Switched back to using hard-coded islands while debugging.

Removed unused imports.
This commit is contained in:
tastybento 2018-06-16 19:06:08 -07:00
parent 62a321caf1
commit 034015ee4d
8 changed files with 578 additions and 573 deletions

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@ -1,33 +1,31 @@
package us.tastybento.bskyblock.island.builders;
import java.io.File;
import java.io.IOException;
import java.util.EnumMap;
import java.util.List;
import java.util.Map;
import java.util.UUID;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.TreeType;
import org.bukkit.World;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.block.BlockState;
import org.bukkit.block.Sign;
import org.bukkit.configuration.InvalidConfigurationException;
import org.bukkit.entity.EntityType;
import org.bukkit.entity.Player;
import org.bukkit.inventory.InventoryHolder;
import org.bukkit.inventory.ItemStack;
import org.bukkit.material.Chest;
import us.tastybento.bskyblock.BSkyBlock;
import us.tastybento.bskyblock.Constants;
import us.tastybento.bskyblock.Constants.GameType;
import us.tastybento.bskyblock.api.localization.TextVariables;
import us.tastybento.bskyblock.api.user.User;
import us.tastybento.bskyblock.database.objects.Island;
/**
* Generates islands
* Fired when a team event happens.
*
* @author tastybento
* @since 1.0
@ -46,64 +44,12 @@ public class IslandBuilder {
private List<ItemStack> chestItems;
private UUID playerUUID;
private String playerName;
private BSkyBlock plugin;
private Map<IslandType, Clipboard> islandSchems = new EnumMap<>(IslandType.class);
//TODO support companions?
public IslandBuilder(BSkyBlock plugin, Island island) {
this.plugin = plugin;
public IslandBuilder(Island island) {
this.island = island;
world = island.getWorld();
loadIslands();
}
private void loadIslands() {
File schems = new File(plugin.getDataFolder(), "schems");
if (!schems.exists()) {
if (!schems.mkdirs()) {
plugin.logError("Could not make schems folder!");
} else {
copySchems(schems);
}
}
try {
Clipboard cb = new Clipboard(plugin);
cb.load("island");
islandSchems.put(IslandType.ISLAND, cb);
} catch (IOException | InvalidConfigurationException e) {
plugin.logError("Could not load default island");
}
if (plugin.getSettings().isNetherGenerate() && plugin.getSettings().isNetherIslands()) {
try {
Clipboard cbn = new Clipboard(plugin);
cbn.load("nether-island");
islandSchems.put(IslandType.NETHER, cbn);
} catch (IOException | InvalidConfigurationException e) {
plugin.logError("Could not load default nether island");
}
}
if (plugin.getSettings().isEndGenerate() && plugin.getSettings().isEndIslands()) {
try {
Clipboard cbe = new Clipboard(plugin);
cbe.load("end-island");
islandSchems.put(IslandType.END, cbe);
} catch (IOException | InvalidConfigurationException e) {
plugin.logError("Could not load default end island");
}
}
plugin.log("Loaded " + islandSchems.size() + " islands");
}
/**
* Copies schems from the jar file
* @param schems2
*/
private void copySchems(File schems2) {
plugin.saveResource("schems/island.schem", false);
plugin.saveResource("schems/nether-island.schem", false);
plugin.saveResource("schems/end-island.schem", false);
}
/**
@ -132,32 +78,377 @@ public class IslandBuilder {
}
public void build() {
plugin.log("Pasting island to " + type);
Location loc = island.getCenter();
// Switch on island type
switch (type) {
case NETHER:
world = Bukkit.getWorld(island.getWorld().getName() + "_nether");
if (world == null) {
return;
}
loc = island.getCenter().toVector().toLocation(world);
break;
case END:
world = Bukkit.getWorld(island.getWorld().getName() + "_the_end");
if (world == null) {
return;
}
loc = island.getCenter().toVector().toLocation(world);
break;
default:
break;
case ISLAND:
world = island.getWorld();
if (Constants.GAMETYPE == GameType.ACIDISLAND) {
generateAcidIslandBlocks();
} else {
generateIslandBlocks();
}
break;
case NETHER:
world = Bukkit.getWorld(island.getWorld().getName() + "_nether");
if (world == null) {
return;
}
generateNetherBlocks();
break;
case END:
world = Bukkit.getWorld(island.getWorld().getName() + "_the_end");
if (world == null) {
return;
}
generateEndBlocks();
break;
}
plugin.log("Pasting island to " + loc);
