Instead of small redstone torch to highlight active zones, now we have two big redstone blocks and two torches.

- Less subtle, but really gets the point accross (and doesn't have the won't-work-on-glass problem). :)
This commit is contained in:
taoneill 2014-02-01 21:31:19 -05:00
parent 0e481bb5d5
commit bed0385476

View File

@ -279,8 +279,24 @@ public class WarHub {
block.update(true);
if (zonePlayers > 0) {
// add redstone torch to gate if there are players in it (to highlight active zones)
zoneGate.getRelative(BlockFace.UP, 1).getRelative(left).getRelative(back, 1).setType(Material.REDSTONE_TORCH_ON);
// add redstone blocks and torches to gate if there are players in it (to highlight active zones)
zoneGate.getRelative(BlockFace.UP, 2).getRelative(left).setType(Material.REDSTONE_BLOCK);
zoneGate.getRelative(BlockFace.UP, 2).getRelative(left.getOppositeFace()).setType(Material.REDSTONE_BLOCK);
zoneGate.getRelative(BlockFace.UP, 2).getRelative(left).getRelative(back, 1).setType(Material.TORCH);
zoneGate.getRelative(BlockFace.UP, 2).getRelative(left.getOppositeFace()).getRelative(back, 1).setType(Material.TORCH);
} else {
zoneGate.getRelative(BlockFace.UP, 2).getRelative(left).getRelative(back, 1).setType(Material.AIR);
zoneGate.getRelative(BlockFace.UP, 2).getRelative(left.getOppositeFace()).getRelative(back, 1).setType(Material.AIR);
BlockState topLeftGateBlock = zoneGate.getRelative(BlockFace.UP, 2).getRelative(left).getState();
topLeftGateBlock.setType(War.war.getWarhubMaterials().getGateBlock().getType());
topLeftGateBlock.setData(War.war.getWarhubMaterials().getGateBlock().getData());
topLeftGateBlock.update(true);
BlockState topRightGateBlock = zoneGate.getRelative(BlockFace.UP, 2).getRelative(left.getOppositeFace()).getState();
topRightGateBlock.setType(War.war.getWarhubMaterials().getGateBlock().getType());
topRightGateBlock.setData(War.war.getWarhubMaterials().getGateBlock().getData());
topRightGateBlock.update(true);
}
} else {
War.war.log("Failed to find warhub gate for " + zone.getName() + " warzone.", Level.WARNING);