Java Code Examples for org.bukkit.entity.FallingBlock#setVelocity()
The following examples show how to use
org.bukkit.entity.FallingBlock#setVelocity() .
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Example 1
Source File: Molotov.java From ce with GNU Lesser General Public License v3.0 | 6 votes |
@SuppressWarnings("deprecation") @Override public void effect(Event e, ItemStack item, final int level) { if(e instanceof EntityDamageByEntityEvent) { EntityDamageByEntityEvent event = (EntityDamageByEntityEvent) e; Entity target = event.getEntity(); World world = target.getWorld(); world.playEffect(target.getLocation(), Effect.POTION_BREAK, 10); double boundaries = 0.1*level; for(double x = boundaries; x >= -boundaries; x-=0.1) for(double z = boundaries; z >= -boundaries; z-=0.1) { FallingBlock b = world.spawnFallingBlock(target.getLocation(), Material.FIRE.getId(), (byte) 0x0); b.setVelocity(new Vector(x, 0.1, z)); b.setDropItem(false); } } }
Example 2
Source File: SeismicAxe.java From Slimefun4 with GNU General Public License v3.0 | 5 votes |
@Override public ItemUseHandler getItemHandler() { return e -> { Player p = e.getPlayer(); List<Block> blocks = p.getLineOfSight(null, RANGE); for (int i = 2; i < blocks.size(); i++) { Block ground = findGround(blocks.get(i)); Location groundLocation = ground.getLocation(); ground.getWorld().playEffect(groundLocation, Effect.STEP_SOUND, ground.getType()); if (ground.getRelative(BlockFace.UP).getType() == Material.AIR) { Location loc = ground.getRelative(BlockFace.UP).getLocation().add(0.5, 0.0, 0.5); FallingBlock block = ground.getWorld().spawnFallingBlock(loc, ground.getBlockData()); block.setDropItem(false); block.setVelocity(new Vector(0, 0.4 + i * 0.01, 0)); block.setMetadata("seismic_axe", new FixedMetadataValue(SlimefunPlugin.instance, "fake_block")); } for (Entity n : ground.getChunk().getEntities()) { if (n instanceof LivingEntity && n.getType() != EntityType.ARMOR_STAND && n.getLocation().distance(groundLocation) <= 2.0D && !n.getUniqueId().equals(p.getUniqueId())) { pushEntity(p, n); } } } for (int i = 0; i < 4; i++) { damageItem(p, e.getItem()); } }; }
Example 3
Source File: Bombardment.java From ce with GNU Lesser General Public License v3.0 | 5 votes |
@SuppressWarnings("deprecation") @Override public void effect(Event e, ItemStack item, final int level) { if(e instanceof EntityDamageByEntityEvent) { EntityDamageByEntityEvent event = (EntityDamageByEntityEvent) e; Entity target = event.getEntity(); final World world = target.getWorld(); Vector vec = new Vector(0, -5, 0); Location spawnLocation = new Location(world, target.getLocation().getX(), 255, target.getLocation().getZ()); final FallingBlock b = world.spawnFallingBlock(spawnLocation, 46, (byte) 0x0); b.setVelocity(vec); new BukkitRunnable() { Location l = b.getLocation(); @Override public void run() { l = b.getLocation(); if(b.isDead()) { l.getBlock().setType(Material.AIR); for(int i = 0; i <= TNTAmount + level; i++) { TNTPrimed tnt = world.spawn(l, TNTPrimed.class); tnt.setFuseTicks(0); if(!Main.createExplosions) tnt.setMetadata("ce.explosive", new FixedMetadataValue(getPlugin(), null)); } this.cancel(); } EffectManager.playSound(l, "ENTITY_ENDERDRAGON_GROWL", Volume, 2f); } }.runTaskTimer(getPlugin(), 0l, 5l); } }
Example 4
Source File: BlockDropsMatchModule.java From PGM with GNU Affero General Public License v3.0 | 4 votes |
