Bukkit: Change EXP_Bottle item material to consume instead of throwable - minecraft

I'm trying to build a bukkit plugin to store XP Levels in a EXP_Bottle.
EXP_Bottle is throwable and releases EXP orbs.
I wanted to make it consumable instead of throwable.
Also, I wanted to get the right event on crafting to remove the EXP after the player grabs the new flask instead of when he places all stuff in the crafting table.
Can anyone help me out?

I do not believe it is possible to change the exp bottle to a consumable as the minecraft client will still think it is a exp bottle. However, you could listening for PlayerInteractEvent and achieve a similar functionality. Example:
#EventHandler
public void interact(PlayerInteractEvent e) {
ItemStack itemStack = e.getItem();
// Check to see if the item is a exp bottle
if (itemStack != null && e.getItem().getType().equals(Material.EXP_BOTTLE)) {
// Cancel the event so it will not be thrown
e.setCancelled(true);
Player player = e.getPlayer();
// Add exp to the player
player.giveExp(1);
// Remove the bottle from the players hand
int newAmount = e.getItem().getAmount() - 1;
if (newAmount > 0)
player.getItemInHand().setAmount(newAmount);
else
player.setItemInHand(null);
}
}
Also, if you want to listen for when an item is crafted you can use CraftItemEvent.
Cheers!

Related

Optaplanner: NullPointerException when calling scoreDirector.beforeVariableChanged in a simple custom move

