute(nbt)) info.setBonusWisdomStat(info.getBonusWisdomStat() + (int) WeaponAttribute.WISDOM.getAmount(nbt));
			if (WeaponAttribute.FORTITUDE.hasAttribute(nbt)) info.setBonusFortitudeStat(info.getBonusFortitudeStat() + (int) WeaponAttribute.FORTITUDE.getAmount(nbt));
		}
		
		for (ItemStack stack : player.inventory.armorInventory)
		{
			NBTTagCompound nbt = NBTHelper.loadStackNBT(stack);
			
			if (ArmorAttribute.STRENGTH.hasAttribute(nbt)) info.setBonusStrengthStat(info.getBonusStrengthStat() + (int) ArmorAttribute.STRENGTH.getAmount(nbt));
			if (ArmorAttribute.AGILITY.hasAttribute(nbt)) info.setBonusAgilityStat(info.getBonusAgilityStat() + (int) ArmorAttribute.AGILITY.getAmount(nbt));
			if (ArmorAttribute.DEXTERITY.hasAttribute(nbt)) info.setBonusDexterityStat(info.getBonusDexterityStat() + (int) ArmorAttribute.DEXTERITY.getAmount(nbt));
			if (ArmorAttribute.INTELLIGENCE.hasAttribute(nbt)) info.setBonusIntelligenceStat(info.getBonusIntelligenceStat() + (int) ArmorAttribute.INTELLIGENCE.getAmount(nbt));
			if (ArmorAttribute.WISDOM.hasAttribute(nbt)) info.setBonusWisdomStat(info.getBonusWisdomStat() + (int) ArmorAttribute.WISDOM.getAmount(nbt));
			if (ArmorAttribute.FORTITUDE.hasAttribute(nbt)) info.setBonusFortitudeStat(info.getBonusFortitudeStat() + (int) ArmorAttribute.FORTITUDE.getAmount(nbt));
		}
		
		LostEclipse.network.sendTo(new PacketUpdatePlayerStats(info), (EntityPlayerMP) player);
	}

 

