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Button click, lever turn, pressure plate click etc event


Raycoms

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PlayerInteractEvent is your best bet, probably.

Will be difficult to do what you want, as those blocks don't have their own event.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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  • 7 months later...

I've managed to cancel everything except the pressure plate and that's because pressure plates aren't left or right clicked. I'm still searching for a way to do the pressure plates. Here's what I've done. There is likely a lot of stuff in there you don't need. I'm making the No Op Spawn Protection mod for 1.11.2, 1.12, and 1.12.1. I discovered that the spawnprotection bit in server.properties for dedicated servers is ignored when there is no one set to op when the world is first created. Not only is it ignored it is disabled. Adding an op later on will not fix it. You have to wipe your world to get the spawn protection. So I made this to give that and it was quite small with that release, then I realized I can't stop there that I need to add more capability. The following works for everything but the pressure plate. Full source @ https://github.com/kreezxil/spawnprotection

 

    @SubscribeEvent
    public static PlayerInteractEvent escapingSpawn(PlayerInteractEvent event) {
    	
    	EntityPlayer player = event.getEntityPlayer();
    	
    	World world = player.getEntityWorld();
    	
    	MinecraftServer server = player.getServer();
    	
    	int px,pz,wx,wz;
    	
    	int worldId = world.provider.getDimension();
    	
    	
    	/*
    	 * Actually it's not the player I need the check but the block with which they are
    	 * interacting. Previously this was player.getPosition().getX() etc just so you know
    	 * 
    	 * What the javadoc says is that event's getPos, will return the position of the thing being acted
    	 * upon. And should there be no thing, then the player becomes the thing.
    	 * 
    	 * Therefore it should be a more accurate representation of any player trying to much around
    	 * within the protected area.
    	 * 
    	 * -- Kreezxil 15 Aug, 2017
    	 */
    	px = event.getPos().getX();
    	pz = event.getPos().getZ();
    	wx = world.getSpawnPoint().getX();
    	wz = world.getSpawnPoint().getZ();
    	
    	IBlockState block = world.getBlockState(event.getPos());
    	
    	//player.sendMessage(new TextComponentString("Block is "+block.toString()));
    	
    	//needed to get doors
    	PropertyBool OPEN = PropertyBool.create("open");
    	
    	//if the dimension that the player is in not configured for true, this will exit
    	//and allow them to edit the dimension spawn.
    	switch(worldId) {

    		//overWorld
	    	case 0: if(!Config.overWorld) {
	    		return null;
	    	}
	    	break;

	    	//Nether
	    	case -1: if(!Config.theNether) {
	    		return null;
	    	}
	    	break;

	    	//The End
	    	case 1: if(!Config.theEnd) {
	    		return null;
	    	}
	    	break;
	    	
	    	//Some other dimensions definitely return null
	    	default: return null;
    	}
    	
    	if(px > wx + Config.spawnProtection ||
    	   pz > wz + Config.spawnProtection ||
    	   px < wx - Config.spawnProtection ||
    	   pz < wz - Config.spawnProtection) {
    		return event;
    	} else {
    		//is the player in creative or an operator?
    		if(player.isCreative()) {
    			return null;
    		}
    		//is it a real server?
    		if(server !=null && !server.isSinglePlayer()) {
    			if(server.getPlayerList().getOppedPlayers().getGameProfileFromName(player.getName())!=null) {
    				//player is op
    				return null;
    			}
    		}
    		
    		if(event.isCancelable()) {
    			if(block != null && block != player) {
    				if((block instanceof BlockLever || block instanceof BlockButton) && Config.allowCircuits) {
    					//button, lever, pressure plate
    					return null;
    				}
    				if(block.hasComparatorInputOverride() && Config.allowContainers) {
    					//containers
    					return null;
    				}
    				if(block.getProperties().containsKey(OPEN) && Config.allowDoors) {
    					//door, trapdoor
    					return null;
    				}
    			}
    		
    			event.setCanceled(true);
       		}
    		return null;
    	}
   	}

 

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I don't know how to stop pressure plates from activating. It's a collision thing.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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