• 3/2/13 3:34 pm
- 9.1k views • 0 today
- save_alt 897 downloads
- Game Version
- Minecraft 1.4.7
- Progress
- 100% complete
263
When a TNT block or other explosive goes off, it will turn all blocks into falling blocks, and then shoot them off with a vector away from the source explosion. All drops are cancelled. Have fun!
All it does, is convert the blocks that n explosion would normally destroy into FallingBlock entities. It then shoots those entities off in different directions. Also it will not run the method if the event is cancelled (in the case of worldguard cancelling explosive block damage)
<>
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package explosionphysics;
import java.util.ArrayList;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.World;
import org.bukkit.block.Block;
import org.bukkit.entity.FallingBlock;
import org.bukkit.event.Event;
import org.bukkit.event.EventHandler;
import org.bukkit.event.EventPriority;
import org.bukkit.event.Listener;
import org.bukkit.plugin.java.JavaPlugin;
import org.bukkit.util.Vector;
/**
*
* @author Taylor
*/
public class ExplosionPhysics extends JavaPlugin implements Listener{
public ArrayList disallowedBlocks = new ArrayList();
@Override
public void onEnable(){
getServer().getPluginManager().registerEvents(new ExplosionPhysics(), this);
disallowedBlocks.clear();
disallowedBlocks.add(Material.TNT);
disallowedBlocks.add(Material.PISTON_BASE);
disallowedBlocks.add(Material.PISTON_EXTENSION);
disallowedBlocks.add(Material.PISTON_MOVING_PIECE);
disallowedBlocks.add(Material.PISTON_STICKY_BASE);
}
@EventHandler(priority = EventPriority.NORMAL)
public void onBlockExplode(org.bukkit.event.entity.EntityExplodeEvent e){
if (e.isCancelled()){return;}
if (e.blockList().isEmpty()){return;}
e.setYield(0F);
double x = 0;
double y = 0;
double z = 0;
Location eLoc = e.getLocation();
World w = eLoc.getWorld();
for (int i = 0; i < e.blockList().size();i++){
Block b = e.blockList().get(i);
Location bLoc =b.getLocation();
if (disallowedBlocks.contains(b.getType())){continue;}
x = bLoc.getX() - eLoc.getX();
y = bLoc.getY() - eLoc.getY() + .5;
z = bLoc.getZ() - eLoc.getZ();
FallingBlock fb = w.spawnFallingBlock(bLoc, b.getType(), (byte)b.getData());
fb.setDropItem(false);
fb.setVelocity(new Vector(x,y,z));
}
}
}
<>
All it does, is convert the blocks that n explosion would normally destroy into FallingBlock entities. It then shoots those entities off in different directions. Also it will not run the method if the event is cancelled (in the case of worldguard cancelling explosive block damage)
<>
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package explosionphysics;
import java.util.ArrayList;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.World;
import org.bukkit.block.Block;
import org.bukkit.entity.FallingBlock;
import org.bukkit.event.Event;
import org.bukkit.event.EventHandler;
import org.bukkit.event.EventPriority;
import org.bukkit.event.Listener;
import org.bukkit.plugin.java.JavaPlugin;
import org.bukkit.util.Vector;
/**
*
* @author Taylor
*/
public class ExplosionPhysics extends JavaPlugin implements Listener{
public ArrayList disallowedBlocks = new ArrayList();
@Override
public void onEnable(){
getServer().getPluginManager().registerEvents(new ExplosionPhysics(), this);
disallowedBlocks.clear();
disallowedBlocks.add(Material.TNT);
disallowedBlocks.add(Material.PISTON_BASE);
disallowedBlocks.add(Material.PISTON_EXTENSION);
disallowedBlocks.add(Material.PISTON_MOVING_PIECE);
disallowedBlocks.add(Material.PISTON_STICKY_BASE);
}
@EventHandler(priority = EventPriority.NORMAL)
public void onBlockExplode(org.bukkit.event.entity.EntityExplodeEvent e){
if (e.isCancelled()){return;}
if (e.blockList().isEmpty()){return;}
e.setYield(0F);
double x = 0;
double y = 0;
double z = 0;
Location eLoc = e.getLocation();
World w = eLoc.getWorld();
for (int i = 0; i < e.blockList().size();i++){
Block b = e.blockList().get(i);
Location bLoc =b.getLocation();
if (disallowedBlocks.contains(b.getType())){continue;}
x = bLoc.getX() - eLoc.getX();
y = bLoc.getY() - eLoc.getY() + .5;
z = bLoc.getZ() - eLoc.getZ();
FallingBlock fb = w.spawnFallingBlock(bLoc, b.getType(), (byte)b.getData());
fb.setDropItem(false);
fb.setVelocity(new Vector(x,y,z));
}
}
}
<>
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