islandSchems.get(type).paste(loc);
// Do other stuff
}
/**
* Creates the AcidIsland default island block by block
*/
private void generateAcidIslandBlocks() {
// AcidIsland
// Build island layer by layer
// Start from the base
// half sandstone; half sand
int x = island.getCenter().getBlockX();
int z = island.getCenter().getBlockZ();
int islandHeight = island.getCenter().getBlockY();
int y = 0;
for (int x_space = x - 4; x_space <= x + 4; x_space++) {
for (int z_space = z - 4; z_space <= z + 4; z_space++) {
Block b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.BEDROCK);
}
}
for (y = 1; y < islandHeight + 5; y++) {
for (int x_space = x - 4; x_space <= x + 4; x_space++) {
for (int z_space = z - 4; z_space <= z + 4; z_space++) {
Block b = world.getBlockAt(x_space, y, z_space);
if (y < (islandHeight / 2)) {
b.setType(Material.SANDSTONE);
} else {
b.setType(Material.SAND);
}
}
}
}
// Then cut off the corners to make it round-ish
for (y = 0; y < islandHeight + 5; y++) {
for (int x_space = x - 4; x_space <= x + 4; x_space += 8) {
for (int z_space = z - 4; z_space <= z + 4; z_space += 8) {
Block b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.STATIONARY_WATER);
}
}
}
// Add some grass
for (y = islandHeight + 4; y < islandHeight + 5; y++) {
for (int x_space = x - 2; x_space <= x + 2; x_space++) {
for (int z_space = z - 2; z_space <= z + 2; z_space++) {
Block blockToChange = world.getBlockAt(x_space, y, z_space);
blockToChange.setType(Material.GRASS);
}
}
}
// Place bedrock - MUST be there (ensures island are not
// overwritten
Block b = world.getBlockAt(x, islandHeight, z);
b.setType(Material.BEDROCK);
// Then add some more dirt in the classic shape
y = islandHeight + 3;
for (int x_space = x - 2; x_space <= x + 2; x_space++) {
for (int z_space = z - 2; z_space <= z + 2; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.DIRT);
}
}
b = world.getBlockAt(x - 3, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 3, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 3);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 3);
b.setType(Material.DIRT);
y = islandHeight + 2;
for (int x_space = x - 1; x_space <= x + 1; x_space++) {
for (int z_space = z - 1; z_space <= z + 1; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.DIRT);
}
}
b = world.getBlockAt(x - 2, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 2, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 2);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 2);
b.setType(Material.DIRT);
y = islandHeight + 1;
b = world.getBlockAt(x - 1, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 1, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 1);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 1);
b.setType(Material.DIRT);
// Add island items
y = islandHeight;
// Add tree (natural)
Location treeLoc = new Location(world, x, y + 5D, z);
world.generateTree(treeLoc, TreeType.ACACIA);
// Place a helpful sign in front of player
placeSign(x, islandHeight + 5, z + 3);
// Place the chest - no need to use the safe spawn function
// because we
// know what this island looks like
placeChest(x, islandHeight + 5, z + 1);
}
private void generateIslandBlocks() {
// Skyblock
// Build island layer by layer
// Start from the base
// half sandstone; half sand
int x = island.getCenter().getBlockX();
int z = island.getCenter().getBlockZ();
int islandHeight = island.getCenter().getBlockY();
World world = island.getCenter().getWorld();
int y;
// Add some grass
for (y = islandHeight + 4; y < islandHeight + 5; y++) {
for (int x_space = x - 3; x_space <= x + 3; x_space++) {
for (int z_space = z - 3; z_space <= z + 3; z_space++) {
world.getBlockAt(x_space, y, z_space).setType(Material.GRASS);
}
}
}
// Then cut off the corners to make it round-ish
for (int x_space = x - 3; x_space <= x + 3; x_space += 6) {
for (int z_space = z - 3; z_space <= z + 3; z_space += 6) {
world.getBlockAt(x_space, y-1, z_space).setType(Material.AIR);
}
}
// Place bedrock - MUST be there (ensures island are not
// overwritten
Block b = world.getBlockAt(x, islandHeight, z);
b.setType(Material.BEDROCK);
// Then add some more dirt in the classic shape
y = islandHeight + 3;
