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Mirror von https://github.com/IntellectualSites/FastAsyncWorldEdit.git synchronisiert 2024-12-24 18:10:08 +01:00

EditSession.flushQueue(): queueLast is now ordered with attachments in mind.

Dieser Commit ist enthalten in:
TomyLobo 2011-10-24 04:04:45 +02:00
Ursprung bd5c78bb40
Commit ffe5f89afc

Datei anzeigen

@ -18,6 +18,8 @@
*/
package com.sk89q.worldedit;
import java.util.Deque;
import java.util.LinkedList;
import java.util.Map;
import java.util.HashMap;
import java.util.LinkedHashMap;
@ -560,9 +562,67 @@ public class EditSession {
// We don't want to place these blocks if other blocks were missing
// because it might cause the items to drop
if (blockBag == null || missingBlocks.size() == 0) {
final Set<BlockVector> blocks = new HashSet<BlockVector>();
final Map<BlockVector, BaseBlock> blockTypes = new HashMap<BlockVector, BaseBlock>();
for (Map.Entry<BlockVector, BaseBlock> entry : queueLast) {
BlockVector pt = (BlockVector) entry.getKey();
rawSetBlock(pt, (BaseBlock) entry.getValue());
final BlockVector pt = entry.getKey();
blocks.add(pt);
blockTypes.put(pt, entry.getValue());
}
while (!blocks.isEmpty()) {
BlockVector current = blocks.iterator().next();
if (!blocks.contains(current)) {
continue;
}
final Deque<BlockVector> walked = new LinkedList<BlockVector>();
while (true) {
walked.addFirst(current);
assert(blockTypes.containsKey(current));
final BaseBlock baseBlock = blockTypes.get(current);
final int type = baseBlock.getType();
final int data = baseBlock.getData();
switch (type) {
case BlockID.WOODEN_DOOR:
case BlockID.IRON_DOOR:
if ((data & 0x8) == 0) {
// Deal with lower door halves being attached to the floor AND the upper half
BlockVector upperBlock = current.add(0, 1, 0).toBlockVector();
if (blocks.contains(upperBlock) && !walked.contains(upperBlock)) {
walked.addFirst(upperBlock);
}
}
}
final PlayerDirection attachment = BlockType.getAttachment(type, data);
if (attachment == null) {
// Block is not attached to anything => we can place it
break;
}
current = current.add(attachment.vector()).toBlockVector();
if (!blocks.contains(current)) {
// We ran outside the remaing set => assume we can place blocks on this
break;
}
if (walked.contains(current)) {
// Cycle detected => This will most likely go wrong, but there's nothing we can do about it.
break;
}
}
for (BlockVector pt : walked) {
rawSetBlock(pt, blockTypes.get(pt));
blocks.remove(pt);
}
}
}