I am building a Capacited Vehicle Routing Problem with Time Windows, but with one small difference when compared to the one provided in examples from the documentation: I don't have a depot. Instead, each order has a pickup step, and a delivery step, in two different locations.
(like in the Vehicle Routing example from the documentation, the previousStep planning variable has the CHAINED graph type, and its valueRangeProviderRefs includes both Drivers, and Steps)
This difference adds a couple of constraints:
the pickup and delivery steps of a given order must be handled by the same driver
the pickup must be before the delivery
After experimenting with constraints, I have found that it would be more efficient to implement two types of custom moves:
assign both steps of an order to a driver
rearrange the steps of a driver
I am currently implementing that first custom move. My solver's configuration looks like this:
SolverFactory<RoutingProblem> solverFactory = SolverFactory.create(
new SolverConfig()
.withSolutionClass(RoutingProblem.class)
.withEntityClasses(Step.class, StepList.class)
.withScoreDirectorFactory(new ScoreDirectorFactoryConfig()
.withConstraintProviderClass(Constraints.class)
)
.withTerminationConfig(new TerminationConfig()
.withSecondsSpentLimit(60L)
)
.withPhaseList(List.of(
new LocalSearchPhaseConfig()
.withMoveSelectorConfig(CustomMoveListFactory.getConfig())
))
);
My CustomMoveListFactory looks like this (I plan on migrating it to an MoveIteratorFactory later, but for the moment, this is easier to read and write):
public class CustomMoveListFactory implements MoveListFactory<RoutingProblem> {
public static MoveListFactoryConfig getConfig() {
MoveListFactoryConfig result = new MoveListFactoryConfig();
result.setMoveListFactoryClass(CustomMoveListFactory.class);
return result;
}
#Override
public List<? extends Move<RoutingProblem>> createMoveList(RoutingProblem routingProblem) {
List<Move<RoutingProblem>> moves = new ArrayList<>();
// 1. Assign moves
for (Order order : routingProblem.getOrders()) {
Driver currentDriver = order.getDriver();
for (Driver driver : routingProblem.getDrivers()) {
if (!driver.equals(currentDriver)) {
moves.add(new AssignMove(order, driver));
}
}
}
// 2. Rearrange moves
// TODO
return moves;
}
}
And finally, the move itself looks like this (nevermind the undo or the isDoable for the moment):
#Override
protected void doMoveOnGenuineVariables(ScoreDirector<RoutingProblem> scoreDirector) {
assignStep(scoreDirector, order.getPickupStep());
assignStep(scoreDirector, order.getDeliveryStep());
}
private void assignStep(ScoreDirector<RoutingProblem> scoreDirector, Step step) {
StepList beforeStep = step.getPreviousStep();
Step afterStep = step.getNextStep();
// 1. Insert step at the end of the driver's step list
StepList lastStep = driver.getLastStep();
scoreDirector.beforeVariableChanged(step, "previousStep"); // NullPointerException here
step.setPreviousStep(lastStep);
scoreDirector.afterVariableChanged(step, "previousStep");
// 2. Remove step from current chained list
if (afterStep != null) {
scoreDirector.beforeVariableChanged(afterStep, "previousStep");
afterStep.setPreviousStep(beforeStep);
scoreDirector.afterVariableChanged(afterStep, "previousStep");
}
}
The idea being that at no point I'm doing an invalid chained list manipulation:
However, as the title and the code comment indicate, I am getting a NullPointerException when I call scoreDirector.beforeVariableChanged. None of my variables are null (I've printed them to make sure). The NullPointerException doesn't occur in my code, but deep inside Optaplanner's inner workings, making it difficult for me to fix it:
Exception in thread "main" java.lang.NullPointerException
at org.drools.core.common.NamedEntryPoint.update(NamedEntryPoint.java:353)
at org.drools.core.common.NamedEntryPoint.update(NamedEntryPoint.java:338)
at org.drools.core.impl.StatefulKnowledgeSessionImpl.update(StatefulKnowledgeSessionImpl.java:1579)
at org.drools.core.impl.StatefulKnowledgeSessionImpl.update(StatefulKnowledgeSessionImpl.java:1551)
at org.optaplanner.core.impl.score.stream.drools.DroolsConstraintSession.update(DroolsConstraintSession.java:49)
at org.optaplanner.core.impl.score.director.stream.ConstraintStreamScoreDirector.afterVariableChanged(ConstraintStreamScoreDirector.java:137)
at org.optaplanner.core.impl.domain.variable.inverserelation.SingletonInverseVariableListener.retract(SingletonInverseVariableListener.java:96)
at org.optaplanner.core.impl.domain.variable.inverserelation.SingletonInverseVariableListener.beforeVariableChanged(SingletonInverseVariableListener.java:46)
at org.optaplanner.core.impl.domain.variable.listener.support.VariableListenerSupport.beforeVariableChanged(VariableListenerSupport.java:170)
at org.optaplanner.core.impl.score.director.AbstractScoreDirector.beforeVariableChanged(AbstractScoreDirector.java:430)
at org.optaplanner.core.impl.score.director.AbstractScoreDirector.beforeVariableChanged(AbstractScoreDirector.java:390)
at test.optaplanner.solver.AssignMove.assignStep(AssignMove.java:98)
at test.optaplanner.solver.AssignMove.doMoveOnGenuineVariables(AssignMove.java:85)
at org.optaplanner.core.impl.heuristic.move.AbstractMove.doMove(AbstractMove.java:35)
at org.optaplanner.core.impl.heuristic.move.AbstractMove.doMove(AbstractMove.java:30)
at org.optaplanner.core.impl.score.director.AbstractScoreDirector.doAndProcessMove(AbstractScoreDirector.java:187)
at org.optaplanner.core.impl.localsearch.decider.LocalSearchDecider.doMove(LocalSearchDecider.java:132)
at org.optaplanner.core.impl.localsearch.decider.LocalSearchDecider.decideNextStep(LocalSearchDecider.java:116)
at org.optaplanner.core.impl.localsearch.DefaultLocalSearchPhase.solve(DefaultLocalSearchPhase.java:70)
at org.optaplanner.core.impl.solver.AbstractSolver.runPhases(AbstractSolver.java:98)
at org.optaplanner.core.impl.solver.DefaultSolver.solve(DefaultSolver.java:189)
at test.optaplanner.OptaPlannerService.testOptaplanner(OptaPlannerService.java:68)
at test.optaplanner.App.main(App.java:13)
Is there something I did wrong? It seems I am following the documentation for custom moves fairly closely, outside of the fact that I am using exclusively java code instead of drools.
The initial solution I feed to the solver has all of the steps assigned to a single driver. There are 15 drivers and 40 orders.
In order to bypass this error, I have tried a number of different things:
remove the shadow variable annotation, turn Driver into a problem fact, and handle the nextStep field myself => this makes no difference
use Simulated Annealing + First Fit Decreasing construction heuristics, and start with steps not assigned to any driver (this was inspired by looking up the example here, which is more complete than the one from the documentation) => the NullPointerException appears on afterVariableChanged instead, but it still appears.
a number of other things which were probably not very smart
But without a more helpful error message, I can't think of anything else to try.
Thank you for your help

