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Fix some horrendous code where methods supposed to return a boolean only ever return true (#1718)
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@ -70,57 +70,57 @@ public class LocationMaskedPlayerWrapper extends AsyncPlayer {
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@Override
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@Override
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public boolean ascendLevel() {
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public boolean ascendLevel() {
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if (allowTeleport) {
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if (allowTeleport && super.ascendLevel()) {
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super.ascendLevel();
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update();
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update();
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}
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return true;
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return true;
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}
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}
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return false;
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}
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@Override
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@Override
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public boolean descendLevel() {
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public boolean descendLevel() {
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if (allowTeleport) {
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if (allowTeleport && super.descendLevel()) {
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super.descendLevel();
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update();
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update();
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}
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return true;
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return true;
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}
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}
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return false;
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}
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@Override
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@Override
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public boolean ascendToCeiling(int clearance) {
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public boolean ascendToCeiling(int clearance) {
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if (allowTeleport) {
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if (allowTeleport && super.ascendToCeiling(clearance)) {
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super.ascendToCeiling(clearance);
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update();
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update();
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}
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return true;
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return true;
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}
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}
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return false;
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}
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@Override
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@Override
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public boolean ascendToCeiling(int clearance, boolean alwaysGlass) {
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public boolean ascendToCeiling(int clearance, boolean alwaysGlass) {
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if (allowTeleport) {
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if (allowTeleport && super.ascendToCeiling(clearance, alwaysGlass)) {
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super.ascendToCeiling(clearance, alwaysGlass);
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update();
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update();
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}
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return true;
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return true;
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}
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}
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return false;
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}
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@Override
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@Override
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public boolean ascendUpwards(int distance) {
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public boolean ascendUpwards(int distance) {
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if (allowTeleport) {
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if (allowTeleport && super.ascendUpwards(distance)) {
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super.ascendUpwards(distance);
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update();
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update();
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}
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return true;
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return true;
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}
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}
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return false;
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}
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@Override
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@Override
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public boolean ascendUpwards(int distance, boolean alwaysGlass) {
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public boolean ascendUpwards(int distance, boolean alwaysGlass) {
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if (allowTeleport) {
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if (allowTeleport && super.ascendUpwards(distance, alwaysGlass)) {
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super.ascendUpwards(distance, alwaysGlass);
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update();
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update();
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}
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return true;
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return true;
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}
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}
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return false;
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}
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@Override
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@Override
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public void floatAt(int x, int y, int z, boolean alwaysGlass) {
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public void floatAt(int x, int y, int z, boolean alwaysGlass) {
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@ -29,13 +29,11 @@ import com.sk89q.worldedit.command.util.Logging;
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import com.sk89q.worldedit.entity.Player;
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import com.sk89q.worldedit.entity.Player;
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import com.sk89q.worldedit.util.Location;
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import com.sk89q.worldedit.util.Location;
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import com.sk89q.worldedit.util.formatting.text.TextComponent;
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import com.sk89q.worldedit.util.formatting.text.TextComponent;
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import com.sk89q.worldedit.world.World;
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import org.enginehub.piston.annotation.Command;
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import org.enginehub.piston.annotation.Command;
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import org.enginehub.piston.annotation.CommandContainer;
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import org.enginehub.piston.annotation.CommandContainer;
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import org.enginehub.piston.annotation.param.Arg;
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import org.enginehub.piston.annotation.param.Arg;
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import org.enginehub.piston.annotation.param.Switch;
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import org.enginehub.piston.annotation.param.Switch;
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import static com.google.common.base.Preconditions.checkArgument;
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import static com.google.common.base.Preconditions.checkNotNull;
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import static com.google.common.base.Preconditions.checkNotNull;
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import static com.sk89q.worldedit.command.util.Logging.LogMode.POSITION;
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import static com.sk89q.worldedit.command.util.Logging.LogMode.POSITION;
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@ -79,8 +77,6 @@ public class NavigationCommands {
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@Arg(desc = "# of levels to ascend", def = "1")
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@Arg(desc = "# of levels to ascend", def = "1")
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int levels
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int levels
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) throws WorldEditException {
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) throws WorldEditException {
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World world = player.getWorld();
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checkArgument(levels >= 1 && levels <= (world.getMaxY() - world.getMinY()), "1 <= levels <= world height");
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int ascentLevels = 0;
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int ascentLevels = 0;
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while (player.ascendLevel()) {
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while (player.ascendLevel()) {
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++ascentLevels;
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++ascentLevels;
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@ -106,8 +102,6 @@ public class NavigationCommands {
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@Arg(desc = "# of levels to descend", def = "1")
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@Arg(desc = "# of levels to descend", def = "1")
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int levels
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int levels
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) throws WorldEditException {
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) throws WorldEditException {
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World world = player.getWorld();
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checkArgument(levels >= 1 && levels <= (world.getMaxY() - world.getMinY()), "1 <= levels <= world height");
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int descentLevels = 0;
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int descentLevels = 0;
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while (player.descendLevel()) {
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while (player.descendLevel()) {
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++descentLevels;
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++descentLevels;
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