/* GriefPrevention Server Plugin for Minecraft Copyright (C) 2011 Ryan Hamshire This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ package me.ryanhamshire.GriefPrevention; import java.util.ArrayList; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.World.Environment; import org.bukkit.block.Biome; import org.bukkit.entity.Player; //non-main-thread task which processes world data to repair the unnatural //after processing is complete, creates a main thread task to make the necessary changes to the world class RestoreNatureProcessingTask implements Runnable { //world information captured from the main thread //will be updated and sent back to main thread to be applied to the world private BlockSnapshot[][][] snapshots; //other information collected from the main thread. //not to be updated, only to be passed back to main thread to provide some context about the operation private int miny; private Environment environment; private Location lesserBoundaryCorner; private Location greaterBoundaryCorner; private Player player; //absolutely must not be accessed. not thread safe. private Biome biome; private int seaLevel; //two lists of materials private ArrayList notAllowedToHang; //natural blocks which don't naturally hang in their air private ArrayList playerBlocks; //a "complete" list of player-placed blocks. MUST BE MAINTAINED as patches introduce more public RestoreNatureProcessingTask(BlockSnapshot[][][] snapshots, int miny, Environment environment, Biome biome, Location lesserBoundaryCorner, Location greaterBoundaryCorner, int seaLevel, Player player) { this.snapshots = snapshots; this.miny = miny; this.environment = environment; this.lesserBoundaryCorner = lesserBoundaryCorner; this.greaterBoundaryCorner = greaterBoundaryCorner; this.biome = biome; this.seaLevel = seaLevel; this.player = player; this.notAllowedToHang = new ArrayList(); this.notAllowedToHang.add(Material.DIRT.getId()); this.notAllowedToHang.add(Material.GRASS.getId()); this.notAllowedToHang.add(Material.SNOW.getId()); this.notAllowedToHang.add(Material.LOG.getId()); //NOTE on this list. why not make a list of natural blocks? //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 replacements this.playerBlocks = new ArrayList(); this.playerBlocks.add(Material.BED_BLOCK.getId()); this.playerBlocks.add(Material.WOOD.getId()); this.playerBlocks.add(Material.BOOKSHELF.getId()); this.playerBlocks.add(Material.BREWING_STAND.getId()); this.playerBlocks.add(Material.BRICK.getId()); this.playerBlocks.add(Material.COBBLESTONE.getId()); this.playerBlocks.add(Material.OBSIDIAN.getId()); this.playerBlocks.add(Material.GLASS.getId()); this.playerBlocks.add(Material.LAPIS_BLOCK.getId()); this.playerBlocks.add(Material.DISPENSER.getId()); this.playerBlocks.add(Material.NOTE_BLOCK.getId()); this.playerBlocks.add(Material.POWERED_RAIL.getId()); this.playerBlocks.add(Material.DETECTOR_RAIL.getId()); this.playerBlocks.add(Material.PISTON_STICKY_BASE.getId()); this.playerBlocks.add(Material.PISTON_BASE.getId()); this.playerBlocks.add(Material.PISTON_EXTENSION.getId()); this.playerBlocks.add(Material.WOOL.getId()); this.playerBlocks.add(Material.PISTON_MOVING_PIECE.getId()); this.playerBlocks.add(Material.GOLD_BLOCK.getId()); this.playerBlocks.add(Material.IRON_BLOCK.getId()); this.playerBlocks.add(Material.DOUBLE_STEP.getId()); this.playerBlocks.add(Material.STEP.getId()); this.playerBlocks.add(Material.CROPS.getId()); this.playerBlocks.add(Material.TNT.getId()); this.playerBlocks.add(Material.MOSSY_COBBLESTONE.getId()); this.playerBlocks.add(Material.TORCH.getId()); this.playerBlocks.add(Material.FIRE.getId()); this.playerBlocks.add(Material.WOOD_STAIRS.getId()); this.playerBlocks.add(Material.CHEST.getId()); this.playerBlocks.add(Material.REDSTONE_WIRE.getId()); this.playerBlocks.add(Material.DIAMOND_BLOCK.getId()); this.playerBlocks.add(Material.WORKBENCH.getId()); this.playerBlocks.add(Material.SOIL.getId()); this.playerBlocks.add(Material.FURNACE.getId()); this.playerBlocks.add(Material.BURNING_FURNACE.getId()); this.playerBlocks.add(Material.WOODEN_DOOR.getId()); this.playerBlocks.add(Material.SIGN_POST.getId()); this.playerBlocks.add(Material.LADDER.getId()); this.playerBlocks.add(Material.RAILS.getId()); this.playerBlocks.add(Material.COBBLESTONE_STAIRS.getId()); this.playerBlocks.add(Material.WALL_SIGN.getId()); this.playerBlocks.add(Material.STONE_PLATE.getId()); this.playerBlocks.add(Material.LEVER.getId()); this.playerBlocks.add(Material.IRON_DOOR_BLOCK.getId()); this.playerBlocks.add(Material.WOOD_PLATE.getId()); this.playerBlocks.add(Material.REDSTONE_TORCH_ON.getId()); this.playerBlocks.add(Material.REDSTONE_TORCH_OFF.getId()); this.playerBlocks.add(Material.STONE_BUTTON.getId()); this.playerBlocks.add(Material.SNOW_BLOCK.getId()); this.playerBlocks.add(Material.JUKEBOX.getId()); this.playerBlocks.add(Material.FENCE.getId()); this.playerBlocks.add(Material.PORTAL.getId()); this.playerBlocks.add(Material.JACK_O_LANTERN.getId()); this.playerBlocks.add(Material.CAKE_BLOCK.getId()); this.playerBlocks.add(Material.DIODE_BLOCK_ON.getId()); this.playerBlocks.add(Material.DIODE_BLOCK_OFF.getId()); this.playerBlocks.add(Material.TRAP_DOOR.getId()); this.playerBlocks.add(Material.SMOOTH_BRICK.getId()); this.playerBlocks.add(Material.HUGE_MUSHROOM_1.getId()); this.playerBlocks.add(Material.HUGE_MUSHROOM_2.getId()); this.playerBlocks.add(Material.IRON_FENCE.getId()); this.playerBlocks.add(Material.THIN_GLASS.getId()); this.playerBlocks.add(Material.MELON_STEM.getId()); this.playerBlocks.add(Material.FENCE_GATE.getId()); this.playerBlocks.add(Material.BRICK_STAIRS.getId()); this.playerBlocks.add(Material.SMOOTH_STAIRS.getId()); this.playerBlocks.add(Material.ENCHANTMENT_TABLE.getId()); this.playerBlocks.add(Material.BREWING_STAND.getId()); this.playerBlocks.add(Material.CAULDRON.getId()); this.playerBlocks.add(Material.DIODE_BLOCK_ON.getId()); this.playerBlocks.add(Material.DIODE_BLOCK_ON.getId()); //these are unnatural in the standard world, but not in the nether if(this.environment != Environment.NETHER) { this.playerBlocks.add(Material.NETHERRACK.getId()); this.playerBlocks.add(Material.SOUL_SAND.getId()); this.playerBlocks.add(Material.GLOWSTONE.getId()); this.playerBlocks.add(Material.NETHER_BRICK.getId()); this.playerBlocks.add(Material.NETHER_FENCE.getId()); this.playerBlocks.add(Material.NETHER_BRICK_STAIRS.getId()); } //these are unnatural in sandy biomes, but not elsewhere if(this.biome == Biome.DESERT || this.biome == Biome.DESERT_HILLS || this.biome == Biome.BEACH) { this.playerBlocks.add(Material.LEAVES.getId()); this.playerBlocks.add(Material.LOG.getId()); } } @Override