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[SOLVED] Exploding blocks underwater?


coolAlias
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I've been poring through all the code related to Explosions that I can find, which apparently isn't much, because I can't find where it decides that blocks cannot be destroyed while underwater.

 

Here's everything I could find out about explosions:

 

 

World->createExplosion-> creates an Explosion object -> does the explosion.

 

doExplosionA first sets up a hash set of all the chunk positions that will be affected, using either Block or Entity's getBlockExplosionResistance and Entity.shouldExplodeBlock to determine if it's valid. None of those methods check anything to do with water.

 

After adding all affected blocks to the hashset, part A goes on to inflict damage to entities, using getBlockDensity and distance from the explosion center to determine damage inflicted.

 

doExplosionB runs through all of the affected blocks in the set, blowing them up and dropping drops as necessary if the explosion 'isSmoking'; the method parameter simply determines if particles will spawn, so it is always true when called from World, and always false from WorldServer.

 

As long as the block has a valid id, it is blown up with no further checks, only some calls to determine if it should drop drops, handle tile entities, etc. Still no sign of water, and the explosion is at its end.

 

 

Nowhere in there do I see any reference to water or anything that would prevent blocks from being destroyed when the explosion occurs in water. What am I missing here?

 

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Maybe you can check if the Explosive is near water, and if it is remove the water block every tick, so it doesn't re-flow?

I've actually had the same problem with you, and eventually I gave up looking and just used this method.

 

Method (lost it, but can explain):

 

Get the entity location, and get x+1, y+1, z+1, x-1, y-1, z-1 or you can use loops, setBlock(0)

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I'm not trying to destroy the water, I'm trying to destroy blocks with explosions that happen IN the water.

 

Of course I could just write my own methods instead of using the vanilla Explosion class, but I'm puzzled that I can't seem to find where Minecraft decides that the explosion is in water and then prevents it from destroying blocks.

 

Thanks for the reply, though.

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It has to do with the fact that water has an explosion resistance of 500, which completely negates the explosion rays, I believe.

 

*Checks*

 

Yep.  If I force water to have a resistance of 0, explosions happen as if they were in air.

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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It has to do with the fact that water has an explosion resistance of 500, which completely negates the explosion rays, I believe.

 

*Checks*

 

Yep.  If I force water to have a resistance of 0, explosions happen as if they were in air.

Ah, Draco to the rescue ;) Don't know why I didn't see that myself <facepalm>. Derp.

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Which means....an explosion that has enough force...could destroy water blocks and beyond.

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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Which means....an explosion that has enough force...could destroy water blocks and beyond.

That would be pretty dangerous :P Instead, I've just coded a custom explosion class that can handle much wider variety of specifications, yet still retains the functionality of and can be substituted for the vanilla class.

 

This way, I can just set a variable to ignore liquids and still maintain a not-too destructive explosion, along with all sorts of other fun things. Thanks again for the help. I still don't know why I didn't check the actual explosion resistance of water...

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