Remove duplicates, move to Tags where possible (#1041)

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Adam 2020-10-07 11:41:00 -04:00 committed by GitHub
parent 2df648f50f
commit ddd57834aa
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@ -650,29 +650,30 @@ class RestoreNatureProcessingTask implements Runnable
//answer: better to leave a few player blocks than to remove too many natural blocks. remember we're "restoring nature"
//a few extra player blocks can be manually removed, but it will be impossible to guess exactly which natural materials to use in manual repair of an overzealous block removal
Set<Material> playerBlocks = EnumSet.noneOf(Material.class);
playerBlocks.add(Material.FIRE);
playerBlocks.add(Material.WHITE_BED);
playerBlocks.add(Material.ORANGE_BED);
playerBlocks.add(Material.MAGENTA_BED);
playerBlocks.add(Material.LIGHT_BLUE_BED);
playerBlocks.add(Material.YELLOW_BED);
playerBlocks.add(Material.LIME_BED);
playerBlocks.add(Material.PINK_BED);
playerBlocks.add(Material.GRAY_BED);
playerBlocks.add(Material.LIGHT_GRAY_BED);
playerBlocks.add(Material.CYAN_BED);
playerBlocks.add(Material.PURPLE_BED);
playerBlocks.add(Material.BLUE_BED);
playerBlocks.add(Material.BROWN_BED);
playerBlocks.add(Material.GREEN_BED);
playerBlocks.add(Material.RED_BED);
playerBlocks.add(Material.BLACK_BED);
playerBlocks.add(Material.OAK_PLANKS);
playerBlocks.add(Material.SPRUCE_PLANKS);
playerBlocks.add(Material.BIRCH_PLANKS);
playerBlocks.add(Material.JUNGLE_PLANKS);
playerBlocks.add(Material.ACACIA_PLANKS);
playerBlocks.add(Material.DARK_OAK_PLANKS);
playerBlocks.addAll(Tag.ANVIL.getValues());
playerBlocks.addAll(Tag.BANNERS.getValues());
playerBlocks.addAll(Tag.BEACON_BASE_BLOCKS.getValues());
playerBlocks.addAll(Tag.BEDS.getValues());
playerBlocks.addAll(Tag.BUTTONS.getValues());
playerBlocks.addAll(Tag.CAMPFIRES.getValues());
playerBlocks.addAll(Tag.CARPETS.getValues());
playerBlocks.addAll(Tag.DOORS.getValues());
playerBlocks.addAll(Tag.FENCES.getValues());
playerBlocks.addAll(Tag.FENCE_GATES.getValues());
playerBlocks.addAll(Tag.FIRE.getValues());
playerBlocks.addAll(Tag.FLOWER_POTS.getValues());
playerBlocks.addAll(Tag.LOGS.getValues());
playerBlocks.addAll(Tag.PLANKS.getValues());
playerBlocks.addAll(Tag.PRESSURE_PLATES.getValues());
playerBlocks.addAll(Tag.RAILS.getValues());
playerBlocks.addAll(Tag.SHULKER_BOXES.getValues());
playerBlocks.addAll(Tag.SIGNS.getValues());
playerBlocks.addAll(Tag.SLABS.getValues());
playerBlocks.addAll(Tag.STAIRS.getValues());
playerBlocks.addAll(Tag.STONE_BRICKS.getValues());
playerBlocks.addAll(Tag.TRAPDOORS.getValues());
playerBlocks.addAll(Tag.WALLS.getValues());
playerBlocks.addAll(Tag.WOOL.getValues());
playerBlocks.add(Material.BOOKSHELF);
playerBlocks.add(Material.BREWING_STAND);
playerBlocks.add(Material.BRICK);
@ -681,150 +682,52 @@ class RestoreNatureProcessingTask implements Runnable
playerBlocks.add(Material.LAPIS_BLOCK);
playerBlocks.add(Material.DISPENSER);
playerBlocks.add(Material.NOTE_BLOCK);
playerBlocks.add(Material.POWERED_RAIL);
playerBlocks.add(Material.DETECTOR_RAIL);