/** * This is not an event handler. It is called explicitly by BlockTransformListener after all event * handlers have been called. */ @SuppressWarnings("deprecation") public void doBlockDrops(final BlockTransformEvent event) { if (!causesDrops(event.getCause())) { return; } final BlockDrops drops = event.getDrops(); if (drops != null) { event.setCancelled(true); final BlockState oldState = event.getOldState(); final BlockState newState = event.getNewState(); final Block block = event.getOldState().getBlock(); final int newTypeId = newState.getTypeId(); final byte newData = newState.getRawData(); block.setTypeIdAndData(newTypeId, newData, true); if (event.getCause() instanceof EntityExplodeEvent) { EntityExplodeEvent explodeEvent = (EntityExplodeEvent) event.getCause(); final float yield = explodeEvent.getYield(); if (drops.fallChance != null && oldState.getType().isBlock() && oldState.getType() != Material.AIR && match.getRandom().nextFloat() < drops.fallChance) { FallingBlock fallingBlock = match .getWorld() .spawnFallingBlock( block.getLocation(), event.getOldState().getType(), event.getOldState().getRawData()); fallingBlock.setDropItem(false); if (drops.landChance != null && match.getRandom().nextFloat() >= drops.landChance) { this.fallingBlocksThatWillNotLand.add(fallingBlock); } Vector v = fallingBlock.getLocation().subtract(explodeEvent.getLocation()).toVector(); double distance = v.length(); v.normalize().multiply(BASE_FALL_SPEED * drops.fallSpeed / Math.max(1d, distance)); // A very simple deflection model. Check for a solid // neighbor block and "bounce" the velocity off of it. Block west = block.getRelative(BlockFace.WEST); Block east = block.getRelative(BlockFace.EAST); Block down = block.getRelative(BlockFace.DOWN); Block up = block.getRelative(BlockFace.UP); Block north = block.getRelative(BlockFace.NORTH); Block south = block.getRelative(BlockFace.SOUTH); if ((v.getX() < 0 && west != null && west.getType().isSolid()) || v.getX() > 0 && east != null && east.getType().isSolid()) { v.setX(-v.getX()); } if ((v.getY() < 0 && down != null && down.getType().isSolid()) || v.getY() > 0 && up != null && up.getType().isSolid()) { v.setY(-v.getY()); } if ((v.getZ() < 0 && north != null && north.getType().isSolid()) || v.getZ() > 0 && south != null && south.getType().isSolid()) { v.setZ(-v.getZ()); } fallingBlock.setVelocity(v); } // Defer item drops so the explosion doesn't destroy them match .getExecutor(MatchScope.RUNNING) .execute(() -> dropItems(drops, newState.getLocation(), yield)); } else { MatchPlayer player = ParticipantBlockTransformEvent.getParticipant(event); if (player == null || player.getBukkit().getGameMode() != GameMode.CREATIVE) { // Don't drop items in creative mode dropItems(drops, newState.getLocation(), 1d); dropExperience(drops, newState.getLocation()); } } } }
Example 5
Source File: BlockDropsMatchModule.java From ProjectAres with GNU Affero General Public License v3.0 | 4 votes |
/** * This is not an event handler. It is called explicitly by BlockTransformListener * after all event handlers have been called. */ @SuppressWarnings("deprecation") public void doBlockDrops(final BlockTransformEvent event) { if(!causesDrops(event.getCause())) { return; } final BlockDrops drops = event.getDrops(); if(drops != null) { event.setCancelled(true); final BlockState oldState = event.getOldState(); final BlockState newState = event.getNewState(); final Block block = event.getOldState().getBlock(); final int newTypeId = newState.getTypeId(); final byte newData = newState.getRawData(); block.setTypeIdAndData(newTypeId, newData, true); boolean explosion = false; MatchPlayer player = ParticipantBlockTransformEvent.getParticipant(event); if(event.getCause() instanceof EntityExplodeEvent) { EntityExplodeEvent explodeEvent = (EntityExplodeEvent) event.getCause(); explosion = true; if(drops.fallChance != null && oldState.getType().isBlock() && oldState.getType() != Material.AIR && this.getMatch().getRandom().nextFloat() < drops.fallChance) { FallingBlock fallingBlock = event.getOldState().spawnFallingBlock(); fallingBlock.setDropItem(false); if(drops.landChance != null && this.getMatch().getRandom().nextFloat() >= drops.landChance) { this.fallingBlocksThatWillNotLand.add(fallingBlock); } Vector v = fallingBlock.getLocation().subtract(explodeEvent.getLocation()).toVector(); double distance = v.length(); v.normalize().multiply(BASE_FALL_SPEED * drops.fallSpeed / Math.max(1d, distance)); // A very simple deflection model. Check for a solid // neighbor block and "bounce" the velocity off of it. Block west = block.getRelative(BlockFace.WEST); Block east = block.getRelative(BlockFace.EAST); Block down = block.getRelative(BlockFace.DOWN); Block up = block.getRelative(BlockFace.UP); Block north = block.getRelative(BlockFace.NORTH); Block south = block.getRelative(BlockFace.SOUTH); if((v.getX() < 0 && west != null && Materials.isColliding(west.getType())) || v.getX() > 0 && east != null && Materials.isColliding(east.getType())) { v.setX(-v.getX()); } if((v.getY() < 0 && down != null && Materials.isColliding(down.getType())) || v.getY() > 0 && up != null && Materials.isColliding(up.getType())) { v.setY(-v.getY()); } if((v.getZ() < 0 && north != null && Materials.isColliding(north.getType())) || v.getZ() > 0 && south != null && Materials.isColliding(south.getType())) { v.setZ(-v.getZ()); } fallingBlock.setVelocity(v); } } dropObjects(drops, player, newState.getLocation(), 1d, explosion); } }
Example 6
Source File: Flamethrower.java From ce with GNU Lesser General Public License v3.0 | 4 votes |
@SuppressWarnings("deprecation") @Override public boolean effect(Event event, final Player player) { PlayerInteractEvent e = (PlayerInteractEvent) event; e.setCancelled(true); if(player.getItemInHand().getDurability() >= 64) { if(IsReloadable) { addLock(player); player.getWorld().playEffect(player.getLocation(), Effect.CLICK1, 2); player.sendMessage(ChatColor.RED + "Reloading..."); new BukkitRunnable() { @Override public void run() { if(player.getItemInHand().getDurability() == 0) { removeLock(player); player.getWorld().playEffect(player.getLocation(), Effect.CLICK2, 2); this.cancel(); } else { player.getItemInHand().setDurability((short) (player.getItemInHand().getDurability() - 1)); } } }.runTaskTimer(main, 0l, 2l); } else { player.getItemInHand().setType(Material.AIR); } } else { final List<Location> list = getLinePlayer(player, FireBlocksPerBurst); for(final Location l: list) { if(l.getBlock().getType().equals(Material.AIR)) l.getBlock().setType(Material.FIRE); l.getWorld().playEffect(l, Effect.SMOKE, 20); final FallingBlock fire = l.getWorld().spawnFallingBlock(l, Material.FIRE.getId(), (byte) 0); fire.setDropItem(false); fire.setVelocity(player.getLocation().getDirection()); new BukkitRunnable() { @Override public void run() { if(fire.isDead()) { list.add(fire.getLocation()); this.cancel(); } else { if(!Tools.checkWorldGuard(fire.getLocation(), player, "BUILD", true) || fire.getLocation().getBlock().getType().equals(Material.WATER) || fire.getLocation().getBlock().getType().equals(Material.STATIONARY_WATER)) { fire.getWorld().playEffect(fire.getLocation(), Effect.EXTINGUISH, 60); fire.remove(); this.cancel(); } for(Entity ent:fire.getNearbyEntities(0, 0, 0)) { if(ent != player) { ent.setFireTicks(BurnDuration); } } } } }.runTaskTimer(main, 0l, 1l); } new BukkitRunnable() { @Override public void run() { for(Location ls:list) { if(ls.getBlock().getType().equals(Material.FIRE)) { ls.getWorld().playEffect(ls, Effect.EXTINGUISH, 60); ls.getBlock().setType(Material.AIR); } } } }.runTaskLater(main, 200l); player.getWorld().playEffect(player.getLocation(), Effect.BLAZE_SHOOT, 30); if(!player.getGameMode().equals(GameMode.CREATIVE)) { player.getItemInHand().setDurability((short) (player.getItemInHand().getDurability() + 1)); } } return true; }