Communication between objects

If I have Game Class, which has Player object and Board object, Game asks Player what are the coordinates, Player responds, then game checks Board for the coordinates and the result either Hit or Miss.
How can Game forward the result back to Player? so that Player uses the result to set the new coordinates.
I have created code sample below to explain more what i want to do
and also a link to the project here: https://github.com/hythm7/Battleship/tree/master
#!/usr/bin/env perl6
enum Result < Miss Hit >;
class Player {
method fire ( ) {
(^10).pick, (^10).pick
}
}
class Board {
has #.cell = [ +Bool.pick xx ^10 ] xx ^10;
}
class Game {
has Board $.board = Board.new;
has Player $!player = Player.new;
method run ( ) {
loop {
my ($x, $y) = $!player.fire;
if $!board.cell[$y][$x] {
say Hit;
}
else {
say Miss;
}
# How to forward the above result (Hit or Miss) back to the Player object? so
# it can set $y, $x accordingly for the next call to $player.fire
sleep 1;
}
}
}
my $game = Game.new;
$game.run;
Let's see. The main question here is a design one, I think, so let's go for it from this angle. I want to note beforehand that I will describe just a single example of the approach: there are a lot of ways to do it, and I am writing out the simplest I can imagine that works. Also, for the sake of simplicity, code that deals with synchronization, graceful termination and so on is omitted.
Firstly, you have a player to be a separate thing, but in your code it reacts only when it is called from the outside. When it looks like a natural approach when implementing turn-based games, we still want to have some kind of communication. What if a player leaves? What if there is some error condition?
And as you noted the server wants to notify the player about outcome of the game. It seems like we want to have a bi-directional messaging between our Server and Player. Of course, if there is a One Server -> Many Players relation, it is another deal, but we will keep it simple.
Let's prepare some boilerplate code:
# We will get to this `Start` later
enum EventType <Start Hit Miss>;
# A handy class to hold a position, and likely some other data in the future
class Position {
has Int $.x;
has Int $.y;
}
# A board
class Board {
has #.cell = [ +Bool.pick xx ^10 ] xx ^10;
}
Now here is a server:
class Server {
has Board $!board = Board.new;
has Supply $.shots;
has Channel $.player;
method serve {
react {
# Whenever we get a shot coordinates, sent a Hit or Miss to the player
whenever $!shots -> Position $pos {
$!player.send($!board.cell[$pos.y][$pos.x] ?? Hit !! Miss);
# Don't forget to say "I am ready for new events" for the client
$!player.send(Start);
}
# Somebody should start first, and it will be a Server...
$!player.send(Start);
}
}
}
It has a board, and two other attributes - a Supply $.shots and a Channel $.player. If we want to tell something to our player, we are sending a message to the channel. At the same time, we want to know what player wants us to know, so we are listening on everything that comes from our $!shots async stream of values.
The serve method just does our logic - reacts to player's events.
Now to our Player:
class Player {
has Channel $.server;
has Supply $.events;
method play {
react {
whenever $!events {
when Start {
# Here can be user's input
# Simulate answer picking
sleep 1;
$!server.send: Position.new(x => (^10).pick, y => (^10).pick);
# Can be something like:
# my ($x, $y) = get.Int, get.Int;
# $!server.send: Position.new(:$x, :$y);
}
when Hit {
say "I hit that! +1 gold coin!";
}
when Miss {
say "No, that's a miss... -1 bullet!"
}
}
}
}
}
Player has a Channel and a Supply too, as we want a bi-directional relationship. $!server is used to send actions to the server and $!events provides us a stream of events back.
The play method is implemented this way: if the server says that it is ok with our action, we can made our move, if not - we are basically waiting, and when a Hit or Miss event appears, we react to it.
Now we want to tie those two together:
class Game {
has Server $!server;
has Player $!player;
method start {
my $server-to-player = Channel.new;
my $player-to-server = Channel.new;
$!server = Server.new(player => $server-to-player,
shots => $player-to-server.Supply);
$!player = Player.new(server => $player-to-server,
events => $server-to-player.Supply);
start $!server.serve;
sleep 1;
$!player.play;
}
}.new.start;
Firstly, we are creating two channels with self-contained names. Then we create both Server and Player with those channels reversed: player can send to the first one and listen to the second one, server can send to the second one and listen to the first one.
As react is a blocking construct, we cannot run both methods in the same thread, so we start a server in another thread. Then we sleep 1 second to make sure it serves us(that's a hack to avoid negotiation code in this already pretty long answer), and start the player (be it emulation or a real input, you can try both).
Modifying the handlers and the data types sent between Player and Server you can build more complex examples yourself.
One way to do it is to add a Board to the player. If you make it $.board then you get at least a public read accessor which you'll be able to use in the Game class and if you make it is rw you'll get a write accessor so you can just write it.
So, add the Board to Player:
class Player {
has Board $.board is rw = Board.new;
method fire ( ) {
(^10).pick, (^10).pick
}
(And for that to compile you'll need to move the Board class declaration above Player otherwise you'll get a Type 'Board' is not declared error.)
And now you can add a line like this somewhere in the Board class:
$!player.board.cell[$y][$x] = Hit; # or Miss
Also, you need to record one of three states in the cells of the player's board, not two -- Hit, Miss, or unknown. Maybe add Unknown to the enum and initialize the player's board with Unknowns.

