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Harvesting Multiple Blocks with normal Breaking Animation


Voidi

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Hello,

I want to make an Enchantment that work like the Tinkers Construct Excavator/Hammer (Harvesting Multiple Blocks at once).

But it should additional break all blocks with the vanilla breaking animation.

What are the good ways to do this?

 

I think i have to constantly send Packages for updating the Block damage to the server.

First i try to do this via suscribing to PlayerEvent.BreakSpeed as this seems repeatedly called during breaking.

But my harvesting of the other surrounding Blocks would fire a PlayerEvent.BreakSpeed too and result in an infinity loop.

 

What are the alternative solutings?

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You'd be surprised to hear this wouldn't be that difficult.

 

Just use (on server side only I think) the World.sendBlockBreakProgress() method to create block damage on blocks.

 

If you want more manual control then you can access the Minecraft.getMinecraft.RenderGlobal.damagedBlocks Map and edit that to add/remove block damage directly.

"you seem to be THE best modder I've seen imo."

~spynathan

 

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And sendBlockBreakProgress wouldn't fire a PlayerEvent.BreakSpeed?

The problem is:

i'm programming (at the moment) for 1.7.10 where this method doesn't exist and destroyBlockInWorldPartially which seems similar fire the Event.

 

Edit: the Real problem is to calculate Block Damage i must call Block#getPlayerRelativeBlockHardness which fires PlayerEvent.BreakSpeed

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I'd tell you to copy the calculation and do it "manually" but there's a slight problem:

 

If the target block has a different break speed than the one the player is actually mining, it's either going to break and drop early, or not finish.

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I'd tell you to copy the calculation and do it "manually" but there's a slight problem:

 

If the target block has a different break speed than the one the player is actually mining, it's either going to break and drop early, or not finish.

My Intention was to only break blocks with the same type, so this would be ok.

A Problem i probably have to accept: If a other mod would modifiy Breakspeed via the event, it won't modify this breaking.

 

Another solution would be a tickhandler.

I think Opencomputers has solved this with some kind of tickhandler for their nanomachines (which are player effects)

I don't know if this variant is better/easier then the first.

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