Moved LocalWorld's members upwards to AbstractWorld and World.

This commit is contained in:
sk89q
2014-04-04 22:40:29 -07:00
parent d4c910a012
commit 7ed1718d21
8 changed files with 1189 additions and 1039 deletions

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@ -0,0 +1,243 @@
/*
* WorldEdit, a Minecraft world manipulation toolkit
* Copyright (C) sk89q <http://www.sk89q.com>
* Copyright (C) WorldEdit team and contributors
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
* for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.sk89q.worldedit.world;
import com.sk89q.worldedit.*;
import com.sk89q.worldedit.LocalWorld.KillFlags;
import com.sk89q.worldedit.blocks.BaseBlock;
import com.sk89q.worldedit.blocks.BaseItemStack;
import com.sk89q.worldedit.blocks.BlockID;
import com.sk89q.worldedit.blocks.BlockType;
import com.sk89q.worldedit.function.mask.BlockMask;
import com.sk89q.worldedit.function.mask.Mask;
import com.sk89q.worldedit.function.operation.Operation;
import com.sk89q.worldedit.regions.Region;
import com.sk89q.worldedit.util.TreeGenerator.TreeType;
import javax.annotation.Nullable;
import java.util.PriorityQueue;
/**
* An abstract implementation of {@link World}.
*/
public abstract class AbstractWorld implements World {
private final PriorityQueue<QueuedEffect> effectQueue = new PriorityQueue<QueuedEffect>();
private int taskId = -1;
@Override
public int getMaxY() {
return 255;
}
@Override
public boolean isValidBlockType(int type) {
return BlockType.fromID(type) != null;
}
@Override
public boolean usesBlockData(int type) {
// We future proof here by assuming all unknown blocks use data
return BlockType.usesData(type) || BlockType.fromID(type) == null;
}
@Override
public Mask createLiquidMask() {
return new BlockMask(this,
new BaseBlock(BlockID.STATIONARY_LAVA, -1),
new BaseBlock(BlockID.LAVA, -1),
new BaseBlock(BlockID.STATIONARY_WATER, -1),
new BaseBlock(BlockID.WATER, -1));
}
@SuppressWarnings("deprecation")
@Override
public boolean setBlockTypeFast(Vector pt, int type) {
return setBlockType(pt, type);
}
@SuppressWarnings("deprecation")
@Override
public boolean setTypeIdAndData(Vector pt, int type, int data) {
boolean ret = setBlockType(pt, type);
setBlockData(pt, data);
return ret;
}
@SuppressWarnings("deprecation")
@Override
public boolean setTypeIdAndDataFast(Vector pt, int type, int data) {
boolean ret = setBlockTypeFast(pt, type);
setBlockDataFast(pt, data);
return ret;
}
@Override
public void dropItem(Vector pt, BaseItemStack item, int times) {
for (int i = 0; i < times; ++i) {
dropItem(pt, item);
}
}
@Override
public void simulateBlockMine(Vector pt) {
BaseBlock block = getLazyBlock(pt);
BaseItemStack stack = BlockType.getBlockDrop(block.getId(), (short) block.getData());
if (stack == null) {
return;
}
final int amount = stack.getAmount();
if (amount > 1) {
dropItem(pt, new BaseItemStack(stack.getType(), 1, stack.getData()), amount);
} else {
dropItem(pt, stack, amount);
}
}
@Override
public LocalEntity[] getEntities(Region region) {
return new LocalEntity[0];
}
@Override
public int killEntities(LocalEntity... entities) {
return 0;
}
@Override
public int killMobs(Vector origin, int radius) {
return killMobs(origin, radius, false);
}
@Override
public int killMobs(Vector origin, int radius, boolean killPets) {
return killMobs(origin, radius, killPets ? KillFlags.PETS : 0);
}
@Override
public int killMobs(Vector origin, double radius, int flags) {
return killMobs(origin, (int) radius, (flags & KillFlags.PETS) != 0);
}
@Override
public boolean generateTree(EditSession editSession, Vector pt) throws MaxChangedBlocksException {
return generateTree(TreeType.TREE, editSession, pt);
}
@Override
public boolean generateBigTree(EditSession editSession, Vector pt) throws MaxChangedBlocksException {
return generateTree(TreeType.BIG_TREE, editSession, pt);
}
@Override
public boolean generateBirchTree(EditSession editSession, Vector pt) throws MaxChangedBlocksException {
return generateTree(TreeType.BIRCH, editSession, pt);
