Various Updates #138
@@ -36,7 +36,7 @@ import cpw.mods.fml.relauncher.SideOnly;
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public class BlockRift extends Block implements ITileEntityProvider
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public class BlockRift extends Block implements ITileEntityProvider
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{
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{
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private static final float MIN_IMMUNE_HARDNESS = 200.0F;
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private static final float MIN_IMMUNE_RESISTANCE = 5000.0F;
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private static final int BLOCK_DESTRUCTION_RANGE = 4;
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private static final int BLOCK_DESTRUCTION_RANGE = 4;
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private static final int BLOCK_DESTRUCTION_VOLUME = (int) Math.pow(2 * BLOCK_DESTRUCTION_RANGE + 1, 3);
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private static final int BLOCK_DESTRUCTION_VOLUME = (int) Math.pow(2 * BLOCK_DESTRUCTION_RANGE + 1, 3);
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private static final int MAX_BLOCK_SEARCH_CHANCE = 100;
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private static final int MAX_BLOCK_SEARCH_CHANCE = 100;
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@@ -65,11 +65,11 @@ public class BlockRift extends Block implements ITileEntityProvider
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this.blocksImmuneToRift.add(properties.GoldenDimensionalDoorID);
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this.blocksImmuneToRift.add(properties.GoldenDimensionalDoorID);
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this.blocksImmuneToRift.add(properties.GoldenDoorID);
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this.blocksImmuneToRift.add(properties.GoldenDoorID);
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this.blocksImmuneToRift.add(Block.blockLapis.blockID);
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this.blocksImmuneToRift.add(Block.blockIron.blockID);
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this.blocksImmuneToRift.add(Block.blockIron.blockID);
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this.blocksImmuneToRift.add(Block.blockGold.blockID);
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this.blocksImmuneToRift.add(Block.blockDiamond.blockID);
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this.blocksImmuneToRift.add(Block.blockDiamond.blockID);
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this.blocksImmuneToRift.add(Block.blockEmerald.blockID);
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this.blocksImmuneToRift.add(Block.blockEmerald.blockID);
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this.blocksImmuneToRift.add(Block.blockGold.blockID);
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this.blocksImmuneToRift.add(Block.blockLapis.blockID);
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}
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}
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@Override
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@Override
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@@ -362,8 +362,13 @@ public class BlockRift extends Block implements ITileEntityProvider
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Block block = Block.blocksList[world.getBlockId(x, y, z)];
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Block block = Block.blocksList[world.getBlockId(x, y, z)];
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if (block != null)
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if (block != null)
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{
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{
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float hardness = block.getBlockHardness(world, x, y, z);
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// SenseiKiwi: I've switched to using the block's blast resistance instead of its
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return (hardness < 0 || hardness >= MIN_IMMUNE_HARDNESS || blocksImmuneToRift.contains(block.blockID));
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// hardness since most defensive blocks are meant to defend against explosions and
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// may have low hardness to make them easier to build with. However, block.getExplosionResistance()
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// is designed to receive an entity, the source of the blast. We have no entity so
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// I've set this to access blockResistance directly. Might need changing later.
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return (block.blockResistance >= MIN_IMMUNE_RESISTANCE || blocksImmuneToRift.contains(block.blockID));
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}
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}
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return false;
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return false;
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}
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}
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