awt eventqueue 0- null pointer exception

I'm trying to write a few methods for a class that I'm taking. When I run this method below, using my own personal testing scenarios, it's perfectly fine. But when I try to run the program with my professor's code via the driver class, I get AWT event queue-0. Please help! Thanks.
public Card getCardAt(int position) {
int valueCard=0, suitCard=0;
Card returnCard;
if (position>newNumberCards){
throw new RuntimeException("Invalid position number.");
}
valueCard = cards[position].getValue();
suitCard = cards[position].getSuit();
returnCard = new Card(valueCard, suitCard);
return returnCard;
}
The problem is with the line: valueCard = cards[position].getValue();
Thanks.
BTW cards is Card[].

Simple kits with bukkit API

I am trying to make some simple kitPvP with bukkit API (mainly for learning purposes), but I'm struggling with backing up a player's inventory before they choose a kit.
My code right now: (File: Commands.java, it's getting called from main with onCommand)
public boolean testkit(CommandSender sender, String[] args) {
if(sender instanceof Player) {
String kit = args[0]; // I know, may throw exception
Player player = (Player) sender;
PlayerInventory inventory = player.getInventory();
// Backup inventory into HashMap(?)
if(kit.equalsIgnoreCase("basic")) {
// Clear inventory then give items to player (or replace)
} else if(kit.equalsIgnoreCase("out")) {
// Clear inventory then give backup to player (or replace)
} else {
sender.sendMessage("No such kit.");
return false;
}
return true; // Returns if a good kit selected
} else {
sender.sendMessage("Only players can select kits!");
return false;
}
}
Now, I have a problem with the following parts:
Backing up the inventory of a player
Replacing player's inventory with another inventory
I have no idea how to do these things, because you cannot create a new PlayerInventory instance (it's an interface), and I have no idea what could hold the player's items. (Also I know that a HashMap will be wiped if the server closes, but that's not the point)
Also, I imagine there is some way to replace the player's inventory with another one, but I have absolutely no idea how.
EDIT: Found a rather unelegant solution. Over here,found how to make a new inventory, and made a function to just iterate over the player's inventory and copy the items into the backup.
private void overwrite(Inventory source, Inventory dest) {
for(int i = 0; i < source.getSize(); i++) {
dest.setItem(i, source.getItem(i));
}
}
private Inventory copy(Inventory inventory) {
Inventory copy = Bukkit.createInventory(inventory.getHolder(), inventory.getSize(), inventory.getName());
overwrite(inventory, copy);
return copy;
}
One question though: Will the ItemStack update to the new inventory if changed at old inventory? (Not very crucial here, but important to know IMO)
If it will, any way to prevent that?
What you should be doing is calling getContents() on the Player's inventory, then saving the array that that returns into a HashMap. You then clear() the player's inventory, and individually set the contents of each slot (or, for a more elegant solution, have a ItemStack[] ready for the items of each kit, that you can push into the inventory using setContents()).
Once the player is done with the kit and you want to restore their original Inventory, you just setContents() with the copy of their items that you have stored in the HashMap.
Do note that getContents() and setContents() don't deal with armor slots, so to do that, you'll want to also getArmorContents() and setArmorContents().