for (int x_space = x - 2; x_space <= x + 2; x_space++) {
for (int z_space = z - 2; z_space <= z + 2; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.DIRT);
}
}
b = world.getBlockAt(x - 3, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 3, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 3);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 3);
b.setType(Material.DIRT);
y = islandHeight + 2;
for (int x_space = x - 1; x_space <= x + 1; x_space++) {
for (int z_space = z - 1; z_space <= z + 1; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.DIRT);
}
}
b = world.getBlockAt(x - 2, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 2, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 2);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 2);
b.setType(Material.DIRT);
y = islandHeight + 1;
b = world.getBlockAt(x - 1, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 1, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 1);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 1);
b.setType(Material.DIRT);
// Add island items
y = islandHeight;
// Add tree (natural)
Location treeLoc = new Location(world, x, y + 5D, z);
world.generateTree(treeLoc, TreeType.TREE);
// Place a helpful sign in front of player
placeSign(x, islandHeight + 5, z + 3);
// Place the chest - no need to use the safe spawn function
// because we
// know what this island looks like
placeChest(x, islandHeight + 5, z + 1);
}
private void generateNetherBlocks() {
// Nether block
int x = island.getCenter().getBlockX();
int z = island.getCenter().getBlockZ();
int islandHeight = island.getCenter().getBlockY();
int y;
for (y = islandHeight + 4; y < islandHeight + 5; y++) {
for (int x_space = x - 3; x_space <= x + 3; x_space++) {
for (int z_space = z - 3; z_space <= z + 3; z_space++) {
world.getBlockAt(x_space, y, z_space).setType(Material.NETHER_BRICK);
}
}
}
// Then cut off the corners to make it round-ish
for (int x_space = x - 3; x_space <= x + 3; x_space += 6) {
for (int z_space = z - 3; z_space <= z + 3; z_space += 6) {
world.getBlockAt(x_space, y-1, z_space).setType(Material.AIR);
}
}
// Place bedrock - MUST be there (ensures island are not
// overwritten
Block b = world.getBlockAt(x, islandHeight, z);
b.setType(Material.BEDROCK);
// Then add some more dirt in the classic shape
y = islandHeight + 3;
for (int x_space = x - 2; x_space <= x + 2; x_space++) {
for (int z_space = z - 2; z_space <= z + 2; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.NETHERRACK);
}
}
b = world.getBlockAt(x - 3, y, z);
b.setType(Material.SOUL_SAND);
b = world.getBlockAt(x + 3, y, z);
b.setType(Material.SOUL_SAND);
b = world.getBlockAt(x, y, z - 3);
b.setType(Material.SOUL_SAND);
b = world.getBlockAt(x, y, z + 3);
b.setType(Material.SOUL_SAND);
y = islandHeight + 2;
for (int x_space = x - 1; x_space <= x + 1; x_space++) {
for (int z_space = z - 1; z_space <= z + 1; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.GRAVEL);
}
}
b = world.getBlockAt(x - 2, y, z);
b.setType(Material.QUARTZ_ORE);
b = world.getBlockAt(x + 2, y, z);
b.setType(Material.QUARTZ_ORE);
b = world.getBlockAt(x, y, z - 2);
b.setType(Material.QUARTZ_ORE);
b = world.getBlockAt(x, y, z + 2);
b.setType(Material.QUARTZ_ORE);
y = islandHeight + 1;
b = world.getBlockAt(x - 1, y, z);
b.setType(Material.MAGMA);
b = world.getBlockAt(x + 1, y, z);
b.setType(Material.MAGMA);
b = world.getBlockAt(x, y, z - 1);
b.setType(Material.MAGMA);
b = world.getBlockAt(x, y, z + 1);
b.setType(Material.MAGMA);
// Place a helpful sign in front of player
placeSign(x, islandHeight + 5, z + 3);
// Place the chest - no need to use the safe spawn function
// because we know what this island looks like
placeChest(x, islandHeight + 5, z + 1);
}
private void generateEndBlocks() {
// Nether block
int x = island.getCenter().getBlockX();
int z = island.getCenter().getBlockZ();
int islandHeight = island.getCenter().getBlockY();
int y;
// Add some grass
for (y = islandHeight + 4; y < islandHeight + 5; y++) {
for (int x_space = x - 3; x_space <= x + 3; x_space++) {
for (int z_space = z - 3; z_space <= z + 3; z_space++) {
world.getBlockAt(x_space, y, z_space).setType(Material.END_BRICKS);
}
}
}
