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Improved usage of the naturalize command over large areas
This change fixes the block count report, and also makes naturalize act more like a "//replace dirt grass" where we only attempt block changes if the block is not already what we're looking for.
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@ -27,6 +27,7 @@ import com.sk89q.worldedit.function.LayerFunction;
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import com.sk89q.worldedit.function.mask.BlockTypeMask;
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import com.sk89q.worldedit.function.mask.Mask;
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import com.sk89q.worldedit.math.BlockVector3;
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import com.sk89q.worldedit.world.block.BlockState;
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import com.sk89q.worldedit.world.block.BlockTypes;
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/**
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@ -65,21 +66,35 @@ public class Naturalizer implements LayerFunction {
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return mask.test(position);
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}
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@Override
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public boolean apply(BlockVector3 position, int depth) throws WorldEditException {
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if (mask.test(position)) {
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affected++;
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private BlockState getTargetBlock(int depth) {
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switch (depth) {
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case 0:
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editSession.setBlock(position, BlockTypes.GRASS_BLOCK.getDefaultState());
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break;
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return BlockTypes.GRASS_BLOCK.getDefaultState();
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case 1:
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case 2:
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case 3:
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editSession.setBlock(position, BlockTypes.DIRT.getDefaultState());
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break;
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return BlockTypes.DIRT.getDefaultState();
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default:
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editSession.setBlock(position, BlockTypes.STONE.getDefaultState());
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return BlockTypes.STONE.getDefaultState();
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}
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}
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private boolean naturalize(BlockVector3 position, int depth) throws WorldEditException {
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BlockState block = editSession.getBlock(position);
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BlockState targetBlock = getTargetBlock(depth);
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if (block.equalsFuzzy(targetBlock)) {
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return false;
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}
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return editSession.setBlock(position, targetBlock);
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}
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@Override
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public boolean apply(BlockVector3 position, int depth) throws WorldEditException {
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if (mask.test(position)) {
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if (naturalize(position, depth)) {
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++affected;
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}
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}
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