Jump to content

Recommended Posts

Posted
2 hours ago, vanilla______ said:

but I have no Idea what to do from here. thx for the help.

I think you should check the slots one by one. an example would be a for-loop (which checks the first 9 slots for obsidian 0-8 that would be the hotbar slots).

note: if you want to change something in the inventory you cannot use Minecraft#getInstance#player because you get a client player here

Posted
7 hours ago, Luis_ST said:

I think you should check the slots one by one. an example would be a for-loop (which checks the first 9 slots for obsidian 0-8 that would be the hotbar slots).

note: if you want to change something in the inventory you cannot use Minecraft#getInstance#player because you get a client player here

yeah, but my problem rn is more of what obsidian is, like what do I put inside the for(___)?

Posted
14 hours ago, Luis_ST said:

I think you should check the slots one by one. an example would be a for-loop (which checks the first 9 slots for obsidian 0-8 that would be the hotbar slots).

note: if you want to change something in the inventory you cannot use Minecraft#getInstance#player because you get a client player here

how would I do that in a for loop, I tried to solo it but i'm dum so I only got this

		for(int i = 0; i<9; i++) {
			
			I++;
			if(mc.player.inventory.getStackInSlot(I) == obi) {
				System.out.print("workin fine :D");
				Debug.log("workin fine :D");
			}
		}

note: i isn't I, I is a int I made for this

Posted

(1) Why are i and I not the same variable. Please explain this.

(2) Items are not Blocks, ItemStacks are not Items.

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

(1) i is a generic integer, capital I is not, so I made an int I because it was simple and easy to remember

(2) I know, I assume getSTACKinslot would use an itemstack, I made a new itemstack(Blocks.OBSIDIAN) and named it obi.

Posted (edited)
18 minutes ago, vanilla______ said:

(1) i is a generic integer, capital I is not, so I made an int I because it was simple and easy to remember

?????

18 minutes ago, vanilla______ said:

(2) I know, I assume getSTACKinslot would use an itemstack, I made a new itemstack(Blocks.OBSIDIAN) and named it obi.

then the Item Stacks would never be the same, since they're different instances, get the item from the player's inventory item stack, and then check if it matches against the instance of the item you want

Edited by kiou.23
Posted
1 hour ago, kiou.23 said:

?????

then the Item Stacks would never be the same, since they're different instances, get the item from the player's inventory item stack, and then check if it matches against the instance of the item you want

1 if I use i as an intiger, it create a new thing i bcs it's just what java does, if i use CAPITAL I it doesn't and I can use my custom variable

2 that's what it does (I think), it gets the stack in slot I, which will increase 9 times from 0-8, and then it sees if it's equal to "obi" aka new ItemStack(Blocks.OBSIDIAN)

Posted
5 minutes ago, vanilla______ said:

1 if I use i as an intiger, it create a new thing i bcs it's just what java does, if i use CAPITAL I it doesn't and I can use my custom variable

????

5 minutes ago, vanilla______ said:

2 that's what it does (I think), it gets the stack in slot I, which will increase 9 times from 0-8, and then it sees if it's equal to "obi" aka new ItemStack(Blocks.OBSIDIAN)

that's not what I said, I explained why what you're doing won't work, and what you need to do

Posted

1 let's just ignore the first point it doesn't matter

2 well I don't know what your saying then, it seems like I'm doing what you said but I guess i'm not, could you go into a bit more detail thx, specifically wdym by "instances", thx.

10 minutes ago, kiou.23 said:

????

that's not what I said, I explained why what you're doing won't work, and what you need to do

 

Posted (edited)
12 minutes ago, vanilla______ said:

1 let's just ignore the first point it doesn't matter

I'm trying to understand what's the difference between using i and I... i seems to accomplish the same thing that I does, logically

 

edit: and ooops, accidentally send it, so I'm going to have to reply point 2 in another message

Edited by kiou.23
Posted
13 minutes ago, vanilla______ said:

2 well I don't know what your saying then

Item Stacks and Items are different things

14 minutes ago, vanilla______ said:

it seems like I'm doing what you said but I guess i'm not

 

correct, you're not, you're instantiating a new Item Stack and seeing if it is the same as another one, that's not the same as checking if the item from one item stack matches the static instance of the item that you want

15 minutes ago, vanilla______ said:

could you go into a bit more detail thx, specifically wdym by "instances", thx.