Example 7
Source File: Shockwave.java From ce with GNU Lesser General Public License v3.0 | 4 votes |
@SuppressWarnings("deprecation") @Override public void effect(Event e, ItemStack item, final int level) { final EntityDamageByEntityEvent event = (EntityDamageByEntityEvent) e; Player damager = (Player) event.getDamager(); new BukkitRunnable() { @Override public void run() { event.getEntity().setVelocity(new Vector(0, 1 + (level / 4), 0)); } }.runTaskLater(getPlugin(), 1l); Location loc = damager.getLocation(); loc.setY(damager.getLocation().getY() - 1); List<Location> list = Tools.getCone(loc); this.generateCooldown(damager, cooldown); damager.getWorld().playEffect(damager.getLocation(), Effect.ZOMBIE_DESTROY_DOOR, 10); for (final Location l : list) { final org.bukkit.block.Block block = l.getBlock(); Material blockMat = block.getType(); if (!ForbiddenMaterials.contains(blockMat) && checkSurrounding(block)) { if (!Tools.checkWorldGuard(l, damager, "PVP", false)) return; final Material mat = blockMat; final byte matData = block.getData(); final FallingBlock b = l.getWorld().spawnFallingBlock(l, mat, block.getData()); b.setDropItem(false); b.setVelocity(new Vector(0, (0.5 + 0.1 * (list.indexOf(l))) + (level / 4), 0)); block.setType(Material.AIR); new BukkitRunnable() { Location finLoc = l; @Override public void run() { if (!b.isDead()) { finLoc = b.getLocation(); } else { //if(finLoc.getBlock().getLocation() != l) finLoc.getBlock().setType(Material.AIR); block.setType(mat); block.setData(matData); this.cancel(); } } }.runTaskTimer(main, 0l, 5l); } } }
Example 8
Source File: GravitationalAxe.java From NBTEditor with GNU General Public License v3.0 | 4 votes |
@Override public void onBlockBreak(BlockBreakEvent event, PlayerDetails details) { Block root = event.getBlock(); if (isLog(root.getType())) { // Initialize some variables: World world = event.getPlayer().getWorld(); Location location = root.getLocation(); Random random = new Random(); Vector vel = event.getPlayer().getLocation().toVector().subtract(location.toVector()).normalize().setY(0).multiply(0.2); // Find the blocks Set<Block> blocks = getTreeBlocks(root); if (blocks.size() > 0) { world.playSound(location, Sound.ENTITY_ZOMBIE_BREAK_WOODEN_DOOR, 0.5f, 1); } double durability = blocks.size()*0.25; // Bring 'em down. for (Block block : blocks) { Material mat = block.getType(); if (random.nextFloat() < 0.1f && isLog(mat)) { world.playSound(block.getLocation(), Sound.ENTITY_ZOMBIE_BREAK_WOODEN_DOOR, 0.6f, 1); block.breakNaturally(); durability += 1; } else if (random.nextFloat() < 0.4f && isLeaves(mat)) { world.playSound(block.getLocation(), Sound.BLOCK_GRASS_BREAK, 0.5f, 1); block.breakNaturally(); durability += 1; } else { FallingBlock fallingBlock = world.spawnFallingBlock(block.getLocation(), block.getBlockData()); fallingBlock.setVelocity(vel.multiply(random.nextFloat()*0.2 + 0.9)); if (isLeaves(mat)) { fallingBlock.setDropItem(false); } block.setType(Material.AIR); } } // Apply durability. if (event.getPlayer().getGameMode() != GameMode.CREATIVE) { UtilsMc.offsetItemStackDamage(details.getItem(), (int) durability); } } }