// Then cut off the corners to make it round-ish
for (int x_space = x - 3; x_space <= x + 3; x_space += 6) {
for (int z_space = z - 3; z_space <= z + 3; z_space += 6) {
world.getBlockAt(x_space, y-1, z_space).setType(Material.AIR);
}
}
// Place bedrock - MUST be there (ensures island are not
// overwritten
Block b = world.getBlockAt(x, islandHeight, z);
b.setType(Material.BEDROCK);
// Then add some more dirt in the classic shape
y = islandHeight + 3;
for (int x_space = x - 2; x_space <= x + 2; x_space++) {
for (int z_space = z - 2; z_space <= z + 2; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.ENDER_STONE);
}
}
b = world.getBlockAt(x - 3, y, z);
b.setType(Material.OBSIDIAN);
b = world.getBlockAt(x + 3, y, z);
b.setType(Material.OBSIDIAN);
b = world.getBlockAt(x, y, z - 3);
b.setType(Material.OBSIDIAN);
b = world.getBlockAt(x, y, z + 3);
b.setType(Material.OBSIDIAN);
y = islandHeight + 2;
for (int x_space = x - 1; x_space <= x + 1; x_space++) {
for (int z_space = z - 1; z_space <= z + 1; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.ENDER_STONE);
}
}
b = world.getBlockAt(x - 2, y, z);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x + 2, y, z);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x, y, z - 2);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x, y, z + 2);
b.setType(Material.ENDER_STONE);
y = islandHeight + 1;
b = world.getBlockAt(x - 1, y, z);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x + 1, y, z);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x, y, z - 1);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x, y, z + 1);
b.setType(Material.ENDER_STONE);
// Add island items
y = islandHeight;
// Spawn an ender crystal
world.spawnEntity(new Location(world, x, y + 5D, z), EntityType.ENDER_CRYSTAL);
// Place a helpful sign in front of player
placeSign(x, islandHeight + 5, z + 3);
// Place the chest - no need to use the safe spawn function
// because we know what this island looks like
placeChest(x, islandHeight + 5, z + 1);
}
private void placeSign(int x, int y, int z) {
Block blockToChange = world.getBlockAt(x, y, z);
blockToChange.setType(Material.SIGN_POST);

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package us.tastybento.bskyblock.island.builders;
import java.io.File;
import java.io.IOException;
import java.util.EnumMap;
import java.util.List;
import java.util.Map;
import java.util.UUID;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.World;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.block.BlockState;
import org.bukkit.block.Sign;
import org.bukkit.configuration.InvalidConfigurationException;
import org.bukkit.entity.Player;
import org.bukkit.inventory.InventoryHolder;
import org.bukkit.inventory.ItemStack;
import org.bukkit.material.Chest;
import us.tastybento.bskyblock.BSkyBlock;
import us.tastybento.bskyblock.api.localization.TextVariables;
import us.tastybento.bskyblock.api.user.User;
import us.tastybento.bskyblock.database.objects.Island;
/**
* Generates islands
*
* @author tastybento
* @since 1.0
*/
public class IslandBuilderNew {
public enum IslandType {
ISLAND,
NETHER,
END
}
private Island island;
private World world;
private IslandType type = IslandType.ISLAND;
private List<ItemStack> chestItems;
private UUID playerUUID;
private String playerName;
private BSkyBlock plugin;
private Map<IslandType, Clipboard> islandSchems = new EnumMap<>(IslandType.class);
//TODO support companions?
public IslandBuilderNew(BSkyBlock plugin, Island island) {
this.plugin = plugin;
this.island = island;
world = island.getWorld();
loadIslands();
}
private void loadIslands() {
File schems = new File(plugin.getDataFolder(), "schems");
if (!schems.exists()) {
if (!schems.mkdirs()) {
plugin.logError("Could not make schems folder!");
} else {
copySchems(schems);
}
}
try {
Clipboard cb = new Clipboard(plugin);
cb.load("island");
islandSchems.put(IslandType.ISLAND, cb);
} catch (IOException | InvalidConfigurationException e) {
plugin.logError("Could not load default island");
}
if (plugin.getSettings().isNetherGenerate() && plugin.getSettings().isNetherIslands()) {
try {
Clipboard cbn = new Clipboard(plugin);
cbn.load("nether-island");
islandSchems.put(IslandType.NETHER, cbn);