I shouldn't have too, instance are basic OOP, which you are expected to know

in short: any time you use the keyword "new" to create a new variable, you are instantiating a class, therefore: an instance. what the player has in his inventory is an instance of the ItemStack class. what you want (and this is what I said), to check if the Item in the ItemStack is the Item that you're looking for

Posted (edited)
3 hours ago, vanilla______ said:

2 well I don't know what your saying then, it seems like I'm doing what you said but I guess i'm not, could you go into a bit more detail thx, specifically wdym by "instances", thx.

Lets say you buy a book on Amazon. And then you order a second copy.

When they arrive you place one on your coffee table and one in your bookshelf.

Are they the same object?

No, of course not, you have TWO books. The one on your coffee table is definitely not the same one on your bookshelf. They are identical but they are not the same object. They are two different instances of that book.

The itemstack in the player's inventory is the book on the bookshelf.
The itemstack you created in your code is the book on the coffee table.
And you just asked you if the two stacks are the same object.

Only what you're trying to do is go through your bookshelf and find the other copy of the book that is on your coffee table. So how would you do that? By reading the titles.

Edited by Draco18s

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
5 minutes ago, Draco18s said:

Lets say you buy a book on Amazon. And then you order a second copy.

When they arrive you place one on your coffee table and one in your bookshelf.

Are they the same object?

No, of course not, you have TWO books. The one on your coffee table is definitely not the same one on your bookshelf. They are identical but they are not the same object. They are two different instances of that book.

The itemstack in the player's inventory is the book on the bookshelf.
The itemstack you created in your code is the book on the coffee table.
And you just asked you if the two stacks are the same object.

Only what you're trying to do is go through your bookshelf and find the other copy of the book that is on your coffee table. So how would you do that? By reading the titles.

thx for clarifying

Posted

kiuo.23 When you use i, it won't use a variable called i, it will create a new intiger because i is what a new intiger is called, it's just a throwaway, Capital I is not i, so it won't create a new variable and will use a variable that is called I.

Posted (edited)
7 minutes ago, vanilla______ said:

kiuo.23 When you use i, it won't use a variable called i, it will create a new intiger because i is what a new intiger is called, it's just a throwaway, Capital I is not i, so it won't create a new variable and will use a variable that is called I.

that's highly incorrect, where did you learn this?

"i" is, in this case, a variable defined in the for loop, for each time the for loop runs, "i" will get incremented by one. it is a variable like any other, there's nothing special about it

Edited by kiou.23
Posted
47 minutes ago, kiou.23 said:

that's highly incorrect, where did you learn this?

"i" is, in this case, a variable defined in the for loop, for each time the for loop runs, "i" will get incremented by one. it is a variable like any other, there's nothing special about it

just did some experimenting realized what's happening, your right.