Edited by TheXFactor117

Developer of Levels and Lost Eclipse

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hoffman Law Recovery helped me recovered my lost funds
    • Hi! I'm trying to add my custom models/textures renderer like this: public class PonyPlayerWrapperRenderer extends EntityRenderer<Player> { // wrapper class under my LivingEntityRenderer class implementation private final PonyPlayerRenderer innerRenderer; private final PonyPlayerRenderer innerSlimRenderer; public PonyPlayerWrapperRenderer(final EntityRendererProvider.Context context) { super(context); System.out.println("creating new PonyPlayerWrapperRenderer"); this.innerRenderer = new PonyPlayerRenderer(context, false); this.innerSlimRenderer = new PonyPlayerRenderer(context, true); } @Override public void render(final Player entity, final float yaw, final float partialTicks, final PoseStack poseStack, final MultiBufferSource bufferSource, final int packedLight) { System.out.println("PonyPlayerWrapperRenderer render: " + entity.toString()); if (entity instanceof AbstractClientPlayer clientPlayer) { if (clientPlayer.getModelName().contains("slim")) { innerSlimRenderer.render(clientPlayer, yaw, partialTicks, poseStack, bufferSource, packedLight); } else { innerRenderer.render(clientPlayer, yaw, partialTicks, poseStack, bufferSource, packedLight); } } } @Override public ResourceLocation getTextureLocation(final Player player) { System.out.println("PonyPlayerWrapperRenderer getTextureLocation"); if (player instanceof AbstractClientPlayer clientPlayer) { return clientPlayer.getSkinTextureLocation(); } System.out.println("player instanceof AbstractClientPlayer is false"); return getDefaultSkin(player.getUUID()); } } public class PonyPlayerRenderer extends LivingEntityRenderer<AbstractClientPlayer, PlayerModel<AbstractClientPlayer>> { private final PlayerModel<AbstractClientPlayer> earthModel; private final PlayerModel<AbstractClientPlayer> pegasusModel; private final PlayerModel<AbstractClientPlayer> unicornModel; public PonyPlayerRenderer(final EntityRendererProvider.Context context, final boolean slim) { super( context, slim ? new PonyModelSlim(context.bakeLayer(PonyModelSlim.LAYER_LOCATION)) : new PonyModel(context.bakeLayer(PonyModel.LAYER_LOCATION)), 0.5f ); System.out.println("creating new PonyPlayerRenderer"); this.earthModel = slim ? new PonyModelSlim(context.bakeLayer(PonyModelSlim.LAYER_LOCATION)) : new PonyModel(context.bakeLayer(PonyModel.LAYER_LOCATION)); this.pegasusModel = new PegasusModel(context.bakeLayer(PegasusModel.LAYER_LOCATION)); this.unicornModel = new UnicornModel(context.bakeLayer(UnicornModel.LAYER_LOCATION)); } @Override public void render(final AbstractClientPlayer player, final float entityYaw, final float partialTicks, final PoseStack poseStack, final MultiBufferSource buffer, final int packedLight) { final PonyRace race = player.getCapability(PONY_DATA) .map(data -> ofNullable(data.getRace()).orElse(PonyRace.EARTH)) .orElse(PonyRace.EARTH); this.model = switch (race) { case PEGASUS -> pegasusModel; case UNICORN -> unicornModel; case EARTH -> earthModel; }; super.render(player, entityYaw, partialTicks, poseStack, buffer, packedLight); } @Override public ResourceLocation getTextureLocation(final AbstractClientPlayer player) { final PonyRace race = player.getCapability(PONY_DATA) .map(data -> ofNullable(data.getRace()).orElse(PonyRace.EARTH)) .orElse(PonyRace.EARTH); return switch (race) { case EARTH -> fromNamespaceAndPath(MODID, "textures/entity/earth_pony.png"); case PEGASUS -> fromNamespaceAndPath(MODID, "textures/entity/pegasus.png"); case UNICORN -> fromNamespaceAndPath(MODID, "textures/entity/unicorn.png"); }; } } @Mod.EventBusSubscriber(modid = MODID, bus = MOD, value = CLIENT) public class ClientRenderers { // mod bus render registration config @SubscribeEvent public static void onRegisterLayerDefinitions(final EntityRenderersEvent.RegisterLayerDefinitions event) { event.registerLayerDefinition(PonyModel.LAYER_LOCATION, PonyModel::createBodyLayer); event.registerLayerDefinition(PonyModelSlim.LAYER_LOCATION, PonyModelSlim::createBodyLayer); event.registerLayerDefinition(PegasusModel.LAYER_LOCATION, PegasusModel::createBodyLayer); event.registerLayerDefinition(UnicornModel.LAYER_LOCATION, UnicornModel::createBodyLayer); event.registerLayerDefinition(InnerPonyArmorModel.LAYER_LOCATION, InnerPonyArmorModel::createBodyLayer); event.registerLayerDefinition(OuterPonyArmorModel.LAYER_LOCATION, OuterPonyArmorModel::createBodyLayer); } @SubscribeEvent public static void onRegisterRenderers(final EntityRenderersEvent.RegisterRenderers event) { event.registerEntityRenderer(EntityType.PLAYER, PonyPlayerWrapperRenderer::new); System.out.println("onRegisterRenderers end"); } } Method onRegisterRenderers() is called and I can see it being logged. But when I enter the world, my PonyWrapperRenderer render() method doesn't ever seem to be called. I also tried to put my renderer to EntityRenderDispatcher's playerRenderers via reflection: @Mod.EventBusSubscriber(modid = MODID, bus = MOD, value = CLIENT) public class ClientRenderers { @SubscribeEvent public static void onRegisterLayerDefinitions(final EntityRenderersEvent.RegisterLayerDefinitions