} catch (IOException | InvalidConfigurationException e) {
plugin.logError("Could not load default nether island");
}
}
if (plugin.getSettings().isEndGenerate() && plugin.getSettings().isEndIslands()) {
try {
Clipboard cbe = new Clipboard(plugin);
cbe.load("end-island");
islandSchems.put(IslandType.END, cbe);
} catch (IOException | InvalidConfigurationException e) {
plugin.logError("Could not load default end island");
}
}
plugin.log("Loaded " + islandSchems.size() + " islands");
}
/**
* Copies schems from the jar file
* @param schems2
*/
private void copySchems(File schems2) {
plugin.saveResource("schems/island.schem", false);
plugin.saveResource("schems/nether-island.schem", false);
plugin.saveResource("schems/end-island.schem", false);
}
/**
* @param type the type to set
*/
public IslandBuilderNew setType(IslandType type) {
this.type = type;
return this;
}
/**
* @param player - the player the player to set
*/
public IslandBuilderNew setPlayer(Player player) {
playerUUID = player.getUniqueId();
playerName = player.getName();
return this;
}
/**
* @param list the default chestItems to set
*/
public IslandBuilderNew setChestItems(List<ItemStack> list) {
chestItems = list;
return this;
}
public void build() {
plugin.log("Pasting island to " + type);
Location loc = island.getCenter();
// Switch on island type
switch (type) {
case NETHER:
world = Bukkit.getWorld(island.getWorld().getName() + "_nether");
if (world == null) {
return;
}
loc = island.getCenter().toVector().toLocation(world);
break;
case END:
world = Bukkit.getWorld(island.getWorld().getName() + "_the_end");
if (world == null) {
return;
}
loc = island.getCenter().toVector().toLocation(world);
break;
default:
break;
}
plugin.log("Pasting island to " + loc);
islandSchems.get(type).paste(loc);
// Do other stuff
}
private void placeSign(int x, int y, int z) {
Block blockToChange = world.getBlockAt(x, y, z);
blockToChange.setType(Material.SIGN_POST);
if (playerUUID != null) {
Sign sign = (Sign) blockToChange.getState();
User user = User.getInstance(playerUUID);
// Sets the lines of the sign
sign.setLine(0, user.getTranslation("new-island.sign.line0", TextVariables.NAME, playerName));
sign.setLine(1, user.getTranslation("new-island.sign.line1", TextVariables.NAME, playerName));
sign.setLine(2, user.getTranslation("new-island.sign.line2", TextVariables.NAME, playerName));
sign.setLine(3, user.getTranslation("new-island.sign.line3", TextVariables.NAME, playerName));
((org.bukkit.material.Sign) sign.getData()).setFacingDirection(BlockFace.NORTH);
sign.update();
}
}
private void placeChest(int x, int y, int z) {
// Fill the chest and orient it correctly
Block blockToChange = world.getBlockAt(x, y, z);
blockToChange.setType(Material.CHEST);
BlockState state = blockToChange.getState();
Chest chest = new Chest(BlockFace.SOUTH);
state.setData(chest);
state.update();
if (!chestItems.isEmpty()) {
InventoryHolder chestBlock = (InventoryHolder) state;
for (ItemStack item: chestItems) {
chestBlock.getInventory().addItem(item);
}
}
}
}

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@ -1,487 +0,0 @@
package us.tastybento.bskyblock.island.builders;
import java.util.List;
import java.util.UUID;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.TreeType;
import org.bukkit.World;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.block.BlockState;
import org.bukkit.block.Sign;
import org.bukkit.entity.EntityType;
import org.bukkit.entity.Player;
import org.bukkit.inventory.InventoryHolder;
import org.bukkit.inventory.ItemStack;
import org.bukkit.material.Chest;
import us.tastybento.bskyblock.Constants;
import us.tastybento.bskyblock.Constants.GameType;
import us.tastybento.bskyblock.api.localization.TextVariables;
import us.tastybento.bskyblock.api.user.User;
import us.tastybento.bskyblock.database.objects.Island;
/**
* Fired when a team event happens.
*
* @author tastybento
* @since 1.0
*/
public class IslandBuilderOld {
public enum IslandType {
ISLAND,
NETHER,
END
}
private Island island;
private World world;
private IslandType type = IslandType.ISLAND;
private List<ItemStack> chestItems;
private UUID playerUUID;
private String playerName;
//TODO support companions?
