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Mirror von https://github.com/IntellectualSites/FastAsyncWorldEdit.git synchronisiert 2024-12-25 02:20:07 +01:00

Merge pull request #271 from sk89q/up-noglass

/up and /ceil now use less glass, particularly for creative mode
Dieser Commit ist enthalten in:
Albert Pham 2013-10-26 03:06:20 -07:00
Commit 8d685946c0
3 geänderte Dateien mit 54 neuen und 6 gelöschten Zeilen

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@ -236,6 +236,17 @@ public abstract class LocalPlayer {
* @return whether the player was moved
*/
public boolean ascendToCeiling(int clearance) {
return ascendToCeiling(clearance, true);
}
/**
* Ascend to the ceiling above.
*
* @param clearance How many blocks to leave above the player's head
* @param alwaysGlass Always put glass under the player
* @return whether the player was moved
*/
public boolean ascendToCeiling(int clearance, boolean alwaysGlass) {
Vector pos = getBlockIn();
int x = pos.getBlockX();
int initialY = Math.max(0, pos.getBlockY());
@ -252,8 +263,7 @@ public abstract class LocalPlayer {
// Found a ceiling!
if (!BlockType.canPassThrough(world.getBlock(new Vector(x, y, z)))) {
int platformY = Math.max(initialY, y - 3 - clearance);
world.setBlockType(new Vector(x, platformY, z), BlockID.GLASS);
setPosition(new Vector(x + 0.5, platformY + 1, z + 0.5));
floatAt(x, platformY + 1, z, alwaysGlass);
return true;
}
@ -270,6 +280,17 @@ public abstract class LocalPlayer {
* @return whether the player was moved
*/
public boolean ascendUpwards(int distance) {
return ascendUpwards(distance, true);
}
/**
* Just go up.
*
* @param distance How far up to teleport
* @param alwaysGlass Always put glass under the player
* @return whether the player was moved
*/
public boolean ascendUpwards(int distance, boolean alwaysGlass) {
final Vector pos = getBlockIn();
final int x = pos.getBlockX();
final int initialY = Math.max(0, pos.getBlockY());
@ -284,8 +305,7 @@ public abstract class LocalPlayer {
} else if (y > maxY + 1) {
break;
} else if (y == maxY + 1) {
world.setBlockType(new Vector(x, y - 2, z), BlockID.GLASS);
setPosition(new Vector(x + 0.5, y - 1, z + 0.5));
floatAt(x, y - 1, z, alwaysGlass);
return true;
}
@ -295,6 +315,18 @@ public abstract class LocalPlayer {
return false;
}
/**
* Make the player float in the given blocks.
*
* @param x The X coordinate of the block to float in
* @param y The Y coordinate of the block to float in
* @param z The Z coordinate of the block to float in
*/
public void floatAt(int x, int y, int z, boolean alwaysGlass) {
getPosition().getWorld().setBlockType(new Vector(x, y - 1, z), BlockID.GLASS);
setPosition(new Vector(x + 0.5, y, z + 0.5));
}
/**
* Get the point of the block that is being stood in.
*

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@ -19,6 +19,7 @@
package com.sk89q.worldedit.bukkit;
import com.sk89q.worldedit.blocks.BlockID;
import org.bukkit.GameMode;
import org.bukkit.Location;
import org.bukkit.entity.Player;
@ -150,4 +151,15 @@ public class BukkitPlayer extends LocalPlayer {
public boolean hasCreativeMode() {
return player.getGameMode() == GameMode.CREATIVE;
}
@Override
public void floatAt(int x, int y, int z, boolean alwaysGlass) {
if (alwaysGlass || !player.getAllowFlight()) {
super.floatAt(x, y, z, alwaysGlass);
return;
}
setPosition(new Vector(x + 0.5, y, z + 0.5));
player.setFlying(true);
}
}

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@ -118,6 +118,7 @@ public class NavigationCommands {
aliases = { "ceil" },
usage = "[clearance]",
desc = "Go to the celing",
flags = "g",
min = 0,
max = 1
)
@ -129,7 +130,8 @@ public class NavigationCommands {
int clearence = args.argsLength() > 0 ?
Math.max(0, args.getInteger(0)) : 0;
if (player.ascendToCeiling(clearence)) {
final boolean alwaysGlass = args.hasFlag('g');
if (player.ascendToCeiling(clearence, alwaysGlass)) {
player.print("Whoosh!");
} else {
player.printError("No free spot above you found.");
@ -177,6 +179,7 @@ public class NavigationCommands {
aliases = { "up" },
usage = "<block>",
desc = "Go upwards some distance",
flags = "g",
min = 1,
max = 1
)
@ -187,7 +190,8 @@ public class NavigationCommands {
int distance = args.getInteger(0);
if (player.ascendUpwards(distance)) {
final boolean alwaysGlass = args.hasFlag('g');
if (player.ascendUpwards(distance, alwaysGlass)) {
player.print("Whoosh!");
} else {
player.printError("You would hit something above you.");