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Posted

Hi folks. I'm a relative forge newbie but done a couple of complex bukkit server plugins and am looking for some guidance from more experienced forge moders.

 

I've had a good look through the source but can't find a handy way to intercept (and possibly cancel) what bukkit would call block break, block place and craft item events.

 

I cobbled together some block place and break control using PlayerInteractEvent and BreakSpeed but my attempts were a little clumsy. I found lots of cool hooks for controlling this on new blocks I've created, but I'd like to be able to manage any in-game block too (without changing net.minecraft).

 

My gut tells me most things should be possible with the level of server and client control in minecraftforge. I even thought about splitting the mod into two sections, one Forge and one Bukkit and sharing the server side data somehow. That has to be mad, right?

 

  @ForgeSubscribe
  public void onBreakSpeed(BreakSpeed event) {
    if(event.block.blockID == Block.torchWood.blockID) {
      if(event.isCancelable()) {
        event.setCanceled(true);
      }
    }
  }  
  
  @ForgeSubscribe
  public void onPlayerInteract(PlayerInteractEvent event) {
    EntityPlayer p = event.entityPlayer;
    if(event.action != Action.LEFT_CLICK_BLOCK) {
      ItemStack s = p.inventory.getCurrentItem();
      if(s.itemID == Block.torchWood.blockID) {
        // Difficult to get the coordinates for where the new block would have
        // been placed.
        if(event.isCancelable()) {
          event.setCanceled(true);
        }
      }
    }
  }

 

 

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