I don't think you can do that. You can however set the block list in EntityExplodeEvent. Edit: Maybe you can cancel the ExplosionPrimeEvent, make a new Explosion class that extends pocketmine\level\Explosion, which also has a new explodeB() method which does what you want without dropping blocks. Example: PHP: ExplosionWithoutBlockdrops.phpclass ExplosionWithoutBlockdrops extends Explosion{ public function explodeB(){ $send = []; $updateBlocks = []; $source = (new Vector3($this->source->x, $this->source->y, $this->source->z))->floor(); $yield = (1 / $this->size) * 100; if($this->what instanceof Entity){ $this->level->getServer()->getPluginManager()->callEvent($ev = new EntityExplodeEvent($this->what, $this->source, $this->affectedBlocks, $yield)); if($ev->isCancelled()){ return false; }else{ $yield = $ev->getYield(); $this->affectedBlocks = $ev->getBlockList(); } } $explosionSize = $this->size * 2; $minX = Math::floorFloat($this->source->x - $explosionSize - 1); $maxX = Math::ceilFloat($this->source->x + $explosionSize + 1); $minY = Math::floorFloat($this->source->y - $explosionSize - 1); $maxY = Math::ceilFloat($this->source->y + $explosionSize + 1); $minZ = Math::floorFloat($this->source->z - $explosionSize - 1); $maxZ = Math::ceilFloat($this->source->z + $explosionSize + 1); $explosionBB = new AxisAlignedBB($minX, $minY, $minZ, $maxX, $maxY, $maxZ); $list = $this->level->getNearbyEntities($explosionBB, $this->what instanceof Entity ? $this->what : null); foreach($list as $entity) { $distance = $entity->distance($this->source) / $explosionSize; if ($distance <= 1) { $motion = $entity->subtract($this->source)->normalize(); $impact = (1 - $distance) * ($exposure = 1); $damage = (int)((($impact * $impact + $impact) / 2) * 8 * $explosionSize + 1); if ($this->what instanceof Entity){ $ev = new EntityDamageByEntityEvent($this->what, $entity, EntityDamageEvent::CAUSE_ENTITY_EXPLOSION, $damage); }elseif($this->what instanceof Block){ $ev = new EntityDamageByBlockEvent($this->what, $entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage); }else{ $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage); } $entity->attack($ev->getFinalDamage() , $ev); $entity->setMotion($motion->multiply($impact)); } } $air = Item::get(Item::AIR); foreach($this->affectedBlocks as $block) { if ($block->getId() === Block::TNT) { $mot = (new Random())->nextSignedFloat() * M_PI * 2; $tnt = Entity::createEntity("PrimedTNT", $this->level->getChunk($block->x >> 4, $block->z >> 4) , new Compound("", ["Pos" => new Enum("Pos", [new Double("", $block->x + 0.5) , new Double("", $block->y) , new Double("", $block->z + 0.5) ]) , "Motion" => new Enum("Motion", [new Double("", -sin($mot) * 0.02) , new Double("", 0.2) , new Double("", -cos($mot) * 0.02) ]) , "Rotation" => new Enum("Rotation", [new Float("", 0) , new Float("", 0) ]) , "Fuse" => new Byte("Fuse", mt_rand(10, 30)) ]));$tnt->spawnToAll(); }elseif (mt_rand(0, 100) < $yield) { /*foreach($block->getDrops($air) as $drop) { $this->level->dropItem($block->add(0.5, 0.5, 0.5) , Item::get( . . . $drop)); }*/ //this is where we stop the blocks dropping } $this->level->setBlockIdAt($block->x, $block->y, $block->z, 0); $pos = new Vector3($block->x, $block->y, $block->z); for ($side = 0; $side < 5; $side++) { $sideBlock = $pos->getSide($side); if (!isset($this->affectedBlocks[$index = Level::blockHash($sideBlock->x, $sideBlock->y, $sideBlock->z) ]) and !isset($updateBlocks[$index])) { $this->level->getServer()->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->level->getBlock($sideBlock))); if (!$ev->isCancelled()) { $ev->getBlock()->onUpdate(Level::BLOCK_UPDATE_NORMAL); } $updateBlocks[$index] = true; } } $send[] = new Vector3($block->x - $source->x, $block->y - $source->y, $block->z - $source->z); } $pk = new ExplodePacket(); $pk->x = $this->source->x; $pk->y = $this->source->y; $pk->z = $this->source->z; $pk->radius = $this->size; $pk->records = $send; $this->level->addChunkPacket($source->x >> 4, $source->z >> 4, $pk); return true; }}EventListener.phpclass EventListener implements Listener{ public function ExplosionPrimeEvent(ExplosionPrimeEvent $event){ $event->setCancelled(); $explosion = new ExplosionWithoutBlockDrops($event->getEntity(), $event->getForce(), $event->getEntity()); $explosion->explodeA(); // not sure what this does $explosion->explodeB(); }}
You can also foreach the array you got from $event->getBlockList() and set those blocks to air and cancel EntityExplodeEvent (No damage to players) or $event->setBlockList([]); (Damages nearby players)
Once again, please be reminded to follow PHP code conventions to starat class method names with lowercase so that others can read more easily.