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synced 2024-12-23 09:47:38 +00:00
Made /up and /ceil benefit from fly mode.
This avoids littering the world with floating glass blocks when possible.
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@ -236,6 +236,17 @@ public abstract class LocalPlayer {
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* @return whether the player was moved
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*/
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public boolean ascendToCeiling(int clearance) {
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return ascendToCeiling(clearance, true);
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}
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/**
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* Ascend to the ceiling above.
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*
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* @param clearance How many blocks to leave above the player's head
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* @param alwaysGlass Always put glass under the player
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* @return whether the player was moved
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*/
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public boolean ascendToCeiling(int clearance, boolean alwaysGlass) {
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Vector pos = getBlockIn();
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int x = pos.getBlockX();
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int initialY = Math.max(0, pos.getBlockY());
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@ -252,7 +263,7 @@ public abstract class LocalPlayer {
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// Found a ceiling!
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if (!BlockType.canPassThrough(world.getBlock(new Vector(x, y, z)))) {
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int platformY = Math.max(initialY, y - 3 - clearance);
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floatAt(x, platformY + 1, z);
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floatAt(x, platformY + 1, z, alwaysGlass);
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return true;
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}
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@ -269,6 +280,17 @@ public abstract class LocalPlayer {
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* @return whether the player was moved
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*/
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public boolean ascendUpwards(int distance) {
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return ascendUpwards(distance, true);
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}
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/**
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* Just go up.
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*
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* @param distance How far up to teleport
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* @param alwaysGlass Always put glass under the player
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* @return whether the player was moved
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*/
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public boolean ascendUpwards(int distance, boolean alwaysGlass) {
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final Vector pos = getBlockIn();
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final int x = pos.getBlockX();
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final int initialY = Math.max(0, pos.getBlockY());
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@ -283,7 +305,7 @@ public abstract class LocalPlayer {
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} else if (y > maxY + 1) {
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break;
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} else if (y == maxY + 1) {
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floatAt(x, y - 1, z);
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floatAt(x, y - 1, z, alwaysGlass);
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return true;
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}
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@ -300,7 +322,7 @@ public abstract class LocalPlayer {
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* @param y The Y coordinate of the block to float in
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* @param z The Z coordinate of the block to float in
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*/
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private void floatAt(int x, int y, int z) {
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public void floatAt(int x, int y, int z, boolean alwaysGlass) {
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getPosition().getWorld().setBlockType(new Vector(x, y - 1, z), BlockID.GLASS);
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setPosition(new Vector(x + 0.5, y, z + 0.5));
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}
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@ -19,6 +19,7 @@
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package com.sk89q.worldedit.bukkit;
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import com.sk89q.worldedit.blocks.BlockID;
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import org.bukkit.GameMode;
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import org.bukkit.Location;
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import org.bukkit.entity.Player;
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@ -150,4 +151,15 @@ public class BukkitPlayer extends LocalPlayer {
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public boolean hasCreativeMode() {
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return player.getGameMode() == GameMode.CREATIVE;
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}
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@Override
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public void floatAt(int x, int y, int z, boolean alwaysGlass) {
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if (alwaysGlass || !player.getAllowFlight()) {
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super.floatAt(x, y, z, alwaysGlass);
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return;
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}
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setPosition(new Vector(x + 0.5, y, z + 0.5));
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player.setFlying(true);
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}
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}
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@ -118,6 +118,7 @@ public class NavigationCommands {
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aliases = { "ceil" },
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usage = "[clearance]",
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desc = "Go to the celing",
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flags = "g",
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min = 0,
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max = 1
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)
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@ -129,7 +130,8 @@ public class NavigationCommands {
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int clearence = args.argsLength() > 0 ?
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Math.max(0, args.getInteger(0)) : 0;
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if (player.ascendToCeiling(clearence)) {
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final boolean alwaysGlass = args.hasFlag('g');
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if (player.ascendToCeiling(clearence, alwaysGlass)) {
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player.print("Whoosh!");
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} else {
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player.printError("No free spot above you found.");
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@ -177,6 +179,7 @@ public class NavigationCommands {
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aliases = { "up" },
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usage = "<block>",
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desc = "Go upwards some distance",
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flags = "g",
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min = 1,
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max = 1
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)
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@ -187,7 +190,8 @@ public class NavigationCommands {
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int distance = args.getInteger(0);
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if (player.ascendUpwards(distance)) {
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final boolean alwaysGlass = args.hasFlag('g');
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if (player.ascendUpwards(distance, alwaysGlass)) {
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player.print("Whoosh!");
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} else {
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player.printError("You would hit something above you.");
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