event) { event.registerLayerDefinition(PonyModel.LAYER_LOCATION, PonyModel::createBodyLayer); event.registerLayerDefinition(PonyModelSlim.LAYER_LOCATION, PonyModelSlim::createBodyLayer); event.registerLayerDefinition(PegasusModel.LAYER_LOCATION, PegasusModel::createBodyLayer); event.registerLayerDefinition(UnicornModel.LAYER_LOCATION, UnicornModel::createBodyLayer); event.registerLayerDefinition(InnerPonyArmorModel.LAYER_LOCATION, InnerPonyArmorModel::createBodyLayer); event.registerLayerDefinition(OuterPonyArmorModel.LAYER_LOCATION, OuterPonyArmorModel::createBodyLayer); } @SubscribeEvent public static void onClientSetup(final FMLClientSetupEvent event) { event.enqueueWork(() -> { try { final EntityRenderDispatcher dispatcher = Minecraft.getInstance().getEntityRenderDispatcher(); final Field renderersField = getEntityRenderDispatcherField("playerRenderers"); final Field itemInHandRenderer = getEntityRenderDispatcherField("itemInHandRenderer"); @SuppressWarnings("unchecked") final Map<String, EntityRenderer<? extends Player>> playerRenderers = (Map<String, EntityRenderer<? extends Player>>)renderersField.get(dispatcher); final PonyPlayerWrapperRenderer renderer = new PonyPlayerWrapperRenderer( new EntityRendererProvider.Context( dispatcher, Minecraft.getInstance().getItemRenderer(), Minecraft.getInstance().getBlockRenderer(), (ItemInHandRenderer)itemInHandRenderer.get(dispatcher), Minecraft.getInstance().getResourceManager(), Minecraft.getInstance().getEntityModels(), Minecraft.getInstance().font ) ); playerRenderers.put("default", renderer); playerRenderers.put("slim", renderer); System.out.println("Player renderers replaced"); } catch (final Exception e) { throw new RuntimeException("Failed to replace player renderers", e); } }); } private static Field getEntityRenderDispatcherField(final String fieldName) throws NoSuchFieldException { final Field field = EntityRenderDispatcher.class.getDeclaredField(fieldName); field.setAccessible(true); return field; } } But I receive the error before Minecraft Client appears (RuntimeException: Failed to replace player renderers - from ClientRenderers onClientSetup() method - and its cause below): java.lang.IllegalArgumentException: No model for layer anotherlittlepony:earth_pony#main at net.minecraft.client.model.geom.EntityModelSet.bakeLayer(EntityModelSet.java:18) ~[forge-1.20.1-47.4.0_mapped_official_1.20.1-recomp.jar:?] {re:classloading,pl:runtimedistcleaner:A} at net.minecraft.client.renderer.entity.EntityRendererProvider$Context.bakeLayer(EntityRendererProvider.java:69) ~[forge-1.20.1-47.4.0_mapped_official_1.20.1-recomp.jar:?] {re:classloading,pl:runtimedistcleaner:A} at com.thuggeelya.anotherlittlepony.client.renderer.pony.PonyPlayerRenderer.<init>(PonyPlayerRenderer.java:32) ~[main/:?] {re:classloading} at com.thuggeelya.anotherlittlepony.client.renderer.pony.PonyPlayerWrapperRenderer.<init>(PonyPlayerWrapperRenderer.java:24) ~[main/:?] {re:classloading} at com.thuggeelya.anotherlittlepony.client.renderer.ClientRenderers.lambda$onClientSetup$0(ClientRenderers.java:79) ~[main/:?] {re:classloading} ... 33 more Problem appears when EntityRendererProvider context tries to bakeLayer with my model layer location: new PonyModel(context.bakeLayer(PonyModel.LAYER_LOCATION)); // PonyPlayerRenderer.java:32 public class PonyModel extends PlayerModel<AbstractClientPlayer> { // the model class itself public static final ModelLayerLocation LAYER_LOCATION = new ModelLayerLocation( ResourceLocation.fromNamespaceAndPath(MODID, "earth_pony"), "main" ); public PonyModel(final ModelPart root) { super(root, false); } public static LayerDefinition createBodyLayer() { // some CubeListBuilder stuff for model appearance } } Textures PNGs are placed at: resources/assets/[my mod id]/textures/entity. My forge version is 1.20.1. Would appreciate any help.
    • Well, a bit more information about what you're trying to do would be helpful. e.g. why you're trying to use "INVOKE_ASSIGN" instead of "INVOKE". "INVOKE_ASSIGN" calls your code after the "target" is called and its value is stored, if applicable. "INVOKE" calls your code before the target is called. "target" expects a fully qualified name, as per the SpongePowered docs, if that name is going to be remapped (which it will be if your injecting into Minecraft itself and not another mod). For more information on fully qualified names versus canonical names, see the Java specifications. Here's an example of a working "@At" from my own code that targets the "getClosestsVulnerablePlayerToEntity" call inside a mob's logic: @At(value = "INVOKE_ASSIGN", target = "net.minecraft.world.World.getClosestVulnerablePlayerToEntity(Lnet/minecraft/entity/Entity;D)Lnet/minecraft/entity/player/EntityPlayer;") Hope this helps!
    • Ran it one more time just to check, and there's no errors this time on the log??? Log : https://mclo.gs/LnuaAiu I tried allocating more memory to the modpack, around 8000MB and it's still the same; stopping at "LOAD_REGISTRIES". Are some of the mods clashing, maybe? I have no clue what to do LOL
    • Tried removing some biome generation mods and test ran it again, but it's still the same; still not responding as soon as it gets to "LOAD_REGISTRIES". This time with more errors though. Log : https://mclo.gs/uygZzD8 Is there too little memory allocated to the modpack maybe? Can someone help please.    (T.T)💔
  • Topics

×
×
  • Create New...

Important Information

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