}
@Override
public boolean generateRedwoodTree(EditSession editSession, Vector pt) throws MaxChangedBlocksException {
return generateTree(TreeType.REDWOOD, editSession, pt);
}
@Override
public boolean generateTallRedwoodTree(EditSession editSession, Vector pt) throws MaxChangedBlocksException {
return generateTree(TreeType.TALL_REDWOOD, editSession, pt);
}
@Override
public void checkLoadedChunk(Vector pt) {
}
@Override
public void fixAfterFastMode(Iterable<BlockVector2D> chunks) {
}
@Override
public void fixLighting(Iterable<BlockVector2D> chunks) {
}
@Override
public boolean playEffect(Vector position, int type, int data) {
return false;
}
@SuppressWarnings("deprecation")
@Override
public boolean queueBlockBreakEffect(ServerInterface server, Vector position, int blockId, double priority) {
if (taskId == -1) {
taskId = server.schedule(0, 1, new Runnable() {
@Override
public void run() {
int max = Math.max(1, Math.min(30, effectQueue.size() / 3));
for (int i = 0; i < max; ++i) {
if (effectQueue.isEmpty()) return;
effectQueue.poll().play();
}
}
});
}
if (taskId == -1) {
return false;
}
effectQueue.offer(new QueuedEffect(position, blockId, priority));
return true;
}
@Override
public Vector getMinimumPoint() {
return new Vector(-30000000, 0, -30000000);
}
@Override
public Vector getMaximumPoint() {
return new Vector(30000000, getMaxY(), 30000000);
}
@Override
public @Nullable Operation commit() {
return null;
}
private class QueuedEffect implements Comparable<QueuedEffect> {
private final Vector position;
private final int blockId;
private final double priority;
public QueuedEffect(Vector position, int blockId, double priority) {
this.position = position;
this.blockId = blockId;
this.priority = priority;
}
public void play() {
playEffect(position, 2001, blockId);
}
@Override
public int compareTo(@Nullable QueuedEffect other) {
return Double.compare(priority, other != null ? other.priority : 0);
}
}
}

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@ -19,54 +19,335 @@
package com.sk89q.worldedit.world;
import com.sk89q.worldedit.LocalWorld;
import com.sk89q.worldedit.Vector;
import com.sk89q.worldedit.*;
import com.sk89q.worldedit.blocks.BaseBlock;
import com.sk89q.worldedit.foundation.Block;
import com.sk89q.worldedit.blocks.BaseItemStack;
import com.sk89q.worldedit.extent.Extent;
import com.sk89q.worldedit.function.mask.Mask;
import com.sk89q.worldedit.regions.Region;
import com.sk89q.worldedit.util.TreeGenerator;
import com.sk89q.worldedit.util.TreeGenerator.TreeType;
/**
* Represents a world instance that can be modified. The world instance could be
* loaded in-game or loaded in a stand-alone editor.
* </p>
* This class is meant to replace {@link LocalWorld} eventually, once this class has been
* fleshed out with the required methods and it has been decided that it is time to
* start breaking some API compatibility.
* Represents a world (dimension).
*/
public interface World {
public interface World extends Extent {
/**
* Change the block at the given location to the given block. The operation may
* not tie the given {@link BaseBlock} to the world, so future changes to the
* {@link BaseBlock} do not affect the world until this method is called again.
* </p>
* Implementations may or may not consider the value of the notifyAdjacent
* parameter, and implementations may to choose to either apply physics anyway or
* to not apply any physics (particularly in a stand-alone implementation).
* </p>
* The return value of this method indicates whether the change "went through," as
* in the block was changed in the world in any way. If the new block is no different
* than the block already at the position in the world, 'false' would be returned.
* If the position is invalid (out of bounds, for example), then nothing should
* occur and 'false' should be returned. If possible, the return value should be
* accurate as possible, but implementations may choose to not provide an accurate
* value if it is not possible to know.
* Get the name of the world.
