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Method to attach Capabilities after Entity registration


ben_mkiv
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Hello,

 

i'm writing a mod which adds a set of different Capabilities for Entities. Actually i'm giving any Entity my capabilities on registration, which creates a lot of unnecessary overhead.

 

Please add some Method to add/remove Capabilities from Entities on the fly. Thanks :)

 

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You can change what you return from hasCapability and getCapability at any time you want.

Also, this sounds like you are doing things quite wrongly, so please show your code:

3 hours ago, ben_mkiv said:

Actually i'm giving any Entity my capabilities on registration

Edited by diesieben07
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well its kinda lot of code... actually i'm attaching the capabilities to every EntityLiving/EntityMinecart by catching the attachCapability event.

 

every capability has a wrapper around it which is able to attach/detach the capability. so i dont see any place to optimize here except of adding a wrapper around all capabilities so that i end up with one capability... but even those wrappers already used are annoying me ;)

 

its just that multiplayer server hold tons of entities cached and i would like to keep my overhead at the possible minimum. And Capabilities would be a great Tool for me if i could just add/remove them on the fly to a entity. 

 

@dieSieben07 also while you are reading this thread anyways, thanks for all the questions you answered before on the forums, that helped a lot to get started with modding minecraft :)

 

well thats one of my capabilities, the attaching/detaching is managed within the capability provider

public class authorityCapability implements ICapabilitySerializable<NBTBase> {
    @CapabilityInject(IauthorityCapability.class)
    public static Capability<IauthorityCapability> AUTHORITY = null;

    private authorityProvider instance = null;

    public static void register(){
        CapabilityManager.INSTANCE.register(IauthorityCapability.class, new authorityStorage(), authorityProvider.class);
        MinecraftForge.EVENT_BUS.register(new eventHandler());
        capabilities.register(AUTHORITY);}

    public authorityCapability(Entity e){
        instance = new authorityProvider(e);
    }

    public boolean hasCapability(Capability<?> capability, @Nullable EnumFacing facing) {
        return capability.equals(AUTHORITY);
    }

    @Nullable
    public <T> T getCapability(Capability<T> capability, @Nullable EnumFacing facing) {
        if(!capability.equals(AUTHORITY))
            return null;

        return AUTHORITY.<T> cast(instance);
    }

    @Override
    public NBTBase serializeNBT(){
        if(instance == null)
            return new NBTTagCompound();

        return AUTHORITY.getStorage().writeNBT(AUTHORITY, instance, null);
    }

    @Override
    public void deserializeNBT(NBTBase nbt){
        if(instance != null)
            AUTHORITY.getStorage().readNBT(AUTHORITY, instance, null, nbt);
    }

    public static class eventHandler {
        private static final ResourceLocation KEY = new ResourceLocation(OpenEntity.MODID, "authorityCapability");

        @SubscribeEvent
        public void StartTracking(PlayerEvent.StartTracking event){
            if(!event.getTarget().hasCapability(AUTHORITY, null))
                return;

            if(!event.getTarget().getCapability(AUTHORITY, null).isAttached())
                return;

            event.getTarget().getCapability(AUTHORITY, null).syncToClient(event.getEntityPlayer());
        }

        @SubscribeEvent
        public void attachCapability(AttachCapabilitiesEvent<Entity> event) {
            Entity entity = event.getObject();

            if (!giveCapToEntity(entity))
                return;

            if(entity.hasCapability(AUTHORITY, null))
                return;

            //Logger.getLogger(OpenEntity.MODID).info("adding cap INVENTORY " + entity.world.isRemote);

            event.addCapability(KEY, new authorityCapability(entity));
        }

        @SubscribeEvent
        public void onDeath(LivingDeathEvent event) {
            if(event.getEntity().hasCapability(AUTHORITY, null))
                event.getEntity().getCapability(AUTHORITY, null).detach(null);
        }

        public static boolean giveCapToEntity(Entity e){
            if(e instanceof EntityCreature)
                return true;

            if(e instanceof EntityMinecart)
                return true;

            return false;
        }
    }
}

 

Edited by ben_mkiv
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49 minutes ago, ben_mkiv said:

actually i'm attaching the capabilities to every EntityLiving/EntityMinecart by catching the attachCapability event.

What you are attaching is a capability provider, not the actual capabilities. This provider can decide to expose capabilities or not dynamically via the hasCapability and getCapability methods.

 

51 minutes ago, ben_mkiv said:

every capability has a wrapper around it which is able to attach/detach the capability. so i dont see any place to optimize here except of adding a wrapper around all capabilities so that i end up with one capability... but even those wrappers already used are annoying me ;)

This wrapped is already present in form of the ICapabilityProvider, unless that's what you are talking about.

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So my problem with this is that my Capability is used to attach a OpenComputers machine to Mobs for example. Which will be used on like 1-2 Mobs for each user, while every other mob has to get the capability handler assigned even when never using it.

 

maybe capabilities are the wrong tool for that, but i dont know how else to attach custom data to a mob

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