Camera application for all Android devices

I'm currently developing a camera application for Android on which some problems have occurred. I need it to work on all Android devices and since all of these works in different ways specially with the camera hardware, I'm having a hard time finding a solution that works for every device.
My application main goal is to launch the camera on a button click, take a photo and upload it to a server. So I don't really need the functionality of saving the image on the device, but if that's needed for further image use I might as well allow it.
For example I'm testing my application on a Samsung Galaxy SII and a Motorola Pad. I got working code that launches the camera, which is by the way C# code since I'm using Monodroid:
Intent cameraIntent = new Intent(Android.Provider.MediaStore.ActionImageCapture);
StartActivityForResult(cameraIntent, PHOTO_CAPTURE);
And I fetch the result, similar to this guide I followed:
http://kevinpotgieter.wordpress.com/2011/03/30/null-intent-passed-back-on-samsung-galaxy-tab/
Why I followed this guide is because the activity returns null on my galaxy device (Another device oriented problem).
This code works fine on the Galaxy device. It takes a photo and saves the photo in the gallery from which i can upload to a server. By further research this is apparently galaxy standard behaviour, so this doesn't work on my Motorola pad. The camera works fine, but no image is saved to gallery.
So with this background my question is, am I on the right path here? Do I need to save the image to gallery in order for further use in my application? Is there any solution that works for every Android device, cause that's the solution i need.
Thanks for any feedback!
After reading the linked article, the approach taken in that article is geared toward the Galaxy line, since they appear to write to the gallery automatically.
This article discusses some other scenarios in detail:
Android ACTION_IMAGE_CAPTURE Intent
So, I don't necessarily think that following the linked article that you provided is the right path. Not all devices automatically write to the gallery as described in that article, afaik. The article I linked to points to the issues being related to security and suggests writing the image to a /sdcard/tmp folder for storing the original image. Going down a similar path would more than likely lead to code that is going to work reliably across many devices.
Here are some other links for reference:
Google discussion regarding this subject: http://code.google.com/p/android/issues/detail?id=1480
Project with potential a solution to the problem: https://github.com/johnyma22/classdroid
While that discussion/project are in Java/Android SDK, the same concepts should apply to Monodroid. I'd be happy to help you adapt the code to a working Mono for Android solution if you need help.
To long2know:
Yes the same concepts applies to Monodroid. I've already read the stack article you linked among with some other similar. However i don't like the approach in that particular post since it checks for bugs for some devices that are hardcoded into a collection. Meaning it might fail to detect bugs in future devices. Since i won't be doing maintenance on this application, i can't allow this. I found a solution elsewhere and adapted it to my case and i'll post it below if someone would need it. It works on both my devices, guessing it would work for the majority of other devices. Thanks for your post!
Solution that allows you to snap a picture and use, also with the option of using a image from gallery. Solution uses option menu for these purposes, just for testing. (Monodroid code).
Camera code is inspired by:
access to full resolution pictures from camera with MonoDroid
namespace StackOverFlow.UsingCameraWithMonodroid
{
[Activity(Label = "ImageActivity")]
public class ImageActivity
private readonly static int TakePicture = 1;
private readonly static int SelectPicture = 2;
private string imageUriString;
protected override void OnCreate(Bundle bundle)
{
base.OnCreate(bundle);
this.SetContentView(Resource.Layout.ImageActivity);
}
public override bool OnCreateOptionsMenu(IMenu menu)
{
MenuInflater flate = this.MenuInflater;
flate.Inflate(Resource.Menu.ImageMenues, menu);
return base.OnCreateOptionsMenu(menu);
}
public override bool OnOptionsItemSelected(IMenuItem item)
{
switch (item.ItemId)
{
case Resource.Id.UseExisting:
this.SelectImageFromStorage();
return true;
case Resource.Id.AddNew:
this.StartCamera();
return true;
default:
return base.OnOptionsItemSelected(item);
}
}
private Boolean isMounted
{
get
{
return Android.OS.Environment.ExternalStorageState.Equals(Android.OS.Environment.MediaMounted);
}
}
private void StartCamera()
{
var imageUri = ContentResolver.Insert(isMounted ? MediaStore.Images.Media.ExternalContentUri
: MediaStore.Images.Media.InternalContentUri, new ContentValues());
this.imageUriString = imageUri.ToString();
var cameraIntent = new Intent(MediaStore.ActionImageCapture);
cameraIntent.PutExtra(MediaStore.ExtraOutput, imageUri);
this.StartActivityForResult(cameraIntent, TakePicture);
}
private void SelectImageFromStorage()
{
Intent intent = new Intent();
intent.SetType("image/*");
intent.SetAction(Intent.ActionGetContent);
this.StartActivityForResult(Intent.CreateChooser(intent,
"Select Picture"), SelectPicture);
}
// Example code of using the result, in my case i want to upload in another activity
protected override void OnActivityResult(int requestCode, Result resultCode, Intent data)
{
// If a picture was taken
if (resultCode == Result.Ok && requestCode == TakePicture)
{
// For some devices data can become null when using the camera activity.
// For this reason we save pass the already saved imageUriString to the upload activity
// in order to adapt to every device. Instead we would want to use the data intent
// like in the SelectPicture option.
var uploadIntent = new Intent(this.BaseContext, typeof(UploadActivity));
uploadIntent.PutExtra("ImageUri", this.imageUriString);
this.StartActivity(uploadIntent);
}
// User has selected a image from storage
else if (requestCode == SelectPicture)
{
var uploadIntent = new Intent(this.BaseContext, typeof(UploadActivity));
uploadIntent.PutExtra("ImageUri", data.DataString);
this.StartActivity(uploadIntent);
}
}
}
}