*
* @param location location of the block
* @return a name for the world
*/
String getName();
/**
* Get the maximum Y.
*
* @return the maximum Y
*/
int getMaxY();
/**
* Checks whether the given block ID is a valid block ID.
*
* @param id the block ID
* @return true if the block ID is a valid one
*/
boolean isValidBlockType(int id);
/**
* Checks whether the given block ID uses data values for differentiating
* types of blocks.
*
* @param id the block ID
* @return true if the block uses data values
*/
boolean usesBlockData(int id);
/**
* Create a mask that matches all liquids.
* </p>
* Implementations should override this so that custom liquids are supported.
*
* @return a mask
*/
Mask createLiquidMask();
/**
* @deprecated Use {@link #getLazyBlock(Vector)}
*/
@Deprecated
int getBlockType(Vector pt);
/**
* @deprecated Use {@link #getLazyBlock(Vector)}
*/
@Deprecated
int getBlockData(Vector pt);
/**
* Similar to {@link Extent#setBlock(Vector, BaseBlock)} but a
* {@code notifyAndLight} parameter indicates whether adjacent blocks
* should be notified that changes have been made and lighting operations
* should be executed.
* </p>
* If it's not possible to skip lighting, or if it's not possible to
* avoid notifying adjacent blocks, then attempt to meet the
* specification as best as possible.
* </p>
* On implementations where the world is not simulated, the
* {@code notifyAndLight} parameter has no effect either way.
*
* @param position position of the block
* @param block block to set
* @param notifyAdjacent true to to notify adjacent (perform physics)
* @param notifyAndLight true to to notify and light
* @return true if the block was successfully set (return value may not be accurate)
*/
boolean setBlock(Vector location, BaseBlock block, boolean notifyAdjacent);
boolean setBlock(Vector position, BaseBlock block, boolean notifyAndLight);
/**
* Get a copy of the block at the given location. May return null if the location
* given is out of bounds. The returned block must not be tied to any real block
* in the world, so changes to the returned {@link Block} have no effect until
* {@link #setBlock(Vector, BaseBlock, boolean)} is called.
*
* @param location location of the block
* @return the block, or null if the block does not exist
* @deprecated Use {@link #setBlock(Vector, BaseBlock)}
*/
BaseBlock getBlock(Vector location);
@Deprecated
boolean setBlockType(Vector position, int type);
/**
* @deprecated Use {@link #setBlock(Vector, BaseBlock)}
*/
@Deprecated
boolean setBlockTypeFast(Vector position, int type);
/**
* @deprecated Use {@link #setBlock(Vector, BaseBlock)}
*/
@Deprecated
void setBlockData(Vector position, int data);
/**
* @deprecated Use {@link #setBlock(Vector, BaseBlock)}
*/
@Deprecated
void setBlockDataFast(Vector position, int data);
/**
* @deprecated Use {@link #setBlock(Vector, BaseBlock)}
*/
@Deprecated
boolean setTypeIdAndData(Vector position, int type, int data);
/**
* @deprecated Use {@link #setBlock(Vector, BaseBlock)}
*/
@Deprecated
boolean setTypeIdAndDataFast(Vector position, int type, int data);
/**
* Get the light level at the given block.
*
* @param position the position
* @return the light level (0-15)
*/
int getBlockLightLevel(Vector position);
/**
* Clear a chest's contents.
*
* @param position the position
* @return true if the container was cleared
*/
boolean clearContainerBlockContents(Vector position);
/**
* Get the biome type.
*
* @param position the (x, z) location to check the biome at
* @return the biome type at the location
*/
BiomeType getBiome(Vector2D position);
/**
* Set the biome type.
*
* @param position the (x, z) location to set the biome at
* @param biome the biome type to set to
*/
void setBiome(Vector2D position, BiomeType biome);
/**
* Drop an item at the given position.
*
* @param position the position
* @param item the item to drop
* @param count the number of individual stacks to drop (number of item entities)
*/
void dropItem(Vector position, BaseItemStack item, int count);
/**
* Drop one stack of the item at the given position.
*
* @param position the position
* @param item the item to drop
* @see #dropItem(Vector, BaseItemStack, int) shortcut method to specify the number of stacks
*/
void dropItem(Vector position, BaseItemStack item);
/**
* Simulate a block being mined at the given position.
