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160 lines
5.6 KiB
Java
Executable File
160 lines
5.6 KiB
Java
Executable File
// $Id$
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/*
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* WorldEdit
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* Copyright (C) 2010 sk89q <http://www.sk89q.com> and contributors
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the 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,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU 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.tools;
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import java.util.HashSet;
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import java.util.LinkedList;
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import java.util.Set;
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import com.sk89q.worldedit.*;
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import com.sk89q.worldedit.blocks.BaseBlock;
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import com.sk89q.worldedit.blocks.BlockID;
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/**
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* A pickaxe mode that removes floating treetops (logs and leaves not connected
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* to anything else)
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*
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* @author Moo0
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*/
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public class FloatingTreeRemover implements BlockTool {
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private static final BaseBlock AIR = new BaseBlock(BlockID.AIR);
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private int rangeSq;
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public FloatingTreeRemover() {
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rangeSq = 100*100;
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}
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public boolean canUse(LocalPlayer player) {
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return player.hasPermission("worldedit.tool.deltree");
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}
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public boolean actPrimary(ServerInterface server, LocalConfiguration config,
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LocalPlayer player, LocalSession session, WorldVector clicked) {
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final LocalWorld world = clicked.getWorld();
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switch (world.getBlockType(clicked)) {
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case BlockID.LOG:
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case BlockID.LEAVES:
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case BlockID.BROWN_MUSHROOM_CAP:
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case BlockID.RED_MUSHROOM_CAP:
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case BlockID.VINE:
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break;
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default:
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player.printError("That's not a tree.");
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return true;
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}
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final EditSession editSession = session.createEditSession(player);
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try {
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final Set<Vector> blockSet = bfs(world, clicked);
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if (blockSet == null) {
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player.printError("That's not a floating tree.");
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return true;
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}
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for (Vector blockVector : blockSet) {
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final int typeId = editSession.getBlock(blockVector).getType();
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switch (typeId) {
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case BlockID.LOG:
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case BlockID.LEAVES:
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case BlockID.BROWN_MUSHROOM_CAP:
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case BlockID.RED_MUSHROOM_CAP:
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case BlockID.VINE:
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editSession.setBlock(blockVector, AIR);
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}
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}
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} catch (MaxChangedBlocksException e) {
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player.printError("Max blocks change limit reached.");
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} finally {
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session.remember(editSession);
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}
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return true;
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}
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Vector[] recurseDirections = {
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PlayerDirection.NORTH.vector(),
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PlayerDirection.EAST.vector(),
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PlayerDirection.SOUTH.vector(),
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PlayerDirection.WEST.vector(),
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PlayerDirection.UP.vector(),
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PlayerDirection.DOWN.vector(),
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};
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/**
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* Helper method.
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*
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* @param world the world that contains the tree
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* @param origin any point contained in the floating tree
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* @return a set containing all blocks in the tree/shroom or null if this is not a floating tree/shroom.
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*/
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private Set<Vector> bfs(LocalWorld world, Vector origin) throws MaxChangedBlocksException {
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final Set<Vector> visited = new HashSet<Vector>();
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final LinkedList<Vector> queue = new LinkedList<Vector>();
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queue.addLast(origin);
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visited.add(origin);
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while (!queue.isEmpty()) {
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final Vector current = queue.removeFirst();
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for (Vector recurseDirection : recurseDirections) {
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final Vector next = current.add(recurseDirection);
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if (origin.distanceSq(next) > rangeSq) {
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// Maximum range exceeded => stop walking
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continue;
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}
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if (visited.add(next)) {
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switch (world.getBlockType(next)) {
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case BlockID.AIR:
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case BlockID.SNOW:
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// we hit air or snow => stop walking this route
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continue;
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case BlockID.LOG:
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case BlockID.LEAVES:
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case BlockID.BROWN_MUSHROOM_CAP:
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case BlockID.RED_MUSHROOM_CAP:
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case BlockID.VINE:
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// queue next point
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queue.addLast(next);
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break;
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default:
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// we hit something solid - evaluate where we came from
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final int curId = world.getBlockType(current);
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if (curId == BlockID.LEAVES || curId == BlockID.VINE) {
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// leaves touching a wall/the ground => stop walking this route
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continue;
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} else {
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// log/shroom touching a wall/the ground => this is not a floating tree, bail out
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return null;
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}
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} // switch
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} // if
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} // for
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} // while
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return visited;
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} // bfs
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}
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