Posted September 22, 201410 yr Due to the popularity of the question on how to stop or manipulate explosions without needing a core mod, I decided to tackle/post the following. What I've illustrated here is how to silently replace tnt with custom tnt, with the players being none-the-wiser. This allows you to write a custom tnt that looks/feels just like tnt, but you can override methods and add custom fields/methods/etc, giving you complete manipulation of tnt on your server. Just replace bedrock in the following example with your custom tnt and voila! import java.util.List; import net.minecraft.block.Block; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityItemFrame; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraft.util.AxisAlignedBB; import net.minecraftforge.common.util.ForgeDirection; import net.minecraftforge.event.entity.player.PlayerInteractEvent; import cpw.mods.fml.common.eventhandler.SubscribeEvent; public class BuildEventHook { @SubscribeEvent public void onClick(PlayerInteractEvent event) { if (event.action == event.action.RIGHT_CLICK_BLOCK) { if(event.entityPlayer.inventory.mainInventory[event.entityPlayer.inventory.currentItem].getItem() == Item.getItemFromBlock(Blocks.tnt)){ int i = event.face; int x = event.x; int y = event.y; int z = event.z; boolean can = false; // bottom top north south west east if(i == 0){ y--; } else if(i == 1){ y++; } else if(i == 2){ z--; } else if(i == 3){ z++; } else if(i == 4){ x--; } else if(i == 5){ x++; } if(event.world.isAirBlock(x, y, z)) can = true; List l = event.world.getEntitiesWithinAABB( Entity.class, AxisAlignedBB.getBoundingBox( (double) x, (double) y, (double) z, (double) x + 1.0d, (double) y + 1.0d, (double) z + 1.0d)); if(l.size() > 0) can = false; if(can){ event.world.setBlock(x, y, z, Blocks.bedrock); } event.setCanceled(true); } } } } I'll need help, and I'll give help. Just ask, you know I will!
September 23, 201410 yr Author Note: to use a clone of vanilla tnt, you will have to create and register a new entity for the tnt, which can be cloned from EntityTNTPrimed (notice it extends the vanilla): public class NewTNTPrimed extends EntityTNTPrimed { /** How long the fuse is */ public int fuse; private EntityLivingBase tntPlacedBy; public NewTNTPrimed(World p_i1729_1_) { super(p_i1729_1_); this.preventEntitySpawning = true; this.setSize(0.98F, 0.98F); this.yOffset = this.height / 2.0F; this.fuse = 80; } public NewTNTPrimed(World p_i1730_1_, double p_i1730_2_, double p_i1730_4_, double p_i1730_6_, EntityLivingBase p_i1730_8_) { this(p_i1730_1_); this.setPosition(p_i1730_2_, p_i1730_4_, p_i1730_6_); float f = (float)(Math.random() * Math.PI * 2.0D); this.motionX = (double)(-((float)Math.sin((double)f)) * 0.02F); this.motionY = 0.20000000298023224D; this.motionZ = (double)(-((float)Math.cos((double)f)) * 0.02F); this.fuse = 80; this.prevPosX = p_i1730_2_; this.prevPosY = p_i1730_4_; this.prevPosZ = p_i1730_6_; this.tntPlacedBy = p_i1730_8_; } protected void entityInit() {} /** * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to * prevent them from trampling crops */ protected boolean canTriggerWalking() { return false; } /** * Returns true if other Entities should be prevented from moving through this Entity. */ public boolean canBeCollidedWith() { return !this.isDead; } /** * Called to update the entity's position/logic. */ public void onUpdate() { this.prevPosX = this.posX; this.prevPosY = this.posY; this.prevPosZ = this.posZ; this.motionY -= 0.03999999910593033D; this.moveEntity(this.motionX, this.motionY, this.motionZ); this.motionX *= 0.9800000190734863D; this.motionY *= 0.9800000190734863D; this.motionZ *= 0.9800000190734863D; if (this.onGround) { this.motionX *= 0.699999988079071D; this.motionZ *= 0.699999988079071D; this.motionY *= -0.5D; } if (this.fuse-- <= 0) { this.setDead(); if (!this.worldObj.isRemote) { if(Events.onTNTExplode(this, (EntityPlayer)this.tntPlacedBy)) this.explode(); } } else { this.worldObj.spawnParticle("smoke", this.posX, this.posY + 0.5D, this.posZ, 0.0D, 0.0D, 0.0D); } } private void explode() { float f = 4.0F; this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, f, true); } /** * (abstract) Protected helper method to write subclass entity data to NBT. */ protected void writeEntityToNBT(NBTTagCompound p_70014_1_) { p_70014_1_.setByte("NFuse", (byte)this.fuse); } /** * (abstract) Protected helper method to read subclass entity data from NBT. */ protected void readEntityFromNBT(NBTTagCompound p_70037_1_) { this.fuse = p_70037_1_.getByte("NFuse"); } @SideOnly(Side.CLIENT) public float getShadowSize() { return 0.0F; } /** * returns null or the entityliving it was placed or ignited by */ public EntityLivingBase getTntPlacedBy() { return this.tntPlacedBy; } } take note of this line: if(Events.onTNTExplode(this, (EntityPlayer)this.tntPlacedBy)) this.explode(); ...it will let you create an explosion event handler as such: /** * Fired just before a tnt explosion * @param tnt * @param player = null often! be careful! * @return false will cancel the explosion */ public static boolean onTNTExplode(NewTNTPrimed tnt, EntityPlayer player) { return true; } Also, your tnt may not render correctly after lighting it. Be sure to register the renderer in your proxy! I suggest using the same renderer as vanilla tnt. RenderingRegistry.registerEntityRenderingHandler(NewTNTPrimed.class, new RenderTNTPrimed()); I'll need help, and I'll give help. Just ask, you know I will!
September 23, 201410 yr Author Edit: Sorry, be sure to put if(!event.world.isRemote){ in your PlayerInteractEvent check. The check should actually look as follows. if(!event.world.isRemote){ if(event.entityPlayer.inventory.mainInventory[event.entityPlayer.inventory.currentItem].getItem() == Item.getItemFromBlock(Blocks.tnt)){ int i = event.face; int x = event.x; int y = event.y; int z = event.z; boolean can = false; // bottom top north south west east if(i == 0){ y--; } else if(i == 1){ y++; } else if(i == 2){ z--; } else if(i == 3){ z++; } else if(i == 4){ x--; } else if(i == 5){ x++; } if(event.world.isAirBlock(x, y, z)) can = true; List l = event.world.getEntitiesWithinAABB( Entity.class, AxisAlignedBB.getBoundingBox( (double) x, (double) y, (double) z, (double) x + 1.0d, (double) y + 1.0d, (double) z + 1.0d)); if(l.size() > 0) can = false; if(can){ event.world.setBlock(x, y, z, IFaction.NewTNT); event.world.notifyBlockOfNeighborChange(x, y, z, IFaction.NewTNT); } event.setCanceled(true); } I'll need help, and I'll give help. Just ask, you know I will!
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