public IslandBuilderOld(Island island) {
this.island = island;
world = island.getWorld();
}
/**
* @param type the type to set
*/
public IslandBuilderOld setType(IslandType type) {
this.type = type;
return this;
}
/**
* @param player - the player the player to set
*/
public IslandBuilderOld setPlayer(Player player) {
playerUUID = player.getUniqueId();
playerName = player.getName();
return this;
}
/**
* @param list the default chestItems to set
*/
public IslandBuilderOld setChestItems(List<ItemStack> list) {
chestItems = list;
return this;
}
public void build() {
// Switch on island type
switch (type) {
case ISLAND:
world = island.getWorld();
if (Constants.GAMETYPE == GameType.ACIDISLAND) {
generateAcidIslandBlocks();
} else {
generateIslandBlocks();
}
break;
case NETHER:
world = Bukkit.getWorld(island.getWorld().getName() + "_nether");
if (world == null) {
return;
}
generateNetherBlocks();
break;
case END:
world = Bukkit.getWorld(island.getWorld().getName() + "_the_end");
if (world == null) {
return;
}
generateEndBlocks();
break;
}
// Do other stuff
}
/**
* Creates the AcidIsland default island block by block
*/
private void generateAcidIslandBlocks() {
// AcidIsland
// Build island layer by layer
// Start from the base
// half sandstone; half sand
int x = island.getCenter().getBlockX();
int z = island.getCenter().getBlockZ();
int islandHeight = island.getCenter().getBlockY();
int y = 0;
for (int x_space = x - 4; x_space <= x + 4; x_space++) {
for (int z_space = z - 4; z_space <= z + 4; z_space++) {
Block b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.BEDROCK);
}
}
for (y = 1; y < islandHeight + 5; y++) {
for (int x_space = x - 4; x_space <= x + 4; x_space++) {
for (int z_space = z - 4; z_space <= z + 4; z_space++) {
Block b = world.getBlockAt(x_space, y, z_space);
if (y < (islandHeight / 2)) {
b.setType(Material.SANDSTONE);
} else {
b.setType(Material.SAND);
}
}
}
}
// Then cut off the corners to make it round-ish
for (y = 0; y < islandHeight + 5; y++) {
for (int x_space = x - 4; x_space <= x + 4; x_space += 8) {
for (int z_space = z - 4; z_space <= z + 4; z_space += 8) {
Block b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.STATIONARY_WATER);
}
}
}
// Add some grass
for (y = islandHeight + 4; y < islandHeight + 5; y++) {
for (int x_space = x - 2; x_space <= x + 2; x_space++) {
for (int z_space = z - 2; z_space <= z + 2; z_space++) {
Block blockToChange = world.getBlockAt(x_space, y, z_space);
blockToChange.setType(Material.GRASS);
}
}
}
// Place bedrock - MUST be there (ensures island are not
// overwritten
Block b = world.getBlockAt(x, islandHeight, z);
b.setType(Material.BEDROCK);
// Then add some more dirt in the classic shape
y = islandHeight + 3;
for (int x_space = x - 2; x_space <= x + 2; x_space++) {
for (int z_space = z - 2; z_space <= z + 2; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.DIRT);
}
}
b = world.getBlockAt(x - 3, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 3, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 3);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 3);
b.setType(Material.DIRT);
y = islandHeight + 2;
for (int x_space = x - 1; x_space <= x + 1; x_space++) {
for (int z_space = z - 1; z_space <= z + 1; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.DIRT);
}
}
b = world.getBlockAt(x - 2, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 2, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 2);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 2);
b.setType(Material.DIRT);
y = islandHeight + 1;
b = world.getBlockAt(x - 1, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 1, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 1);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 1);
b.setType(Material.DIRT);
// Add island items
y = islandHeight;
// Add tree (natural)
Location treeLoc = new Location(world, x, y + 5D, z);
world.generateTree(treeLoc, TreeType.ACACIA);
// Place a helpful sign in front of player
placeSign(x, islandHeight + 5, z + 3);
// Place the chest - no need to use the safe spawn function
// because we
// know what this island looks like
placeChest(x, islandHeight + 5, z + 1);
}
private void generateIslandBlocks() {
// Skyblock
// Build island layer by layer
// Start from the base
// half sandstone; half sand
int x = island.getCenter().getBlockX();
int z = island.getCenter().getBlockZ();
int islandHeight = island.getCenter().getBlockY();
World world = island.getCenter().getWorld();
int y;
// Add some grass
for (y = islandHeight + 4; y < islandHeight + 5; y++) {
for (int x_space = x - 3; x_space <= x + 3; x_space++) {
for (int z_space = z - 3; z_space <= z + 3; z_space++) {
world.getBlockAt(x_space, y, z_space).setType(Material.GRASS);
}
}
}