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

    • So me and a couple of friends are playing with a shitpost mod pack and one of the mods in the pack is corail tombstone and for some reason there is a problem with it, where on death to fire the player will get kicked out of the server and the tombstone will not spawn basically deleting an entire inventory, it doesn't matter what type of fire it is, whether it's from vanilla fire/lava, or from modded fire like ice&fire/lycanites and it's common enough to where everyone on the server has experienced at least once or twice and it doesn't give any crash log. a solution to this would be much appreciated thank you!
    • It is 1.12.2 - I have no idea if there is a 1.12 pack
    • Okay, but does the modpack works with 1.12 or just with 1.12.2, because I need the Forge client specifically for Minecraft 1.12, not 1.12.2
    • Version 1.19 - Forge 41.0.63 I want to create a wolf entity that I can ride, so far it seems to be working, but the problem is that when I get on the wolf, I can’t control it. I then discovered that the issue is that the server doesn’t detect that I’m riding the wolf, so I’m struggling with synchronization. However, it seems to not be working properly. As I understand it, the server receives the packet but doesn’t register it correctly. I’m a bit new to Java, and I’ll try to provide all the relevant code and prints *The comments and prints are translated by chatgpt since they were originally in Spanish* Thank you very much in advance No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. MountableWolfEntity package com.vals.valscraft.entity; import com.vals.valscraft.network.MountSyncPacket; import com.vals.valscraft.network.NetworkHandler; import net.minecraft.client.Minecraft; import net.minecraft.network.syncher.EntityDataAccessor; import net.minecraft.network.syncher.EntityDataSerializers; import net.minecraft.network.syncher.SynchedEntityData; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.Mob; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.animal.Wolf; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.Entity; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; import net.minecraft.world.phys.Vec3; import net.minecraftforge.event.TickEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.network.PacketDistributor; public class MountableWolfEntity extends Wolf { private boolean hasSaddle; private static final EntityDataAccessor<Byte> DATA_ID_FLAGS = SynchedEntityData.defineId(MountableWolfEntity.class, EntityDataSerializers.BYTE); public MountableWolfEntity(EntityType<? extends Wolf> type, Level level) { super(type, level); this.hasSaddle = false; } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(DATA_ID_FLAGS, (byte)0); } public static AttributeSupplier.Builder createAttributes() { return Wolf.createAttributes() .add(Attributes.MAX_HEALTH, 20.0) .add(Attributes.MOVEMENT_SPEED, 0.3); } @Override public InteractionResult mobInteract(Player player, InteractionHand hand) { ItemStack itemstack = player.getItemInHand(hand); if (itemstack.getItem() == Items.SADDLE && !this.hasSaddle()) { if (!player.isCreative()) { itemstack.shrink(1); } this.setSaddle(true); return InteractionResult.SUCCESS; } else if (!level.isClientSide && this.hasSaddle()) { player.startRiding(this); MountSyncPacket packet = new MountSyncPacket(true); // 'true' means the player is mounted NetworkHandler.CHANNEL.sendToServer(packet); // Ensure the server handles the packet return InteractionResult.SUCCESS; } return InteractionResult.PASS; } @Override public void travel(Vec3 travelVector) { if (this.isVehicle() && this.getControllingPassenger() instanceof Player) { System.out.println("The wolf has a passenger."); System.out.println("The passenger is a player."); Player player = (Player) this.getControllingPassenger(); // Ensure the player is the controller this.setYRot(player.getYRot()); this.yRotO = this.getYRot(); this.setXRot(player.getXRot() * 0.5F); this.setRot(this.getYRot(), this.getXRot()); this.yBodyRot = this.getYRot(); this.yHeadRot = this.yBodyRot; float forward = player.zza; float strafe = player.xxa; if (forward <= 0.0F) { forward *= 0.25F; } this.flyingSpeed = this.getSpeed() * 0.1F; this.setSpeed((float) this.getAttributeValue(Attributes.MOVEMENT_SPEED) * 1.5F); this.setDeltaMovement(new Vec3(strafe, travelVector.y, forward).scale(this.getSpeed())); this.calculateEntityAnimation(this, false); } else { // The wolf does not have a passenger or the passenger is not a player System.out.println("No player is mounted, or