ExplosionPhysics

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) First, find something to blow up. Next, cover it in TnT. Cover it. get ready to blow it up! KABOOM! WATCH THOSE BLOCKS FLY! Aftermath

/*
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 * 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<Material> disallowedBlocks = new ArrayList<Material>();
	@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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About This Project

  • Project ID
    45724
  • Created
    Oct 8, 2012
  • Last Released File
    Oct 14, 2012
  • Total Downloads
    3,532
  • License

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