// Then cut off the corners to make it round-ish
for (int x_space = x - 3; x_space <= x + 3; x_space += 6) {
for (int z_space = z - 3; z_space <= z + 3; z_space += 6) {
world.getBlockAt(x_space, y-1, z_space).setType(Material.AIR);
}
}
// Place bedrock - MUST be there (ensures island are not
// overwritten
Block b = world.getBlockAt(x, islandHeight, z);
b.setType(Material.BEDROCK);
// Then add some more dirt in the classic shape
y = islandHeight + 3;
for (int x_space = x - 2; x_space <= x + 2; x_space++) {
for (int z_space = z - 2; z_space <= z + 2; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.DIRT);
}
}
b = world.getBlockAt(x - 3, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 3, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 3);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 3);
b.setType(Material.DIRT);
y = islandHeight + 2;
for (int x_space = x - 1; x_space <= x + 1; x_space++) {
for (int z_space = z - 1; z_space <= z + 1; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.DIRT);
}
}
b = world.getBlockAt(x - 2, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 2, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 2);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 2);
b.setType(Material.DIRT);
y = islandHeight + 1;
b = world.getBlockAt(x - 1, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x + 1, y, z);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z - 1);
b.setType(Material.DIRT);
b = world.getBlockAt(x, y, z + 1);
b.setType(Material.DIRT);
// Add island items
y = islandHeight;
// Add tree (natural)
Location treeLoc = new Location(world, x, y + 5D, z);
world.generateTree(treeLoc, TreeType.TREE);
// Place a helpful sign in front of player
placeSign(x, islandHeight + 5, z + 3);
// Place the chest - no need to use the safe spawn function
// because we
// know what this island looks like
placeChest(x, islandHeight + 5, z + 1);
}
private void generateNetherBlocks() {
// Nether block
int x = island.getCenter().getBlockX();
int z = island.getCenter().getBlockZ();
int islandHeight = island.getCenter().getBlockY();
int y;
for (y = islandHeight + 4; y < islandHeight + 5; y++) {
for (int x_space = x - 3; x_space <= x + 3; x_space++) {
for (int z_space = z - 3; z_space <= z + 3; z_space++) {
world.getBlockAt(x_space, y, z_space).setType(Material.NETHER_BRICK);
}
}
}
// Then cut off the corners to make it round-ish
for (int x_space = x - 3; x_space <= x + 3; x_space += 6) {
for (int z_space = z - 3; z_space <= z + 3; z_space += 6) {
world.getBlockAt(x_space, y-1, z_space).setType(Material.AIR);
}
}
// Place bedrock - MUST be there (ensures island are not
// overwritten
Block b = world.getBlockAt(x, islandHeight, z);
b.setType(Material.BEDROCK);
// Then add some more dirt in the classic shape
y = islandHeight + 3;
for (int x_space = x - 2; x_space <= x + 2; x_space++) {
for (int z_space = z - 2; z_space <= z + 2; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.NETHERRACK);
}
}
b = world.getBlockAt(x - 3, y, z);
b.setType(Material.SOUL_SAND);
b = world.getBlockAt(x + 3, y, z);
b.setType(Material.SOUL_SAND);
b = world.getBlockAt(x, y, z - 3);
b.setType(Material.SOUL_SAND);
b = world.getBlockAt(x, y, z + 3);
b.setType(Material.SOUL_SAND);
y = islandHeight + 2;
for (int x_space = x - 1; x_space <= x + 1; x_space++) {
for (int z_space = z - 1; z_space <= z + 1; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.GRAVEL);
}
}
b = world.getBlockAt(x - 2, y, z);
b.setType(Material.QUARTZ_ORE);
b = world.getBlockAt(x + 2, y, z);
b.setType(Material.QUARTZ_ORE);
b = world.getBlockAt(x, y, z - 2);
b.setType(Material.QUARTZ_ORE);
b = world.getBlockAt(x, y, z + 2);
b.setType(Material.QUARTZ_ORE);
y = islandHeight + 1;
b = world.getBlockAt(x - 1, y, z);
b.setType(Material.MAGMA);
b = world.getBlockAt(x + 1, y, z);
b.setType(Material.MAGMA);
b = world.getBlockAt(x, y, z - 1);
b.setType(Material.MAGMA);
b = world.getBlockAt(x, y, z + 1);
b.setType(Material.MAGMA);
// Place a helpful sign in front of player
placeSign(x, islandHeight + 5, z + 3);
// Place the chest - no need to use the safe spawn function
// because we know what this island looks like
placeChest(x, islandHeight + 5, z + 1);
}
private void generateEndBlocks() {
// Nether block
int x = island.getCenter().getBlockX();
int z = island.getCenter().getBlockZ();
int islandHeight = island.getCenter().getBlockY();
int y;
// Add some grass
for (y = islandHeight + 4; y < islandHeight + 5; y++) {
for (int x_space = x - 3; x_space <= x + 3; x_space++) {
for (int z_space = z - 3; z_space <= z + 3; z_space++) {
world.getBlockAt(x_space, y, z_space).setType(Material.END_BRICKS);
}
}
}
// Then cut off the corners to make it round-ish
for (int x_space = x - 3; x_space <= x + 3; x_space += 6) {
