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    • This is not something that can be debugged by just staring at some code, this needs to be checked in the debugger to see what is actually happening.
    • When the ItemStacks are created the following happens: This event handler fires. This method is called. This method is called. For the enchanted book it does not find anything in this map, so it returns this singleton instance. A new DefenseData instance is created and attached to the ItemStack. Its styleFactor and elementFactor maps are set to these two maps from the same singleton instance of ItemCombatProperties (both empty HashMap instances). The same happens for the golden chestplate.   You hover over the enchanted book. This event handler fires. It calls this method. Because this is the first time the event fires for this stack, areEnchantmentChangesApplied is false, so applyEnchantmentChanges is called and copies the enchantment data into the elementFactor and styleFactor maps. You hover over the golden chestplate. This event handler fires. It calls this method. Because this is the first time the event fires for this stack, areEnchantmentChangesApplied is false, so applyEnchantmentChanges is called. applyEnchantmentChanges finds that newEnchantments is empty (because the golden chestplate is not enchanted) and so simply does nothing but set areEnchantmentChangesApplied to true. styleFactor and elementFactor still point to the same singleton HashMap instances from the empty ItemCombatProperties. These maps have been filled with the enchantments for the enchanted book in the previous step and still contain this same data. I cannot comprehend why you copy the enchantment data and have this elaborate "diffing" algorithm instead of simply computing whatever data you need from the enchantments on the fly.
    • In the TileEntity: public abstract class CoalGeneratorTileEntity extends TileEntity implements INamedContainerProvider { protected ITextComponent customName; protected I inventory; protected BaseEnergyStorage energy = new BaseEnergyStorage(getCapacity(), getMaxReceive(), getMaxExtract(), getStartEnergy()); public int currentProcessingTime; protected boolean isProcessing = false; public static final String CURRENT_PROCESSING_TIME = "CurrentProcessingTime"; public static final String CUSTOM_NAME = "CustomName"; public CoalGeneratorTileEntity(TileEntityType<?> tileEntityTypeIn) { super(tileEntityTypeIn); inventory = new BaseItemHandler(1); } @Override public Container createMenu(int windowId, PlayerInventory playerInventory, PlayerEntity player) { return new CoalGeneratorContainer(windowId, playerInventory, this, ModContainerTypes.COAL_GENERATOR); } @Override public ITextComponent getDisplayName() { return getName(); } public void setCustomName(ITextComponent name) { customName = name; } public ITextComponent getName() { return customName != null ? customName : getDefaultName(); } private ITextComponent getDefaultName() { return new TranslationTextComponent("container." + TodayAndTomorrow.MOD_ID + "." + "coal_generator"); } @Override public void read(CompoundNBT compound) { super.read(compound); if (compound.contains(CUSTOM_NAME, Constants.NBT.TAG_STRING)) { customName = ITextComponent.Serializer.fromJson(compound.getString(CUSTOM_NAME)); } NonNullList<ItemStack> inv = NonNullList.withSize(inventory.getSlots(), ItemStack.EMPTY); ItemStackHelper.loadAllItems(compound, inv); inventory.setNonNullList(inv); energy.readFromNBT(compound); currentProcessingTime = compound.getInt(CURRENT_PROCESSING_TIME); } @Override public CompoundNBT write(CompoundNBT compound) { super.write(compound); if (customName != null) { compound.putString("CustomName", ITextComponent.Serializer.toJson(this.customName)); } ItemStackHelper.saveAllItems(compound, inventory.toNonNullList()); energy.writeToNBT(compound); compound.putInt(CURRENT_PROCESSING_TIME, currentProcessingTime); return compound; } public I getInventory() { return inventory; } @Override public SUpdateTileEntityPacket getUpdatePacket() { CompoundNBT nbt = new CompoundNBT(); this.write(nbt); return new SUpdateTileEntityPacket(this.pos, 