playerBlocks.add(Material.STICKY_PISTON);
playerBlocks.add(Material.PISTON);
playerBlocks.add(Material.PISTON_HEAD);
playerBlocks.add(Material.MOVING_PISTON);
playerBlocks.add(Material.WHITE_WOOL);
playerBlocks.add(Material.ORANGE_WOOL);
playerBlocks.add(Material.MAGENTA_WOOL);
playerBlocks.add(Material.LIGHT_BLUE_WOOL);
playerBlocks.add(Material.YELLOW_WOOL);
playerBlocks.add(Material.LIME_WOOL);
playerBlocks.add(Material.PINK_WOOL);
playerBlocks.add(Material.GRAY_WOOL);
playerBlocks.add(Material.LIGHT_GRAY_WOOL);
playerBlocks.add(Material.CYAN_WOOL);
playerBlocks.add(Material.PURPLE_WOOL);
playerBlocks.add(Material.BLUE_WOOL);
playerBlocks.add(Material.BROWN_WOOL);
playerBlocks.add(Material.GREEN_WOOL);
playerBlocks.add(Material.RED_WOOL);
playerBlocks.add(Material.BLACK_WOOL);
playerBlocks.add(Material.GOLD_BLOCK);
playerBlocks.add(Material.IRON_BLOCK);
playerBlocks.add(Material.OAK_SLAB);
playerBlocks.add(Material.SPRUCE_SLAB);
playerBlocks.add(Material.BIRCH_SLAB);
playerBlocks.add(Material.JUNGLE_SLAB);
playerBlocks.add(Material.ACACIA_SLAB);
playerBlocks.add(Material.DARK_OAK_SLAB);
playerBlocks.add(Material.STONE_SLAB);
playerBlocks.add(Material.SANDSTONE_SLAB);
playerBlocks.add(Material.PETRIFIED_OAK_SLAB);
playerBlocks.add(Material.COBBLESTONE_SLAB);
playerBlocks.add(Material.BRICK_SLAB);
playerBlocks.add(Material.STONE_BRICK_SLAB);
playerBlocks.add(Material.NETHER_BRICK_SLAB);
playerBlocks.add(Material.QUARTZ_SLAB);
playerBlocks.add(Material.RED_SANDSTONE_SLAB);
playerBlocks.add(Material.PURPUR_SLAB);
playerBlocks.add(Material.PRISMARINE_SLAB);
playerBlocks.add(Material.PRISMARINE_BRICK_SLAB);
playerBlocks.add(Material.DARK_PRISMARINE_SLAB);
playerBlocks.add(Material.WHEAT);
playerBlocks.add(Material.TNT);
playerBlocks.add(Material.MOSSY_COBBLESTONE);
playerBlocks.add(Material.TORCH);
playerBlocks.add(Material.FIRE);
playerBlocks.add(Material.OAK_STAIRS);
playerBlocks.add(Material.SPRUCE_STAIRS);
playerBlocks.add(Material.BIRCH_STAIRS);
playerBlocks.add(Material.JUNGLE_STAIRS);
playerBlocks.add(Material.ACACIA_STAIRS);
playerBlocks.add(Material.DARK_OAK_STAIRS);
playerBlocks.add(Material.CHEST);
playerBlocks.add(Material.REDSTONE_WIRE);
playerBlocks.add(Material.DIAMOND_BLOCK);
playerBlocks.add(Material.CRAFTING_TABLE);
playerBlocks.add(Material.FURNACE);
playerBlocks.add(Material.OAK_DOOR);
playerBlocks.add(Material.ACACIA_SIGN);
playerBlocks.addAll(Tag.SIGNS.getValues());
playerBlocks.addAll(Tag.WALL_SIGNS.getValues());
playerBlocks.add(Material.LADDER);
playerBlocks.add(Material.RAIL);
playerBlocks.add(Material.COBBLESTONE_STAIRS);
playerBlocks.add(Material.STONE_PRESSURE_PLATE);
playerBlocks.add(Material.SCAFFOLDING);
playerBlocks.add(Material.LEVER);
playerBlocks.add(Material.IRON_DOOR);
playerBlocks.add(Material.OAK_PRESSURE_PLATE);
playerBlocks.add(Material.SPRUCE_PRESSURE_PLATE);
playerBlocks.add(Material.BIRCH_PRESSURE_PLATE);
playerBlocks.add(Material.JUNGLE_PRESSURE_PLATE);
playerBlocks.add(Material.ACACIA_PRESSURE_PLATE);
playerBlocks.add(Material.DARK_OAK_PRESSURE_PLATE);
playerBlocks.add(Material.REDSTONE_TORCH);
