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Posted

Hi,

 

I want to make my entity destroy blocks like a real player, meaning the damage state of the block should be computed the same way so the entity breaks block at the same speed a player would. How can i do it ?

 

From ItemInWorldManager.updateBlockRemoving() i tried to sum up the computation, leading to a result like :

 


onLivingUpdate()
{ 
    [some other entity updates];

    if(this.destroying_block)
    {
        ++this.curblockDamage;

        i = this.theWorld.getBlockId(this.partiallyDestroyedBlockX, this.partiallyDestroyedBlockY, this.partiallyDestroyedBlockZ);
        Block block = Block.blocksList[i];
        if (block == null)
        {
            this.theWorld.destroyBlockInWorldPartially(entityId, x,y,z, -1);
            this.destroying_block= false;
        }
        else
        {
            ItemStack items = inventory.getCurrentItem();
            float f = items.getItem().getStrVsBlock(items,block,world.getBlockMetadata(x,y,z));

            float hardness = block.getBlockHardness(world,x,y,z);

            int l = this.curBlockDamage;
            float f1 = f / hardness / 30F;
            float f2 = f1 * (l+1);
            float j = (int)( f2 * 10.0F );

            this.theWorld.destroyBlockInWorldPartially(entityId, x,y,z, j);
        }
    }
}

 

where curBlockDamage is initialised to 0 when destroying block is set to true. Is this correct ? I don't really understand why there are so many steps and factors when computing j so I'm absolutely not sure. Moreover, what's the limit to know when the block is destroyed ?

 

Thanks. :)

Posted

I had a look, and there's the same call to destroyBlockInWorldPartially() but it's a special case where the computation seems different as it's not similar to breaking a block with a tool.

 

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