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https://github.com/plexusorg/Plex-FAWE.git
synced 2024-12-23 17:57:38 +00:00
Add pattern that randomly chooses states.
Also works with fuzzy states. Syntax is `*type`, e.g. `//set *stone_slab` or with states, `//set *oak_fence[waterlogged=false]`
This commit is contained in:
parent
4629c1f7e4
commit
2a194b0434
@ -23,6 +23,7 @@ import com.sk89q.worldedit.WorldEdit;
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import com.sk89q.worldedit.extension.factory.parser.pattern.BlockCategoryPatternParser;
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import com.sk89q.worldedit.extension.factory.parser.pattern.BlockCategoryPatternParser;
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import com.sk89q.worldedit.extension.factory.parser.pattern.ClipboardPatternParser;
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import com.sk89q.worldedit.extension.factory.parser.pattern.ClipboardPatternParser;
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import com.sk89q.worldedit.extension.factory.parser.pattern.RandomPatternParser;
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import com.sk89q.worldedit.extension.factory.parser.pattern.RandomPatternParser;
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import com.sk89q.worldedit.extension.factory.parser.pattern.RandomStatePatternParser;
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import com.sk89q.worldedit.extension.factory.parser.pattern.SingleBlockPatternParser;
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import com.sk89q.worldedit.extension.factory.parser.pattern.SingleBlockPatternParser;
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import com.sk89q.worldedit.extension.factory.parser.pattern.TypeOrStateApplyingPatternParser;
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import com.sk89q.worldedit.extension.factory.parser.pattern.TypeOrStateApplyingPatternParser;
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import com.sk89q.worldedit.function.pattern.Pattern;
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import com.sk89q.worldedit.function.pattern.Pattern;
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@ -52,8 +53,9 @@ public final class PatternFactory extends AbstractFactory<Pattern> {
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register(new BlockCategoryPatternParser(worldEdit));
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register(new BlockCategoryPatternParser(worldEdit));
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register(new ClipboardPatternParser(worldEdit));
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register(new ClipboardPatternParser(worldEdit));
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register(new TypeOrStateApplyingPatternParser(worldEdit));
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register(new TypeOrStateApplyingPatternParser(worldEdit));
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register(new RandomStatePatternParser(worldEdit));
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// inner-most pattern: just one block
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// inner-most pattern: just one block - must be last
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register(new SingleBlockPatternParser(worldEdit));
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register(new SingleBlockPatternParser(worldEdit));
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}
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}
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@ -0,0 +1,56 @@
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/*
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* WorldEdit, a Minecraft world manipulation toolkit
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* Copyright (C) sk89q <http://www.sk89q.com>
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* Copyright (C) WorldEdit team and contributors
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
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* for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.sk89q.worldedit.extension.factory.parser.pattern;
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import com.sk89q.worldedit.WorldEdit;
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import com.sk89q.worldedit.extension.input.InputParseException;
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import com.sk89q.worldedit.extension.input.ParserContext;
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import com.sk89q.worldedit.function.pattern.BlockPattern;
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import com.sk89q.worldedit.function.pattern.Pattern;
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import com.sk89q.worldedit.function.pattern.RandomStatePattern;
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import com.sk89q.worldedit.internal.registry.InputParser;
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import com.sk89q.worldedit.world.block.BaseBlock;
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import com.sk89q.worldedit.world.block.FuzzyBlockState;
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public class RandomStatePatternParser extends InputParser<Pattern> {
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public RandomStatePatternParser(WorldEdit worldEdit) {
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super(worldEdit);
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}
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@Override
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public Pattern parseFromInput(String input, ParserContext context) throws InputParseException {
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if (!input.startsWith("*")) {
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return null;
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}
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boolean wasFuzzy = context.isPreferringWildcard();
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context.setPreferringWildcard(true);
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BaseBlock block = worldEdit.getBlockFactory().parseFromInput(input.substring(1), context);
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context.setPreferringWildcard(wasFuzzy);
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if (block.getStates().size() == block.getBlockType().getPropertyMap().size()) {
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// they requested random with *, but didn't leave any states empty - simplify
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return new BlockPattern(block);
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} else if (block.toImmutableState() instanceof FuzzyBlockState) {
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return new RandomStatePattern((FuzzyBlockState) block.toImmutableState());
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} else {
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return null; // only should happen if parseLogic changes
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}
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}
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}
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@ -34,13 +34,7 @@ public class SingleBlockPatternParser extends InputParser<Pattern> {
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@Override
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@Override
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public Pattern parseFromInput(String input, ParserContext context) throws InputParseException {
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public Pattern parseFromInput(String input, ParserContext context) throws InputParseException {
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String[] items = input.split(",");
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return new BlockPattern(worldEdit.getBlockFactory().parseFromInput(input, context));
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if (items.length == 1) {
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return new BlockPattern(worldEdit.getBlockFactory().parseFromInput(items[0], context));
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} else {
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return null;
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}
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}
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}
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}
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}
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@ -0,0 +1,45 @@
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/*
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* WorldEdit, a Minecraft world manipulation toolkit
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* Copyright (C) sk89q <http://www.sk89q.com>
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* Copyright (C) WorldEdit team and contributors
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
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* for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.sk89q.worldedit.function.pattern;
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import com.sk89q.worldedit.math.BlockVector3;
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import com.sk89q.worldedit.world.block.BaseBlock;
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import com.sk89q.worldedit.world.block.BlockState;
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import com.sk89q.worldedit.world.block.FuzzyBlockState;
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import java.util.List;
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import java.util.Random;
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import java.util.stream.Collectors;
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public class RandomStatePattern implements Pattern {
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private final Random rand = new Random();
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private final List<BaseBlock> blocks;
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public RandomStatePattern(FuzzyBlockState state) {
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blocks = state.getBlockType().getAllStates().stream().filter(state::equalsFuzzy)
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.map(BlockState::toBaseBlock).collect(Collectors.toList());
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}
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@Override
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public BaseBlock apply(BlockVector3 position) {
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return blocks.get(rand.nextInt(blocks.size()));
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}
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}
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