playerBlocks.add(Material.STONE_BUTTON);
playerBlocks.add(Material.SNOW_BLOCK);
playerBlocks.add(Material.JUKEBOX);
playerBlocks.add(Material.OAK_FENCE);
playerBlocks.add(Material.SPRUCE_FENCE);
playerBlocks.add(Material.BIRCH_FENCE);
playerBlocks.add(Material.JUNGLE_FENCE);
playerBlocks.add(Material.ACACIA_FENCE);
playerBlocks.add(Material.DARK_OAK_FENCE);
playerBlocks.add(Material.NETHER_PORTAL);
playerBlocks.add(Material.JACK_O_LANTERN);
playerBlocks.add(Material.CAKE);
playerBlocks.add(Material.REPEATER);
playerBlocks.add(Material.OAK_TRAPDOOR);
playerBlocks.add(Material.SPRUCE_TRAPDOOR);
playerBlocks.add(Material.BIRCH_TRAPDOOR);
playerBlocks.add(Material.JUNGLE_TRAPDOOR);
playerBlocks.add(Material.ACACIA_TRAPDOOR);
playerBlocks.add(Material.DARK_OAK_TRAPDOOR);
playerBlocks.add(Material.STONE_BRICKS);
playerBlocks.add(Material.MOSSY_STONE_BRICKS);
playerBlocks.add(Material.CRACKED_STONE_BRICKS);
playerBlocks.add(Material.CHISELED_STONE_BRICKS);
playerBlocks.add(Material.MUSHROOM_STEM);
playerBlocks.add(Material.RED_MUSHROOM_BLOCK);
playerBlocks.add(Material.BROWN_MUSHROOM_BLOCK);
playerBlocks.add(Material.IRON_BARS);
playerBlocks.add(Material.GLASS_PANE);
playerBlocks.add(Material.MELON_STEM);
playerBlocks.add(Material.OAK_FENCE_GATE);
playerBlocks.add(Material.SPRUCE_FENCE_GATE);
playerBlocks.add(Material.BIRCH_FENCE_GATE);
playerBlocks.add(Material.JUNGLE_FENCE_GATE);
playerBlocks.add(Material.ACACIA_FENCE_GATE);
playerBlocks.add(Material.DARK_OAK_FENCE_GATE);
playerBlocks.add(Material.BRICK_STAIRS);
playerBlocks.add(Material.ENCHANTING_TABLE);
playerBlocks.add(Material.BREWING_STAND);
playerBlocks.add(Material.CAULDRON);
playerBlocks.add(Material.COBWEB);
playerBlocks.add(Material.SPONGE);
playerBlocks.add(Material.GRAVEL);
playerBlocks.add(Material.EMERALD_BLOCK);
playerBlocks.add(Material.SANDSTONE);
playerBlocks.add(Material.ENDER_CHEST);
playerBlocks.add(Material.SANDSTONE_STAIRS);
playerBlocks.add(Material.COMMAND_BLOCK);
playerBlocks.add(Material.REPEATING_COMMAND_BLOCK);
playerBlocks.add(Material.CHAIN_COMMAND_BLOCK);
playerBlocks.add(Material.BEACON);
playerBlocks.add(Material.COBBLESTONE_WALL);
playerBlocks.add(Material.MOSSY_COBBLESTONE_WALL);
playerBlocks.add(Material.FLOWER_POT);
playerBlocks.add(Material.CARROT);
playerBlocks.add(Material.POTATO);
playerBlocks.add(Material.OAK_BUTTON);
playerBlocks.add(Material.SPRUCE_BUTTON);
playerBlocks.add(Material.BIRCH_BUTTON);
playerBlocks.add(Material.JUNGLE_BUTTON);
playerBlocks.add(Material.ACACIA_BUTTON);
playerBlocks.add(Material.DARK_OAK_BUTTON);
playerBlocks.add(Material.SKELETON_SKULL);
playerBlocks.add(Material.WITHER_SKELETON_SKULL);
playerBlocks.add(Material.CREEPER_HEAD);
playerBlocks.add(Material.ZOMBIE_HEAD);
playerBlocks.add(Material.PLAYER_HEAD);
playerBlocks.add(Material.DRAGON_HEAD);
playerBlocks.add(Material.ANVIL);
playerBlocks.add(Material.SPONGE);
playerBlocks.add(Material.WHITE_STAINED_GLASS);
playerBlocks.add(Material.ORANGE_STAINED_GLASS);
@ -858,89 +761,34 @@ class RestoreNatureProcessingTask implements Runnable
playerBlocks.add(Material.GREEN_STAINED_GLASS_PANE);
