Java Code Examples for net.minecraft.world.Explosion#doExplosionA()
The following examples show how to use
net.minecraft.world.Explosion#doExplosionA() .
You can vote up the ones you like or vote down the ones you don't like,
and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: EntitySpecialArrow.java From Artifacts with MIT License | 5 votes |
public void hitEffect(Entity entityHit) { switch (this.effect.ID) { case 1: Explosion explosion = new Explosion(this.worldObj, this, this.posX, this.posY, this.posZ, 2F); explosion.doExplosionA(); explosion.doExplosionB(true); break; } }
Example 2
Source File: EntitySpecialArrow.java From Artifacts with MIT License | 5 votes |
public void missEffect(int x, int y, int z) { switch (this.effect.ID) { case 1: Explosion explosion = new Explosion(this.worldObj, this, this.posX, this.posY, this.posZ, 2F); explosion.doExplosionA(); explosion.doExplosionB(true); setDead(); break; } }
Example 3
Source File: EventsCommon.java From Valkyrien-Skies with Apache License 2.0 | 3 votes |
@SubscribeEvent(priority = EventPriority.HIGHEST) public void onExplosionStart(ExplosionEvent.Start event) { // Only run on server side if (!event.getWorld().isRemote) { Explosion explosion = event.getExplosion(); Vector center = new Vector(explosion.x, explosion.y, explosion.z); Optional<PhysicsObject> optionalPhysicsObject = ValkyrienUtils .getPhysicsObject(event.getWorld(), new BlockPos(event.getExplosion().getPosition()), true); if (optionalPhysicsObject.isPresent()) { return; } // Explosion radius float radius = explosion.size; AxisAlignedBB toCheck = new AxisAlignedBB(center.X - radius, center.Y - radius, center.Z - radius, center.X + radius, center.Y + radius, center.Z + radius); // Find nearby ships, we will check if the explosion effects them List<PhysicsWrapperEntity> shipsNear = ValkyrienSkiesMod.VS_PHYSICS_MANAGER .getManagerForWorld(event.getWorld()) .getNearbyPhysObjects(toCheck); // Process the explosion on the nearby ships for (PhysicsWrapperEntity ship : shipsNear) { Vector inLocal = new Vector(center); ship.getPhysicsObject().getShipTransformationManager().getCurrentTickTransform() .transform(inLocal, TransformType.GLOBAL_TO_SUBSPACE); Explosion expl = new Explosion(event.getWorld(), null, inLocal.X, inLocal.Y, inLocal.Z, radius, explosion.causesFire, true); double waterRange = .6D; for (int x = (int) Math.floor(expl.x - waterRange); x <= Math.ceil(expl.x + waterRange); x++) { for (int y = (int) Math.floor(expl.y - waterRange); y <= Math.ceil(expl.y + waterRange); y++) { for (int z = (int) Math.floor(expl.z - waterRange); z <= Math.ceil(expl.z + waterRange); z++) { IBlockState state = event.getWorld() .getBlockState(new BlockPos(x, y, z)); if (state.getBlock() instanceof BlockLiquid) { return; } } } } expl.doExplosionA(); event.getExplosion().affectedBlockPositions.addAll(expl.affectedBlockPositions); } } }