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[Solved][1.12] Getting Player/Chest Within a Loot Function/Condition


TheXFactor117

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Long story short, I've been using the PlayerTickEvent to set certain items up with specific NBT data - works fine, but I don't necessarily want to loop through a player's inventory every tick for everyone on a given server. My idea of a solution was to use LootTables to spawn in said items with the given NBT data applied to it whenever they drop from a monster or are spawned in a chest. The problem is in order to setup this information, I need to get the chunk coordinates for where that item was dropped/looted from a chest (reason for this is chunks will be assigned a value, and I need to retrieve this value and set this value to the specific item drops and such). To get these coordinates I'd either need the player or chest TE position. The issue is partially solved when the item is dropped from a monster since I would have access to the monster killed or the player who killed it via LootContext - however, this doesn't help me with loot generated in chests.

 

My question is, does anything store the chest that was opened/the player who opened anywhere where I could access it easily, ideally from a custom LootFunction (or LootCondition because I think that could work too)? I read somewhere that this information is stored, but I'm not sure if that's entirely true and don't know where it would even be located.

Edited by TheXFactor117

Developer of Levels and Lost Eclipse

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4 minutes ago, diesieben07 said:

Yes, you could do that. Better yet, use a subclass of LootContext that can store the inventory, then you can check for that class in your loot pools.

 

Actually, I don't understand how this could even work. There's still not away to the get a player or chest from the inventory unless I'm missing something.

Developer of Levels and Lost Eclipse

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1 hour ago, TheXFactor117 said:

Actually, I don't understand how this could even work. There's still not away to the get a player or chest from the inventory unless I'm missing something.

Generally speaking, the IInventory in question will be an instance of the Tile Entity class of the appropriate type when filling tile entity inventories. So you can just check if the passed IInventory is an instance of TileEntity, then cast it and store it somewhere.

Whatever Minecraft needs, it is most likely not yet another tool tier.

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I know, I realized that now, not sure why it didn't occur to me. I don't have access to my code now but I was getting an IllegalStateException which said I was recursively loading in my loot table which didn't make a whole lot of sense. I was casting the loot table to my new LootTable class inside LootTableLoadEvent so maybe that was an issue or it was an issue with the class itself. 

 

Either way way I'll post code later if needed. My LootTableClass is basically a copy of the old one plus the new LootContext class and I'm sure that's where my issue is. I just haven't had time to look into it yet.

Developer of Levels and Lost Eclipse

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I'll mess with this when I get a chance. Just to make sure I'm understanding this correctly, when I load my own loot table, I need to create a new instance of my own LootTable class? I didn't really understand what you meant be check for that class in your pools - I'm assuming if a loot table is loaded as an instance of my LootTable class, it'll use my own LootContext which can store the chest position. I just need to make sure I'm loading everything properly because obviously I'm doing something wrong.

Developer of Levels and Lost Eclipse

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5 hours ago, diesieben07 said:

That sounds correct, yes.

 
 

I got it working now - though one thing isn't working properly and it's the fact that the NBT data isn't actually saving properly. I have a helper method which creates the data and adds it to the stack which gets called properly from within my function. However, this data doesn't actually make it for whatever reason because the tooltip doesn't display anything and the NBT doesn't actually have any of the data.

 

The data gets saved on the server - outputs, when it's in your inventory, show no data is on it, also on the server. I looked into the SetNBT function and they essentially create a new NBTTagCompound and merge it with the existing (if it's available). Though that doesn't really help. I don't really know what's happening or how to fix it so any insight would be helpful.

 

I've fixed everything now - my helper method for loading/saving NBT compounds wasn't working properly. Thanks for all the help!

Edited by TheXFactor117

Developer of Levels and Lost Eclipse

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