for (int z_space = z - 3; z_space <= z + 3; z_space += 6) {
world.getBlockAt(x_space, y-1, z_space).setType(Material.AIR);
}
}
// Place bedrock - MUST be there (ensures island are not
// overwritten
Block b = world.getBlockAt(x, islandHeight, z);
b.setType(Material.BEDROCK);
// Then add some more dirt in the classic shape
y = islandHeight + 3;
for (int x_space = x - 2; x_space <= x + 2; x_space++) {
for (int z_space = z - 2; z_space <= z + 2; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.ENDER_STONE);
}
}
b = world.getBlockAt(x - 3, y, z);
b.setType(Material.OBSIDIAN);
b = world.getBlockAt(x + 3, y, z);
b.setType(Material.OBSIDIAN);
b = world.getBlockAt(x, y, z - 3);
b.setType(Material.OBSIDIAN);
b = world.getBlockAt(x, y, z + 3);
b.setType(Material.OBSIDIAN);
y = islandHeight + 2;
for (int x_space = x - 1; x_space <= x + 1; x_space++) {
for (int z_space = z - 1; z_space <= z + 1; z_space++) {
b = world.getBlockAt(x_space, y, z_space);
b.setType(Material.ENDER_STONE);
}
}
b = world.getBlockAt(x - 2, y, z);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x + 2, y, z);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x, y, z - 2);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x, y, z + 2);
b.setType(Material.ENDER_STONE);
y = islandHeight + 1;
b = world.getBlockAt(x - 1, y, z);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x + 1, y, z);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x, y, z - 1);
b.setType(Material.ENDER_STONE);
b = world.getBlockAt(x, y, z + 1);
b.setType(Material.ENDER_STONE);
// Add island items
y = islandHeight;
// Spawn an ender crystal
world.spawnEntity(new Location(world, x, y + 5D, z), EntityType.ENDER_CRYSTAL);
// Place a helpful sign in front of player
placeSign(x, islandHeight + 5, z + 3);
// Place the chest - no need to use the safe spawn function
// because we know what this island looks like
placeChest(x, islandHeight + 5, z + 1);
}
private void placeSign(int x, int y, int z) {
Block blockToChange = world.getBlockAt(x, y, z);
blockToChange.setType(Material.SIGN_POST);
if (playerUUID != null) {
Sign sign = (Sign) blockToChange.getState();
User user = User.getInstance(playerUUID);
// Sets the lines of the sign
sign.setLine(0, user.getTranslation("new-island.sign.line0", TextVariables.NAME, playerName));
sign.setLine(1, user.getTranslation("new-island.sign.line1", TextVariables.NAME, playerName));
sign.setLine(2, user.getTranslation("new-island.sign.line2", TextVariables.NAME, playerName));
sign.setLine(3, user.getTranslation("new-island.sign.line3", TextVariables.NAME, playerName));
((org.bukkit.material.Sign) sign.getData()).setFacingDirection(BlockFace.NORTH);
sign.update();
}
}
private void placeChest(int x, int y, int z) {
// Fill the chest and orient it correctly
Block blockToChange = world.getBlockAt(x, y, z);
blockToChange.setType(Material.CHEST);
BlockState state = blockToChange.getState();
Chest chest = new Chest(BlockFace.SOUTH);
state.setData(chest);
state.update();
if (!chestItems.isEmpty()) {
InventoryHolder chestBlock = (InventoryHolder) state;
for (ItemStack item: chestItems) {
chestBlock.getInventory().addItem(item);
}
}
}
}

View File

@ -703,7 +703,8 @@ public class IslandsManager {
try {
handler.saveObject(island);
} catch (Exception e) {
plugin.logError("Could not save island to datavase when running async! " + e.getMessage());
plugin.logError("Could not save island to database when running async! " + e.getMessage());
e.printStackTrace();
}
}
};

View File

@ -4,7 +4,13 @@ import java.io.File;
import java.io.FilenameFilter;
import java.io.IOException;
import java.io.InputStream;
import java.util.*;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Locale;
import java.util.Map;
import java.util.Objects;
import us.tastybento.bskyblock.BSkyBlock;
import us.tastybento.bskyblock.api.localization.BSBLocale;

View File

@ -120,7 +120,7 @@ public class NewIsland {
.build();
if (!event.isCancelled()) {
// Create island
IslandBuilder ib = new IslandBuilder(plugin, island)
IslandBuilder ib = new IslandBuilder(island)
.setPlayer(user.getPlayer())
.setChestItems(plugin.getSettings().getChestItems())
.setType(IslandType.ISLAND);

View File

@ -1,8 +1,6 @@
package us.tastybento.bskyblock.panels;
import java.util.Locale;
import java.util.Set;
import java.util.SortedSet;
import us.tastybento.bskyblock.BSkyBlock;
import us.tastybento.bskyblock.api.panels.builders.PanelBuilder;

View File

@ -2,7 +2,7 @@ package us.tastybento.bskyblock.panels;
import org.bukkit.Material;
import org.bukkit.inventory.ItemStack;
import org.bukkit.material.MaterialData;
import us.tastybento.bskyblock.BSkyBlock;
import us.tastybento.bskyblock.api.flags.Flag;
import us.tastybento.bskyblock.api.panels.PanelItem;