Add some experimental brush commands.

/br set <shape> <radius> <pattern>
/br deform <shape> <expression>
/br scatter <shape> <density> <generator>
/br apply <shape> <generator>

<shape> can be: cuboid, cyl[inder], sphere

<density> is 0-100

<generator> can be:
forest|tree <type>
item <item>[:<data>] (ONLY WORKS ON FORGE)

Examples:

/br deform cuboid 5 y-=0.2
/br scatter sphere 5 100 minecraft:dye:15
This commit is contained in:
sk89q
2015-10-26 23:14:30 -07:00
parent b19cd9bec4
commit 935de4c93d
59 changed files with 2239 additions and 99 deletions

View File

@ -25,6 +25,7 @@ import com.sk89q.worldedit.MaxChangedBlocksException;
import com.sk89q.worldedit.Vector;
import com.sk89q.worldedit.WorldEditException;
import com.sk89q.worldedit.blocks.BaseBlock;
import com.sk89q.worldedit.blocks.BaseItem;
import com.sk89q.worldedit.blocks.BaseItemStack;
import com.sk89q.worldedit.blocks.BlockID;
import com.sk89q.worldedit.blocks.BlockType;
@ -32,6 +33,7 @@ import com.sk89q.worldedit.extension.platform.Platform;
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.util.Direction;
import com.sk89q.worldedit.util.TreeGenerator.TreeType;
import javax.annotation.Nullable;
@ -45,6 +47,11 @@ public abstract class AbstractWorld implements World {
private final PriorityQueue<QueuedEffect> effectQueue = new PriorityQueue<QueuedEffect>();
private int taskId = -1;
@Override
public boolean useItem(Vector position, BaseItem item, Direction face) {
return false;
}
@Override
public final boolean setBlockType(Vector position, int type) {
try {