playerBlocks.add(Material.RED_STAINED_GLASS_PANE);
playerBlocks.add(Material.BLACK_STAINED_GLASS_PANE);
playerBlocks.add(Material.WHITE_BANNER);
playerBlocks.add(Material.ORANGE_BANNER);
playerBlocks.add(Material.MAGENTA_BANNER);
playerBlocks.add(Material.LIGHT_BLUE_BANNER);
playerBlocks.add(Material.YELLOW_BANNER);
playerBlocks.add(Material.LIME_BANNER);
playerBlocks.add(Material.PINK_BANNER);
playerBlocks.add(Material.GRAY_BANNER);
playerBlocks.add(Material.LIGHT_GRAY_BANNER);
playerBlocks.add(Material.CYAN_BANNER);
playerBlocks.add(Material.PURPLE_BANNER);
playerBlocks.add(Material.BLUE_BANNER);
playerBlocks.add(Material.BROWN_BANNER);
playerBlocks.add(Material.GREEN_BANNER);
playerBlocks.add(Material.RED_BANNER);
playerBlocks.add(Material.BLACK_BANNER);
playerBlocks.add(Material.TRAPPED_CHEST);
playerBlocks.add(Material.LIGHT_WEIGHTED_PRESSURE_PLATE);
playerBlocks.add(Material.HEAVY_WEIGHTED_PRESSURE_PLATE);
playerBlocks.add(Material.COMPARATOR);
playerBlocks.add(Material.DAYLIGHT_DETECTOR);
playerBlocks.add(Material.REDSTONE_BLOCK);
playerBlocks.add(Material.HOPPER);
playerBlocks.add(Material.QUARTZ_BLOCK);
playerBlocks.add(Material.QUARTZ_STAIRS);
playerBlocks.add(Material.DROPPER);
playerBlocks.add(Material.SLIME_BLOCK);
playerBlocks.add(Material.IRON_TRAPDOOR);
playerBlocks.add(Material.PRISMARINE);
playerBlocks.add(Material.HAY_BLOCK);
playerBlocks.add(Material.WHITE_CARPET);
playerBlocks.add(Material.ORANGE_CARPET);
playerBlocks.add(Material.MAGENTA_CARPET);
playerBlocks.add(Material.LIGHT_BLUE_CARPET);
playerBlocks.add(Material.YELLOW_CARPET);
playerBlocks.add(Material.LIME_CARPET);
playerBlocks.add(Material.PINK_CARPET);
playerBlocks.add(Material.GRAY_CARPET);
playerBlocks.add(Material.LIGHT_GRAY_CARPET);
playerBlocks.add(Material.CYAN_CARPET);
playerBlocks.add(Material.PURPLE_CARPET);
playerBlocks.add(Material.BLUE_CARPET);
playerBlocks.add(Material.BROWN_CARPET);
playerBlocks.add(Material.GREEN_CARPET);
playerBlocks.add(Material.RED_CARPET);
playerBlocks.add(Material.BLACK_CARPET);
playerBlocks.add(Material.SEA_LANTERN);
playerBlocks.add(Material.RED_SANDSTONE_STAIRS);
playerBlocks.add(Material.ACACIA_FENCE);
playerBlocks.add(Material.ACACIA_FENCE_GATE);
playerBlocks.add(Material.BIRCH_FENCE);
playerBlocks.add(Material.BIRCH_FENCE_GATE);
playerBlocks.add(Material.DARK_OAK_FENCE);
playerBlocks.add(Material.DARK_OAK_FENCE_GATE);
playerBlocks.add(Material.JUNGLE_FENCE);
playerBlocks.add(Material.JUNGLE_FENCE_GATE);
playerBlocks.add(Material.SPRUCE_FENCE);
playerBlocks.add(Material.SPRUCE_FENCE_GATE);
playerBlocks.add(Material.ACACIA_DOOR);
playerBlocks.add(Material.SPRUCE_DOOR);
playerBlocks.add(Material.DARK_OAK_DOOR);
playerBlocks.add(Material.JUNGLE_DOOR);
playerBlocks.add(Material.BIRCH_DOOR);
playerBlocks.add(Material.COAL_BLOCK);
playerBlocks.add(Material.REDSTONE_LAMP);
playerBlocks.add(Material.PURPUR_BLOCK);
playerBlocks.add(Material.PURPUR_SLAB);
playerBlocks.add(Material.PURPUR_PILLAR);
playerBlocks.add(Material.PURPUR_STAIRS);
playerBlocks.add(Material.NETHER_WART_BLOCK);
playerBlocks.add(Material.RED_NETHER_BRICKS);