*
* @param position the position
*/
void simulateBlockMine(Vector position);
/**
* Get a list of entities in the given region.
*
* @param region the region
* @return a list of entities
*/
LocalEntity[] getEntities(Region region);
/**
* Kill the entities listed in the provided array.
*
* @param entity an array of entities
* @return the number of entities that were removed
*/
int killEntities(LocalEntity... entity);
/**
* @deprecated Use {@link #killMobs(Vector, double, int)}
*/
@Deprecated
int killMobs(Vector origin, int radius);
/**
* @deprecated Use {@link #killMobs(Vector, double, int)}
*/
@Deprecated
int killMobs(Vector origin, int radius, boolean killPets);
/**
* Kill mobs at the given location with the given radius.
*
* @param origin the origin
* @param radius the radius
* @param flags kill flags (see {@link LocalWorld.KillFlags})
* @return the number of mobs that were killed
*/
int killMobs(Vector origin, double radius, int flags);
/**
* Remove entities in an area.
*
* @param type the type of entity
* @param origin the origin
* @param radius the radius
* @return the number of mobs that were killed
*/
int removeEntities(EntityType type, Vector origin, int radius);
/**
* Regenerate an area.
*
* @param region the region
* @param editSession the {@link EditSession}
* @return true if re-generation was successful
*/
boolean regenerate(Region region, EditSession editSession);
/**
* Generate a tree at the given position.
*
* @param type the tree type
* @param editSession the {@link EditSession}
* @param position the position
* @return true if generation was successful
* @throws MaxChangedBlocksException thrown if too many blocks were changed
*/
boolean generateTree(TreeGenerator.TreeType type, EditSession editSession, Vector position) throws MaxChangedBlocksException;
/**
* @deprecated Use {@link #generateTree(TreeType, EditSession, Vector)}
*/
@Deprecated
boolean generateTree(EditSession editSession, Vector position) throws MaxChangedBlocksException;
/**
* @deprecated Use {@link #generateTree(TreeType, EditSession, Vector)}
*/
@Deprecated
boolean generateBigTree(EditSession editSession, Vector position) throws MaxChangedBlocksException;
/**
* @deprecated Use {@link #generateTree(TreeType, EditSession, Vector)}
*/
@Deprecated
boolean generateBirchTree(EditSession editSession, Vector position) throws MaxChangedBlocksException;
/**
* @deprecated Use {@link #generateTree(TreeType, EditSession, Vector)}
*/
@Deprecated
boolean generateRedwoodTree(EditSession editSession, Vector position) throws MaxChangedBlocksException;
/**
* @deprecated Use {@link #generateTree(TreeType, EditSession, Vector)}
*/
@Deprecated
boolean generateTallRedwoodTree(EditSession editSession, Vector position) throws MaxChangedBlocksException;
/**
* Load the chunk at the given position if it isn't loaded.
*
* @param position the position
*/
void checkLoadedChunk(Vector position);
/**
* Fix the given chunks after fast mode was used.
* </p>
* Fast mode makes calls to {@link #setBlock(Vector, BaseBlock, boolean)}
* with {@code false} for the {@code notifyAndLight} parameter, which
* may causes lighting errors to accumulate. Use of this method, if
* it is implemented by the underlying world, corrects those lighting
* errors and may trigger block change notifications.
*
* @param chunks a list of chunk coordinates to fix
*/
void fixAfterFastMode(Iterable<BlockVector2D> chunks);
/**
* Relight the given chunks if possible.
*
* @param chunks a list of chunk coordinates to fix
*/
void fixLighting(Iterable<BlockVector2D> chunks);
/**
* Play the given effect.
*
* @param position the position
* @param type the effect type
* @param data the effect data
* @return true if the effect was played
*/
boolean playEffect(Vector position, int type, int data);
/**
* Queue a block break effect.
*
* @param server the server
* @param position the position
* @param blockId the block ID
* @param priority the priority
* @return true if the effect was played
*/
boolean queueBlockBreakEffect(ServerInterface server, Vector position, int blockId, double priority);
@Override
boolean equals(Object other);
@Override
int hashCode();
}