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Fixing wall outline. Poor trees would get massacred by glass.
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@ -106,6 +106,7 @@ public class Warzone {
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private void addNorthwestCursorBlocks() {
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int newHighest = this.world.getHighestBlockYAt(this.northwest.getBlockX(), this.northwest.getBlockZ()) - 1;
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Block topNWBlock = this.world.getBlockAt(this.northwest.getBlockX(), newHighest, this.northwest.getBlockZ());
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originalNorthwestBlocks = new Material[3];
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originalNorthwestBlocks[0] = topNWBlock.getType(); // save blocks for reset
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originalNorthwestBlocks[1] = topNWBlock.getFace(BlockFace.East).getType();
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originalNorthwestBlocks[2] = topNWBlock.getFace(BlockFace.South).getType();
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@ -139,6 +140,7 @@ public class Warzone {
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private void addSoutheastCursorBlocks() {
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int newHighest = this.world.getHighestBlockYAt(this.southeast.getBlockX(), this.southeast.getBlockZ()) - 1;
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Block topSEBlock = this.world.getBlockAt(this.southeast.getBlockX(), newHighest, this.southeast.getBlockZ());
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originalSoutheastBlocks = new Material[3];
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originalSoutheastBlocks[0] = topSEBlock.getType(); // save block for reset
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originalSoutheastBlocks[1] = topSEBlock.getFace(BlockFace.West).getType();
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originalSoutheastBlocks[2] = topSEBlock.getFace(BlockFace.North).getType();
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@ -269,12 +271,13 @@ public class Warzone {
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int highest = world.getHighestBlockYAt(x, z);
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Block block = world.getBlockAt(x, highest -1 , z);
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if(block.getType() == Material.LEAVES) { // top of tree, lets find some dirt
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if(block.getType() == Material.LEAVES) { // top of tree, lets find some dirt/ground
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Block over = block.getFace(BlockFace.Down);
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Block under = over.getFace(BlockFace.Down);
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int treeHeight = 0;
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while(!((over.getType() == Material.AIR || over.getType() == Material.LEAVES || over.getType() == Material.WOOD)
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&& (under.getType() != Material.AIR || under.getType() != Material.LEAVES || under.getType() != Material.WOOD))
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while(!((over.getType() == Material.AIR && under.getType() != Material.AIR && under.getType() != Material.LEAVES)
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|| (over.getType() == Material.LEAVES && under.getType() != Material.LEAVES && under.getType() != Material.AIR)
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|| (over.getType() == Material.WOOD && under.getType() != Material.WOOD && under.getType() != Material.AIR))
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&& treeHeight < 40) {
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over = under;
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under = over.getFace(BlockFace.Down);
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