02-11-2015, 09:44 PM
maybe I can not wait this plugin
:D:D
:D:D
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ProtectionAreas (built-in)
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02-11-2015, 09:44 PM
maybe I can not wait this plugin
:D:D
04-06-2015, 11:56 PM
Greetings,
This is a very useful plug-in and I thank you for creating it. However, would it be possible to include protection from Mob damage in your protected area with this plug-in? I have managed to protect my spawn but am worried about mischievous types luring in a few creepers and exploding my grand temple... Darth.
04-07-2015, 12:56 AM
This is not currently possible, the explosion API is missing. An approximation would be possible but it would not be 100% effective.
04-07-2015, 01:00 AM
Maybe use the OnExploding hook, create a new bounding box that represents that area, and return true if it is in the expanded box? (Expanded to make sure explosions don't happen inside or near the area)
04-07-2015, 03:31 AM
The problem is in MCS's implementation of explosions. It doesn't use the Vanilla's ray model, but instead a custom, inferior one. The hook then provides no means of actually determining what blocks are affected by the explosion, only an approximation via the relative ExplosionSize parameter.
04-07-2015, 03:48 AM
(This post was last modified: 04-07-2015, 03:53 AM by DiamondToaster.)
So, the implementation should be rewritten in order to use a predictable ray model? Then using Lua, you could get a table of blocks that are affected, iterate through that, then stop any individual blocks from moving under certain conditions using a hook? Or maybe a hook that goes like HOOK_BLOCK_DISPLACED that is triggered per block or something like that?
04-07-2015, 04:02 AM
I like the first variant more - a single hook call providing all the data. That would require a new class, though - array of block coords and blocktypes / metas, and bindings for that class, so that the hook could add or remove individual blocks being blown up.
04-07-2015, 05:59 AM
(This post was last modified: 04-07-2015, 06:06 AM by DiamondToaster.)
So, something like:
class cBlockToEntityData
{
public:
Vector3i Position;
int GetBlockType(); // returns E_BLOCK type
int GetMetaData(); // returns E_META data
cBlockInfo GetBlockInfo(); // returns a cBlockInfo
// Excuse my lack of knowledge of the internals of MCServer...
}
Then the Lua bindings would send table full of these:
function OnExploding(World, ExplosionSize, CanCauseFire, X, Y, Z, Source, SourceData, AffectedBlocks)
-- AffectedBlocks is a table full of cBlockToEntityData
for n, k in pairs(AffectedBlocks) do
if k:GetBlockType() == E_BLOCK_DIRT then
table.remove(AffectedBlocks, n)
end
end
-- send the modified table to the server to be processed
end
04-07-2015, 07:54 AM
Rather than pushing the entire table to Lua and back, it'd be better to wrap the array into an object, cBlockArray:
function OnExploding(World, ExplosionSize, CanCauseFire, X, Y, Z, Source, SourceData, AffectedBlocks)
assert(tolua.type(AffectedBlocks) == "cBlockArray") -- It is an object with its own operations
-- Example: do NOT explode dirt:
for n = AffectedBlocks.GetCount() - 1, 0, -1 do -- count from GetCount() - 1 down to 0
if (AffectedBlock:GetBlockType(n) == E_BLOCK_DIRT) then -- Get the n-th block's type
AffectedBlocks.Remove(n)
end
end
return false
end
Thanks given by: NiLSPACE , DiamondToaster
04-07-2015, 09:38 AM
Ah, that's also a good idea. Saves a bit of overhead, especially when you decide to go crazy with WorldEdit and set off 100000+ TNT.
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