the passenger is not a player."); super.travel(travelVector); } } public boolean hasSaddle() { return this.hasSaddle; } public void setSaddle(boolean hasSaddle) { this.hasSaddle = hasSaddle; } @Override protected void dropEquipment() { super.dropEquipment(); if (this.hasSaddle()) { this.spawnAtLocation(Items.SADDLE); this.setSaddle(false); } } @SubscribeEvent public static void onServerTick(TickEvent.ServerTickEvent event) { if (event.phase == TickEvent.Phase.START) { MinecraftServer server = net.minecraftforge.server.ServerLifecycleHooks.getCurrentServer(); if (server != null) { for (ServerPlayer player : server.getPlayerList().getPlayers()) { if (player.isPassenger() && player.getVehicle() instanceof MountableWolfEntity) { MountableWolfEntity wolf = (MountableWolfEntity) player.getVehicle(); System.out.println("Tick: " + player.getName().getString() + " is correctly mounted on " + wolf); } } } } } private boolean lastMountedState = false; @Override public void tick() { super.tick(); if (!this.level.isClientSide) { // Only on the server boolean isMounted = this.isVehicle() && this.getControllingPassenger() instanceof Player; // Only print if the state changed if (isMounted != lastMountedState) { if (isMounted) { Player player = (Player) this.getControllingPassenger(); // Verify the passenger is a player System.out.println("Server: Player " + player.getName().getString() + " is now mounted."); } else { System.out.println("Server: The wolf no longer has a passenger."); } lastMountedState = isMounted; } } } @Override public void addPassenger(Entity passenger) { super.addPassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(true)); } } } @Override public void removePassenger(Entity passenger) { super.removePassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is no longer mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(false)); } } } @Override public boolean isControlledByLocalInstance() { Entity entity = this.getControllingPassenger(); return entity instanceof Player; } @Override public void positionRider(Entity passenger) { if (this.hasPassenger(passenger)) { double xOffset = Math.cos(Math.toRadians(this.getYRot() + 90)) * 0.4; double zOffset = Math.sin(Math.toRadians(this.getYRot() + 90)) * 0.4; passenger.setPos(this.getX() + xOffset, this.getY() + this.getPassengersRidingOffset() + passenger.getMyRidingOffset(), this.getZ() + zOffset); } } } MountSyncPacket package com.vals.valscraft.network; import com.vals.valscraft.entity.MountableWolfEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.server.level.ServerLevel; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.player.Player; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class MountSyncPacket { private final boolean isMounted; public MountSyncPacket(boolean isMounted) { this.isMounted = isMounted; } public void encode(FriendlyByteBuf buffer) { buffer.writeBoolean(isMounted); } public static MountSyncPacket decode(FriendlyByteBuf buffer) { return new MountSyncPacket(buffer.readBoolean()); } public void handle(NetworkEvent.Context context) { context.enqueueWork(() -> { ServerPlayer player = context.getSender(); // Get the player from the context if (player != null) { // Verifies if the player has dismounted if (!isMounted) { Entity vehicle = player.getVehicle(); if (vehicle instanceof MountableWolfEntity wolf) { // Logic to remove the player as a passenger wolf.removePassenger(player); System.out.println("Server: Player " + player.getName().getString() + " is no longer mounted."); } } } }); context.setPacketHandled(true); // Marks the packet as handled } } networkHandler package com.vals.valscraft.network; import com.vals.valscraft.valscraft; import net.minecraft.resources.ResourceLocation; import net.minecraftforge.network.NetworkRegistry; import net.minecraftforge.network.simple.SimpleChannel; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class NetworkHandler { private static final String PROTOCOL_VERSION = "1"; public static final SimpleChannel CHANNEL = NetworkRegistry.newSimpleChannel( new ResourceLocation(valscraft.MODID, "main"), () -> PROTOCOL_VERSION, PROTOCOL_VERSION::equals, PROTOCOL_VERSION::equals ); public static void init() { int packetId = 0; // Register the mount synchronization packet CHANNEL.registerMessage( packetId++, MountSyncPacket.class, MountSyncPacket::encode, MountSyncPacket::decode, (msg, context) -> msg.handle(context.get()) // Get the context with context.get() ); } }  
  • Topics

×
×
  • Create New...

Important Information

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