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Achievement Event working correctly?


American2050

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I can read on the Wiki that it says:

AchievementEvent

 

Fired when the player receives an achievement. If canceled the player won't receive the achievement.

 

Fields:

 

Achievement achievement - The achievement the player has earned.

 

However on the practice, this event is firing all the time an achievement related event happens, and not when the achievement was really obtained. For example, each time the player opens the inventory, this even triggers.

Shouldn't this only happen if opening the inventory was the first time and player receives that achievement?

At least that's what I understand from reading the description.

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Achievements are 'added' every single time, but if you already have it, nothing happens. So every time the inventory is opened, the inventory achievement is given to the player and the event triggers, even if that achievement has already been activated.

 

That's the way vanilla works, and I guess the Forge event hook writer didn't consider it necessary to filter out already achieved achievements before posting the event; I wonder if it would be worth making a pull request?

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It would make easier to determine when an achievement is "just been get"

 

I thought of doing something like this:

 

Achievement theAchievement = event.getAchievement();

 

Entity entity = event.getEntity();

 

if(entity instanceof EntityPlayer){

 

boolean hadIt = ((EntityPlayer) entity).hasAchievement(theAchievement);

}

 

But this wont fix it, as it will return true, for example, every time I get wood, because it's right, I didn't got the achievement get wood, but I didn't open my inventory neither for example, so I guess there should be another way to check if the event is resulting on a "positive" achievement get.

 

For the way the Event is described, I do think it would be good to pull a request for either a fix, or a new method, or maybe a new boolean on the method returning if the event actually fired an achievement got.

 

PS: Where should I look for this on the meanwhile?

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For now you'll just have to handle it within the event itself.

 

The code sample you wrote should work for determining if the player already has the achievement, in which case you can ignore the rest of the event as irrelevant.

 

If the player doesn't yet have the achievement, then they will have it after the event unless you do something to prevent it, i.e. they are in the process of earning the achievement.

 

So yes, you will be having lots of false events being fired that you will be ignoring before doing the rest of your processing:

Achievement a= event.getAchievement();
if (event.getEntity()instanceof EntityPlayer && ((EntityPlayer) event.getEntity()).hasAchievement(a)) {
  return; // player already has achievement - ignore this event
}
// player is earning the achievement right now, depending on what you do
// proceed with your extra steps to determine if they are allowed to earn it

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For now you'll just have to handle it within the event itself.

 

The code sample you wrote should work for determining if the player already has the achievement, in which case you can ignore the rest of the event as irrelevant.

 

If the player doesn't yet have the achievement, then they will have it after the event unless you do something to prevent it, i.e. they are in the process of earning the achievement.

 

So yes, you will be having lots of false events being fired that you will be ignoring before doing the rest of your processing:

Achievement a= event.getAchievement();
if (event.getEntity()instanceof EntityPlayer && ((EntityPlayer) event.getEntity()).hasAchievement(a)) {
  return; // player already has achievement - ignore this event
}
// player is earning the achievement right now, depending on what you do
// proceed with your extra steps to determine if they are allowed to earn it

 

Yes, but this is the problem, for example, where you comment

 

// player is earning the achievement right now

 

Not necessarily as the event will trigger on getting wood, even if the player didn't open the inventory yet.

 

So "((EntityPlayer) event.getEntity()).hasAchievement(a))" will return false, as they don't have the achievement of getting wood, and he wont get the achievement right now, because he needs to open inventory first. That's what I don't know how to check.

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Note: you only need to check one parent, even though it, too, might have a patent.

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.

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