Fix multiple schematic issues (which I caused)

This commit is contained in:
boy0001
2015-07-26 04:12:35 +10:00
parent c2fff8cbd7
commit b76899c6e2
9 changed files with 211 additions and 109 deletions

View File

@ -38,6 +38,8 @@ import com.intellectualcrafters.plot.object.PlotBlock;
import com.intellectualcrafters.plot.object.PlotId;
import com.intellectualcrafters.plot.object.PlotLoc;
import com.intellectualcrafters.plot.object.PlotWorld;
import com.intellectualcrafters.plot.object.RunnableVal;
import com.intellectualcrafters.plot.util.ChunkManager;
import com.intellectualcrafters.plot.util.MainUtil;
import com.intellectualcrafters.plot.util.SetBlockQueue;
import com.intellectualcrafters.plot.util.TaskManager;
@ -174,87 +176,56 @@ public class HybridPlotManager extends ClassicPlotManager {
final Location pos1 = MainUtil.getPlotBottomLocAbs(world, plot.id).add(1, 0, 1);
final Location pos2 = MainUtil.getPlotTopLocAbs(world, plot.id);
setWallFilling(dpw, plot.id, new PlotBlock[] { dpw.WALL_FILLING });
final int p1x = pos1.getX();
final int p1z = pos1.getZ();
final int p2x = pos2.getX();
final int p2z = pos2.getZ();
final int bcx = p1x >> 4;
final int bcz = p1z >> 4;
final int tcx = p2x >> 4;
final int tcz = p2z >> 4;
// If augmented
final boolean canRegen = plotworld.TYPE == 0 && plotworld.TERRAIN == 0;
// The component blocks
final PlotBlock[] plotfloor = dpw.TOP_BLOCK;
final PlotBlock[] filling = dpw.MAIN_BLOCK;
final PlotBlock[] bedrock = (dpw.PLOT_BEDROCK ? new PlotBlock[] { new PlotBlock((short) 7, (byte) 0) } : filling);
final PlotBlock air = new PlotBlock((short) 0, (byte) 0);
final ArrayList<ChunkLoc> chunks = new ArrayList<ChunkLoc>();
setWallFilling(dpw, plot.id, new PlotBlock[] { dpw.WALL_FILLING });
for (int x = bcx; x <= tcx; x++) {
for (int z = bcz; z <= tcz; z++) {
chunks.add(new ChunkLoc(x, z));
}
}
TaskManager.runTask(new Runnable() {
ChunkManager.chunkTask(pos1, pos2, new RunnableVal<int[]>() {
@Override
public void run() {
long start = System.currentTimeMillis();
while (chunks.size() > 0 && System.currentTimeMillis() - start < 20) {
ChunkLoc chunk = chunks.remove(0);
int x = chunk.x;
int z = chunk.z;
int xxb = x << 4;
int zzb = z << 4;
int xxt = xxb + 15;
int zzt = zzb + 15;
if (canRegen) {
if (xxb >= p1x && xxt <= p2x && zzb >= p1z && zzt <= p2z) {
BukkitUtil.regenerateChunk(world, x, z);
continue;
}
}
if (x == bcx) {
xxb = p1x;
}
if (x == tcx) {
xxt = p2x;
}
if (z == bcz) {
zzb = p1z;
}
if (z == tcz) {
zzt = p2z;
}
BukkitUtil.setBiome(plot.world, xxb, zzb, xxt, zzt, dpw.PLOT_BIOME);
Location bot = new Location(world, xxb, 0, zzb);
Location top = new Location(world, xxt + 1, 1, zzt + 1);
MainUtil.setCuboidAsync(world, bot, top, bedrock);
bot.setY(1);
top.setY(dpw.PLOT_HEIGHT);
MainUtil.setCuboidAsync(world, bot, top, filling);
bot.setY(dpw.PLOT_HEIGHT);
top.setY(dpw.PLOT_HEIGHT + 1);
MainUtil.setCuboidAsync(world, bot, top, plotfloor);
bot.setY(dpw.PLOT_HEIGHT + 1);
top.setY(256);
MainUtil.setSimpleCuboidAsync(world, bot, top, air);
}
if (chunks.size() != 0) {
TaskManager.runTaskLater(this, 1);
}
else {
pastePlotSchematic(dpw, pos1, pos2);
final PlotBlock wall = isDelete ? dpw.WALL_BLOCK : dpw.CLAIMED_WALL_BLOCK;
setWall(dpw, plot.id, new PlotBlock[] { wall });
SetBlockQueue.addNotify(whenDone);
// If the chunk isn't near the edge and it isn't an augmented world we can just regen the whole chunk
if (canRegen && value[6] == 0) {
BukkitUtil.regenerateChunk(world, value[0], value[1]);
return;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Otherwise we need to set each component, as we don't want to regenerate the road or other plots that share the same chunk //
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Set the biome
BukkitUtil.setBiome(plot.world, value[2], value[3], value[4], value[5], dpw.PLOT_BIOME);
// These two locations are for each component (e.g. bedrock, main block, floor, air)
Location bot = new Location(world, value[2], 0, value[3]);
Location top = new Location(world, value[4] + 1, 1, value[5] + 1);
MainUtil.setCuboidAsync(world, bot, top, bedrock);
// Each component has a different layer
bot.setY(1);
top.setY(dpw.PLOT_HEIGHT);
MainUtil.setCuboidAsync(world, bot, top, filling);
bot.setY(dpw.PLOT_HEIGHT);
top.setY(dpw.PLOT_HEIGHT + 1);
MainUtil.setCuboidAsync(world, bot, top, plotfloor);
bot.setY(dpw.PLOT_HEIGHT + 1);
top.setY(256);
MainUtil.setSimpleCuboidAsync(world, bot, top, air);
// And finally set the schematic, the y value is unimportant for this function
pastePlotSchematic(dpw, bot, top);
}
});
}, new Runnable() {
@Override
public void run() {
// When we are done with the inside of the plot, we can reset the wall / border
final PlotBlock wall = isDelete ? dpw.WALL_BLOCK : dpw.CLAIMED_WALL_BLOCK;
setWall(dpw, plot.id, new PlotBlock[] { wall });
// And notify whatever called this when plot clearing is done
SetBlockQueue.addNotify(whenDone);
}
}, 5);
return true;
}