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[1.14.4] [SOLVED] How to interate through the player inventory


kwpugh

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Hi,

 

I'm looking for some guidance on how to effectively interate through the player inventory, test for a condition, and take an action.

 

The following code is something I am attempting to migrate from 1.12.2, but having little luck.

 

package com.kwpugh.gobber2.util;

import com.kwpugh.gobber2.Gobber2;
import com.kwpugh.gobber2.lists.ItemList;

import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.inventory.EquipmentSlotType;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraftforge.eventbus.api.EventPriority;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.gameevent.TickEvent;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.IItemHandler;

@EventBusSubscriber(modid = Gobber2.modid, bus = EventBusSubscriber.Bus.FORGE )
public class RepairTickHandler
{
	int DELAY;
	
	Item repairGring;
	int time;
	
	public RepairTickHandler(Item item, int delay)
	{
		repairGring = item;
		DELAY = delay;
		time = DELAY;
	}
	
	@SubscribeEvent(receiveCanceled = true, priority= EventPriority.HIGHEST)
	public void onPlayerTick(TickEvent.PlayerTickEvent event)
	{
		PlayerEntity player = (PlayerEntity) event.player;
		IItemHandler inv = (IItemHandler) player.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null);
		for (int i = 0; i < inv.getSlots(); i++)
		{
			ItemStack target = inv.getStackInSlot(i);

			if (target.getItem() == ItemList.gobber2_ring_repair)
			{
				time--;
				if (time <= 0)
				{
					time = DELAY;
					repair(player);
				}
			}
		}			
	}
	
	private void repair(PlayerEntity player)
	{
		IItemHandler inv = (IItemHandler) player.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null);
		for (int i = 0; i < ((IItemHandler) inv).getSlots(); i++)
		{
			ItemStack target = inv.getStackInSlot(i);
			if (!target.isEmpty() && target.getItem().isRepairable(target))
			{
				if (!(player.isSwingInProgress && target == player.getItemStackFromSlot(EquipmentSlotType.MAINHAND)))
				{
					if (target.isDamaged())
					{
						target.setDamage(target.getDamage() - 1);
						return; 
					}
				}
			}
		}
	}
}

 

It is not working as expected and I am not sure why.   Any guidance would be helpful.

 

Regards,

 

Thank you.

 

Edited by kwpugh
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7 minutes ago, kwpugh said:

It is not working as expected and I am not sure why.   Any guidance would be helpful.

Define not working as expected have you tried outputting values to the console? Specifically to determine where the execution stops and the values of the variables to determine why it stopped.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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35 minutes ago, kwpugh said:

@EventBusSubscriber(modid = Gobber2.modid, bus = EventBusSubscriber.Bus.FORGE )

You are using the FORGE event bus instead of the MOD one.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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2 minutes ago, diesieben07 said:

That is correct in this case.

Oh I see now. But that kinda brings back an old issue we had pre 1.10(I think). Where you had to know which bus you needed to use.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Ok, I see.   I mis-read.   The doc explains BOTH static and non-static methods and indicates that "An event handler may also be static", I didn't understand that it is required.

 

I got it working, thank you.

 

 

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1 minute ago, kwpugh said:

Ok, you confused me.   You said the event handler methods must be static before.   

Option A:

 - The event class is registered statically, therefor the methods must be static

Option B:

 - The event class is registered as an instance, therefor the methods must not be static

 

Notice how the first part and the second part match?

Notice how both options are possible?

 

Event handlers are not required to be static, but you have to match.

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