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Entity Destroying SPECIFIC Blocks?


perigrine3

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I'm making a Giant right now, and I wanted to make it so that, when it walks, trees are "crushed" under it. I figured, "well the Ender Dragon does something like that", so I went into its .class file and found the part for "canEntityDestroy", so I began making a new EntityAI class. Now, my goal is to change the code so that, instead of only preserving Command Blocks, Iron Bars, and the End Gateway, it will preserve everything BUT trees and wood planks. I know I could just add in every type of existing block, but I don't want to do that because I don't have the time (or the sanity) for such endeavors. 

SO, if anybody has any ideas as to how to make it so that I can list what TO destroy rather than what NOT to destroy, I'd like to hear them. 

 

Here's the code from EntityDragon.class: 

    private boolean destroyBlocksInAABB(AxisAlignedBB p_70972_1_)
    {
        int i = MathHelper.floor(p_70972_1_.minX);
        int j = MathHelper.floor(p_70972_1_.minY);
        int k = MathHelper.floor(p_70972_1_.minZ);
        int l = MathHelper.floor(p_70972_1_.maxX);
        int i1 = MathHelper.floor(p_70972_1_.maxY);
        int j1 = MathHelper.floor(p_70972_1_.maxZ);
        boolean flag = false;
        boolean flag1 = false;

        for (int k1 = i; k1 <= l; ++k1)
        {
            for (int l1 = j; l1 <= i1; ++l1)
            {
                for (int i2 = k; i2 <= j1; ++i2)
                {
                    BlockPos blockpos = new BlockPos(k1, l1, i2);
                    IBlockState iblockstate = this.world.getBlockState(blockpos);
                    Block block = iblockstate.getBlock();

                    if (!block.isAir(iblockstate, this.world, blockpos) && iblockstate.getMaterial() != Material.FIRE)
                    {
                        if (!this.world.getGameRules().getBoolean("mobGriefing"))
                        {
                            flag = true;
                        }
                        else if (block.canEntityDestroy(iblockstate, this.world, blockpos, this) && net.minecraftforge.event.ForgeEventFactory.onEntityDestroyBlock(this, blockpos, iblockstate))
                        {
                            if (block != Blocks.COMMAND_BLOCK && block != Blocks.REPEATING_COMMAND_BLOCK && block != Blocks.CHAIN_COMMAND_BLOCK && block != Blocks.IRON_BARS && block != Blocks.END_GATEWAY)
                            {
                                flag1 = this.world.setBlockToAir(blockpos) || flag1;
                            }
                            else
                            {
                                flag = true;
                            }
                        }
                        else
                        {
                            flag = true;
                        }
                    }
                }
            }
        }

        if (flag1)
        {
            double d0 = p_70972_1_.minX + (p_70972_1_.maxX - p_70972_1_.minX) * (double)this.rand.nextFloat();
            double d1 = p_70972_1_.minY + (p_70972_1_.maxY - p_70972_1_.minY) * (double)this.rand.nextFloat();
            double d2 = p_70972_1_.minZ + (p_70972_1_.maxZ - p_70972_1_.minZ) * (double)this.rand.nextFloat();
            this.world.spawnParticle(EnumParticleTypes.EXPLOSION_LARGE, d0, d1, d2, 0.0D, 0.0D, 0.0D);
        }

        return flag;
    }

 

Thanks for your help! 

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7 hours ago, perigrine3 said:

so how would getting the itemstack dropped by the block help me prevent it from being destroyed? 

This is for checking the block's oredict and destroying it if it is wood. This will allow your giant to work with every type of tree.

 

See this if loop thingy?

if (block != Blocks.COMMAND_BLOCK && block != Blocks.REPEATING_COMMAND_BLOCK && block != Blocks.CHAIN_COMMAND_BLOCK && block != Blocks.IRON_BARS && block != Blocks.END_GATEWAY)
{
    flag1 = this.world.setBlockToAir(blockpos) || flag1;
}
else
{
    flag = true;
}

Locate it in your code and change the condition to match your need.

 

Personally, I would discourage copying from vanilla in this case, as the code you copied can be rewritten to better fit your needs.

Edited by DavidM
I can't use terminologies correctly ; )
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3 hours ago, perigrine3 said:

I think I figured it out, but I think I'll just replace the items not to break to Dirt/Grass, Stone, Diamond, and Obsidian blocks. If I find anything else I don't want being destroyed, I'll add it in. 

Bedrock maybe? TileEntities maybe?

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