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EntityItem Spawning Twice


TLHPoE

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I have a "recipe" where a player can right click a full cauldron that has 2 entity items in it to create 1 entity item as a product. It consumes 2 gold nuggets and 1 healing potion I or 2 gold ingots and 1 healing potion II.

 

The problem right now is presented below:

2 gold nuggets + 1 healing potion I = 1 healing potion

2 gold ingots + 1 healing potion II = 1 greater healing potion

4 gold nuggets + 1 healing potion I = 2 healing potions

4 gold ingots + 1 healing potion II = 2 greater healing potions

6 gold nuggets + 1 healing potion I = 2 healing potions (remainder of 2 gold nuggets)

6 gold ingots + 1 healing potion II = 2 greater healing potions (remainder of 2 gold ingots)

 

The problematic results are bolded.

 

Code:

    @SubscribeEvent
    public void playerInteract(PlayerInteractEvent.RightClickBlock ev) {
        EntityPlayer p = ev.getEntityPlayer();

        if(!p.world.isRemote) {
            if(p.world.getBlockState(ev.getPos()).getBlock() == Blocks.CAULDRON) {
                if(p.world.getBlockState(ev.getPos()).getValue(BlockCauldron.LEVEL).intValue() == 3) {
                    if(p.getHeldItemMainhand().getItem() == Items.STICK) {
                        List<EntityItem> entities = p.world.getEntitiesWithinAABB(EntityItem.class, new AxisAlignedBB(ev.getPos()));
                        EntityItem goldNE = null, goldE = null, potion1E = null, potion2E = null;

                        for(EntityItem ei : entities) {
                            ItemStack is = ei.getEntityItem();
                            Item i = is.getItem();

                            if(i == Items.GOLD_NUGGET) {
                                if(is.getCount() >= 2) {
                                    goldNE = ei;
                                }
                            } else if(i == Items.GOLD_INGOT) {
                                if(is.getCount() >= 2) {
                                    goldE = ei;
                                }
                            } else if(i == Items.POTIONITEM) {
                                ItemPotion pot = (ItemPotion) i;
                                List<PotionEffect> effects = PotionUtils.getEffectsFromStack(is);

                                for(PotionEffect eff : effects) {
                                    if(eff.getPotion() == Potion.getPotionById(6)) { //TODO: make config to change instant health potion ID
                                        if(eff.getAmplifier() == 0) {
                                            potion1E = ei;
                                        } else if(eff.getAmplifier() == 1) {
                                            potion2E = ei;
                                        }
                                    }
                                }
                            }
                        }

                        if(goldNE != null && potion1E != null) {
                            goldNE.getEntityItem().shrink(2);

                            EntityItem newPot = new EntityItem(p.world, potion1E.posX, potion1E.posY, potion1E.posZ, new ItemStack(QuickConsume.healing_potion, 1)); //PRODUCT 1
                            p.world.spawnEntity(newPot);
                            p.world.removeEntity(potion1E);
                            
                            return;
                        }

                        if(goldE != null && potion2E != null) {
                            goldE.getEntityItem().shrink(2);

                            EntityItem newPot = new EntityItem(p.world, potion2E.posX, potion2E.posY, potion2E.posZ, new ItemStack(QuickConsume.greater_healing_potion, 1)); //PRODUCT 2
                            p.world.spawnEntity(newPot);
                            p.world.removeEntity(potion2E);
                            
                            return;
                        }
                    }
                }
            }
        }
    }

Kain

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I believe this event that you are basing this on, fires once for each side (Server, Client) & once for each hand (Left, Right) the player has.

As such, there are a maximum of 4 different outcomes (Server, Left)...(Client, Right) that can happen.

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

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