playerBlocks.add(Material.BONE_BLOCK);
//these are unnatural in the standard world, but not in the nether
if (environment != Environment.NETHER)
{
playerBlocks.addAll(Tag.NYLIUM.getValues());
playerBlocks.addAll(Tag.WART_BLOCKS.getValues());
playerBlocks.add(Material.BONE_BLOCK);
playerBlocks.add(Material.NETHERRACK);
playerBlocks.add(Material.SOUL_SAND);
playerBlocks.add(Material.SOUL_SOIL);
playerBlocks.add(Material.GLOWSTONE);
playerBlocks.add(Material.NETHER_BRICK);
playerBlocks.add(Material.NETHER_BRICK_FENCE);
playerBlocks.add(Material.NETHER_BRICK_STAIRS);
playerBlocks.add(Material.MAGMA_BLOCK);
playerBlocks.add(Material.ANCIENT_DEBRIS);
playerBlocks.add(Material.BASALT);
@ -951,20 +799,27 @@ class RestoreNatureProcessingTask implements Runnable
playerBlocks.add(Material.NETHER_GOLD_ORE);
playerBlocks.add(Material.NETHER_SPROUTS);
playerBlocks.add(Material.CRIMSON_FUNGUS);
playerBlocks.add(Material.CRIMSON_NYLIUM);
playerBlocks.add(Material.CRIMSON_ROOTS);
playerBlocks.add(Material.CRIMSON_STEM);
playerBlocks.add(Material.NETHER_WART_BLOCK);
playerBlocks.add(Material.WEEPING_VINES);
playerBlocks.add(Material.WEEPING_VINES_PLANT);
playerBlocks.add(Material.WARPED_FUNGUS);
playerBlocks.add(Material.WARPED_NYLIUM);
playerBlocks.add(Material.WARPED_ROOTS);
playerBlocks.add(Material.WARPED_STEM);
playerBlocks.add(Material.WARPED_WART_BLOCK);
playerBlocks.add(Material.TWISTING_VINES);
playerBlocks.add(Material.TWISTING_VINES_PLANT);
}
//blocks from tags that are natural in the nether
else
{
playerBlocks.remove(Material.CRIMSON_STEM);
playerBlocks.remove(Material.CRIMSON_HYPHAE);
playerBlocks.remove(Material.NETHER_BRICK_FENCE);
playerBlocks.remove(Material.NETHER_BRICK_STAIRS);
playerBlocks.remove(Material.SOUL_FIRE);
playerBlocks.remove(Material.WARPED_STEM);
playerBlocks.remove(Material.WARPED_HYPHAE);
}
//these are unnatural in the standard and nether worlds, but not in the end
if (environment != Environment.THE_END)
@ -979,18 +834,17 @@ class RestoreNatureProcessingTask implements Runnable
//these are unnatural in sandy biomes, but not elsewhere
if (biome == Biome.DESERT || biome == Biome.DESERT_HILLS || biome == Biome.BEACH || environment != Environment.NORMAL)
{
playerBlocks.add(Material.OAK_LEAVES);
playerBlocks.add(Material.SPRUCE_LEAVES);
playerBlocks.add(Material.BIRCH_LEAVES);
playerBlocks.add(Material.JUNGLE_LEAVES);
playerBlocks.add(Material.ACACIA_LEAVES);
playerBlocks.add(Material.DARK_OAK_LEAVES);
playerBlocks.add(Material.OAK_LOG);
playerBlocks.add(Material.SPRUCE_LOG);
playerBlocks.add(Material.BIRCH_LOG);
playerBlocks.add(Material.JUNGLE_LOG);
playerBlocks.add(Material.ACACIA_LOG);
playerBlocks.add(Material.DARK_OAK_LOG);
playerBlocks.addAll(Tag.LEAVES.getValues());
}
//blocks from tags that are natural in non-sandy normal biomes
else
{
playerBlocks.remove(Material.OAK_LOG);
playerBlocks.remove(Material.SPRUCE_LOG);
playerBlocks.remove(Material.BIRCH_LOG);
playerBlocks.remove(Material.JUNGLE_LOG);
playerBlocks.remove(Material.ACACIA_LOG);
playerBlocks.remove(Material.DARK_OAK_LOG);
}
return playerBlocks;