0, nbt); } @Override public void onDataPacket(NetworkManager net, SUpdateTileEntityPacket pkt) { this.read(pkt.getNbtCompound()); } @Override public CompoundNBT getUpdateTag() { CompoundNBT nbt = new CompoundNBT(); this.write(nbt); return nbt; } @Override public void handleUpdateTag(CompoundNBT nbt) { this.read(nbt); } @Override public <T> LazyOptional<T> getCapability(Capability<T> cap, Direction side) { LazyOptional<T> inventory = CapabilityItemHandler.ITEM_HANDLER_CAPABILITY.orEmpty(cap, LazyOptional.of(() -> inventory)); if (inventory.isPresent()) { return inventory; } return CapabilityEnergy.ENERGY.orEmpty(cap, LazyOptional.of(() -> energy)); } @Override public Container createMenu(int windowId, PlayerInventory playerInventory, PlayerEntity player) { return createMenu(windowId, playerInventory, player); } @Override public void tick() { boolean dirty = false; if (world != null && !world.isRemote()) { if ((energy.getMaxEnergyStored() > energy.getEnergyStored() && inventory.getStackInSlot(0).getCount() > 0) || isProcessing) { if (currentProcessingTime < getProcessingTime()) { if (currentProcessingTime == 0) { inventory.decrStackSize(0, 1); isProcessing = true; } energy.receiveEnergyRaw(ENERGY_PER_TICK, false); setLit(true); currentProcessingTime++; dirty = true; } else { currentProcessingTime = 0; isProcessing = false; } } else { currentProcessingTime = 0; setLit(false); } } if (dirty) { markDirty(); world.notifyBlockUpdate(getPos(), getBlockState(), getBlockState(), Constants.BlockFlags.BLOCK_UPDATE); } } protected void setLit(boolean lit) { if (getBlockState().getBlock() instanceof LitGuiBlock) { world.setBlockState(getPos(), getBlockState().with("lit", lit)); } } } BaseEnergyStorage is a class that extends EnergyStorage.   In the wire I've gone through all connected wires and checked if a tile entity with energy capacity is there. public class CopperWireTileEntity extends TileEntity implements ITickableTileEntity { boolean[] machineAt = new boolean[6]; public CopperWireTileEntity(TileEntityType<?> tileEntityTypeIn) { super(tileEntityTypeIn); Arrays.fill(machineAt, false); } public CopperWireTileEntity() { this(ModTileEntityTypes.COPPER_WIRE.get()); } @Override public void tick() { updateSide(0, getPos().north(), Direction.NORTH); updateSide(1, getPos().east(), Direction.EAST); updateSide(2, getPos().south(), Direction.SOUTH); updateSide(3, getPos().west(), Direction.WEST); updateSide(4, getPos().up(), Direction.UP); updateSide(5, getPos().down(), Direction.DOWN); int energyAvailable = getEnergyAvailable(); if (energyAvailable != 0) { int takeAway = scatterEnergy(energyAvailable); takeAwayEnergy(takeAway, energyAvailable); } } protected void updateSide(int index, BlockPos pos, Direction direction) { if (!machineAt[index]) { TileEntity tileEntity = world.getTileEntity(pos); if (tileEntity != null && tileEntity.getCapability(CapabilityEnergy.ENERGY).isPresent()) { machineAt[index] = true; } } else if (world.getBlockState(pos).getBlock() == Blocks.AIR) { machineAt[index] = false; } } protected int getEnergyAvailable() { AtomicInteger energyAvailable = new AtomicInteger(); for (int i = 0; i < machineAt.length; i++) { if (machineAt[i]) { world.getTileEntity(getBlockPosByIndex(pos, i)).getCapability(CapabilityEnergy.ENERGY).ifPresent((e) -> energyAvailable.addAndGet(e.extractEnergy(Integer.MAX_VALUE, true))); } } return energyAvailable.get(); } protected int scatterEnergy(int energyAvailable) { ArrayList<BlockPos> visited = new ArrayList<>(); ArrayList<IEnergyStorage> outputMachinePositions = new ArrayList<>(); getOutputMachinesEnergy(getPos(), visited, outputMachinePositions); int maxReceives = 0; for (IEnergyStorage energy : outputMachinePositions) { maxReceives += energy.receiveEnergy(Integer.MAX_VALUE, true); } if (maxReceives <= energyAvailable) { for (IEnergyStorage energy : outputMachinePositions) { int sent = energy.receiveEnergy(Integer.MAX_VALUE, false); } return maxReceives; } int energyGiven = 0; for (IEnergyStorage energy : outputMachinePositions) { int energyNeeded = energy.receiveEnergy(Integer.MAX_VALUE, true); int energyToGive = (int)((float)energyNeeded / (float)maxReceives * (float)energyAvailable); energyGiven += energyToGive; int a = energy.receiveEnergy(energyToGive, false); } return energyGiven; } protected void takeAwayEnergy(int takeAway, int energyAvailable) { for (int i = 0; i < machineAt.length; i++) { if (machineAt[i]) { world.getTileEntity(getBlockPosByIndex(pos, i)).getCapability(CapabilityEnergy.ENERGY).ifPresent((e) -> { int energyProviding = e.extractEnergy(Integer.MAX_VALUE, true); int energyToTakeAway = (int)((float)energyProviding / (float)energyAvailable * (float)takeAway); e.extractEnergy(energyToTakeAway, false); }); } } } protected void getOutputMachinesEnergy(BlockPos pos, ArrayList<BlockPos> visited, ArrayList<IEnergyStorage> outEnergies) { if (!visited.contains(pos)) { if (world.getBlockState(pos).getBlock() == BlockInit.COPPER_WIRE.get()) { visited.add(pos); getOutputMachinesEnergy(pos.north(), visited, outEnergies); getOutputMachinesEnergy(pos.east(), visited, outEnergies); getOutputMachinesEnergy(pos.south(), visited, outEnergies); getOutputMachinesEnergy(pos.west(), visited, outEnergies); getOutputMachinesEnergy(pos.up(), visited, outEnergies); getOutputMachinesEnergy(pos.down(), visited, outEnergies); } else if (world.getTileEntity(pos) != null && world.getTileEntity(pos).getCapability(CapabilityEnergy.ENERGY).isPresent()) { AtomicReference<IEnergyStorage> energy = new AtomicReference<>(); world.getTileEntity(pos).getCapability(CapabilityEnergy.ENERGY).ifPresent(energy::set); outEnergies.add(energy.get()); } } } protected BlockPos getBlockPosByIndex(BlockPos pos, int index) { switch (index) { case 0: return pos.north(); case 1: return pos.east(); case 2: return pos.south(); case 3: return pos.west(); case 4: return pos.up(); case 5: return pos.down(); } throw new IllegalArgumentException("Invalid index: " + index); } } I thought that the energy consuming machines from other Mods would have EnergyStorge with maxReceive from more that 0 so that I could give them energy. But when i tested it with Mekansim: int energyNeeded = energy.receiveEnergy(Integer.MAX_VALUE, true); and energyNeeded was 0 so the wire didn't extract any energy.
    • Hello! I implemented an itemstack capability, that is working fine in survival (at least I haven't noticed anything yet). But I noticed some weird behaviour with enchanted books itemstacks and the creative inventory. I try my best to explain how the bug appears. First of I use ItemTooltipEvent to make the information of the capability visible. This does work at first. For example the turtle shell has default values, which can be seen here: Another example is the Chestplate, which does not have any default values (well it does, but they won't get displayed, because they are not 'special' like water or thunder from the turtle shell) Now the enchanted book also has different values, but this time the source is the enchantment. So the values on the book are also correct Now we are getting close to the bug. If I now move the mouse back to the chestplate, it suddendly has the same values as the enchanted book. So at some point the capability of the chestplate got filled with the data from the enchanted book. Also weird is, that when I hover back over the turtle shell, the data is still the same as before (the correct behaviour). Only the itemstacks, that hasn't had any default data, have the same information as the enchanted book.  I'm absolutly buffled how this happens and I can only reset it by restarting the whole game. Switching game file or switching game mode to survival and back to creative does nothing.   So yeah... I really hope someone here know what to do, cause I don't. My repository: https://github.com/Tavi007/ElementalCombat addToolTipEvent: https://github.com/Tavi007/ElementalCombat/blob/224466912125ac0dcbcd6bf1f8de72261de6b174/src/main/java/Tavi007/ElementalCombat/events/RenderEvents.java#L43
    • ok, just looked, my razor elite siren mic, was configured as a game controller somehow, just reconfigured its as an audio input and all seems to be working now, never would have considered that
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