public void run() { //order is important! //remove any blocks which are definitely player placed this.removePlayerBlocks(); //remove natural blocks which are unnaturally hanging in the air this.removeHanging(); //remove natural blocks which are unnaturally stacked high this.removeWallsAndTowers(); //cover surface stone and gravel with sand or grass, as the biome requires this.coverSurfaceStone(); //fill unnatural thin trenches and single-block potholes this.fillHolesAndTrenches(); //fill water depressions and fix unnatural surface ripples this.fixWater(); //schedule main thread task to apply the result to the world RestoreNatureExecutionTask task = new RestoreNatureExecutionTask(this.snapshots, this.miny, this.lesserBoundaryCorner, this.greaterBoundaryCorner, this.player); GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(GriefPrevention.instance, task); } private void removePlayerBlocks() { int miny = this.miny; if(miny < 1) miny = 1; for(int x = 1; x < snapshots.length - 1; x++) { for(int z = 1; z < snapshots[0][0].length - 1; z++) { for(int y = miny; y < snapshots[0].length - 1; y++) { BlockSnapshot block = snapshots[x][y][z]; if(this.playerBlocks.contains(block.typeId)) { block.typeId = Material.AIR.getId(); } } } } } private void removeHanging() { int miny = this.miny; if(miny < 1) miny = 1; for(int x = 1; x < snapshots.length - 1; x++) { for(int z = 1; z < snapshots[0][0].length - 1; z++) { for(int y = miny; y < snapshots[0].length - 1; y++) { BlockSnapshot block = snapshots[x][y][z]; BlockSnapshot underBlock = snapshots[x][y - 1][z]; if(underBlock.typeId == Material.AIR.getId() || underBlock.typeId == Material.WATER.getId()) { if(this.notAllowedToHang.contains(block.typeId)) { block.typeId = Material.AIR.getId(); } } } } } } private void removeWallsAndTowers() { int [] excludedBlocksArray = new int [] { Material.CACTUS.getId(), Material.LONG_GRASS.getId(), Material.RED_MUSHROOM.getId(), Material.BROWN_MUSHROOM.getId(), Material.DEAD_BUSH.getId(), Material.SAPLING.getId(), Material.YELLOW_FLOWER.getId(), Material.RED_ROSE.getId(), Material.SUGAR_CANE_BLOCK.getId(), Material.VINE.getId(), Material.PUMPKIN.getId(), Material.WATER_LILY.getId(), Material.LEAVES.getId() }; ArrayList excludedBlocks = new ArrayList(); for(int i = 0; i < excludedBlocksArray.length; i++) excludedBlocks.add(excludedBlocksArray[i]); boolean changed; do { changed = false; for(int x = 1; x < snapshots.length - 1; x++) { for(int z = 1; z < snapshots[0][0].length - 1; z++) { int thisy = this.highestY(x, z); if(excludedBlocks.contains(this.snapshots[x][thisy][z].typeId)) continue; int righty = this.highestY(x + 1, z); int lefty = this.highestY(x - 1, z); while(lefty < thisy && righty < thisy) { this.snapshots[x][thisy--][z].typeId = Material.AIR.getId(); changed = true; } int upy = this.highestY(x, z + 1); int downy = this.highestY(x, z - 1); while(upy < thisy && downy < thisy) { this.snapshots[x][thisy--][z].typeId = Material.AIR.getId(); changed = true; } } } }while(changed); } private void coverSurfaceStone() { for(int x = 1; x < snapshots.length - 1; x++) { for(int z = 1; z < snapshots[0][0].length - 1; z++) { int y = this.highestY(x, z); BlockSnapshot block = snapshots[x][y][z]; if(block.typeId == Material.STONE.getId() || block.typeId == Material.GRAVEL.getId() || block.typeId == Material.DIRT.getId()) { if(this.biome == Biome.DESERT || this.biome == Biome.DESERT_HILLS || this.biome == Biome.BEACH) { this.snapshots[x][y][z].typeId = Material.SAND.getId(); } else { this.snapshots[x][y][z].typeId = Material.GRASS.getId(); } } } } } private void fillHolesAndTrenches() { ArrayList fillableBlocks = new ArrayList(); fillableBlocks.add(Material.AIR.getId()); fillableBlocks.add(Material.STATIONARY_WATER.getId()); fillableBlocks.add(Material.STATIONARY_LAVA.getId()); ArrayList notSuitableForFillBlocks = new ArrayList(); notSuitableForFillBlocks.add(Material.LONG_GRASS.getId()); notSuitableForFillBlocks.add(Material.CACTUS.getId()); notSuitableForFillBlocks.add(Material.STATIONARY_WATER.getId()); notSuitableForFillBlocks.add(Material.STATIONARY_LAVA.getId()); boolean changed; do { changed = false; for(int x = 1; x < snapshots.length - 1; x++) { for(int z = 1; z < snapshots[0][0].length - 1; z++) { for(int y = 0; y < snapshots[0].length - 1; y++) { BlockSnapshot block = this.snapshots[x][y][z]; if(!fillableBlocks.contains(block.typeId)) continue; BlockSnapshot leftBlock = this.snapshots[x + 1][y][z]; BlockSnapshot rightBlock = this.snapshots[x - 1][y][z]; if(!fillableBlocks.contains(leftBlock.typeId) && !fillableBlocks.contains(rightBlock.typeId)) { if(!notSuitableForFillBlocks.contains(rightBlock.typeId)) { block.typeId = rightBlock.typeId; changed = true; } } BlockSnapshot upBlock = this.snapshots[x][y][z + 1]; BlockSnapshot downBlock = this.snapshots[x][y][z - 1]; if(!fillableBlocks.contains(upBlock.typeId) && !fillableBlocks.contains(downBlock.typeId)) { if(!notSuitableForFillBlocks.contains(downBlock.typeId)) { block.typeId = downBlock.typeId; changed = true; } } } } } }while(changed); } private void fixWater() { int miny = this.miny; if(miny < 1) miny = 1; boolean changed; //remove hanging water or lava for(int x = 1; x < snapshots.length - 1; x++) { for(int z = 1; z < snapshots[0][0].length - 1; z++) { for(int y = miny; y < snapshots[0].length - 1; y++) { BlockSnapshot block = this.snapshots[x][y][z]; BlockSnapshot underBlock = this.snapshots[x][y][z]; if(block.typeId == Material.STATIONARY_WATER.getId() || block.typeId == Material.STATIONARY_LAVA.getId()) { if(underBlock.typeId == Material.AIR.getId() || (underBlock.data != 0)) { block.typeId = Material.AIR.getId(); } } } } } //fill water depressions do { changed = false; for(int y = this.seaLevel - 10; y <= this.seaLevel; y++) { for(int x = 1; x < snapshots.length - 1; x++) { for(int z = 1; z < snapshots[0][0].length - 1; z++) { BlockSnapshot block = snapshots[x][y][z]; //only consider air blocks and flowing water blocks for upgrade to water source blocks if(block.typeId == Material.AIR.getId() || (block.typeId == Material.STATIONARY_WATER.getId() && block.data != 0)) { BlockSnapshot leftBlock = this.snapshots[x + 1][y][z]; BlockSnapshot rightBlock = this.snapshots[x - 1][y][z]; BlockSnapshot upBlock = this.snapshots[x][y][z + 1]; BlockSnapshot downBlock = this.snapshots[x][y][z - 1]; BlockSnapshot underBlock = this.snapshots[x][y - 1][z]; //block underneath MUST be source water if(underBlock.typeId != Material.STATIONARY_WATER.getId() || underBlock.data != 0) continue; //count adjacent source water blocks byte adjacentSourceWaterCount = 0; if(leftBlock.typeId == Material.STATIONARY_WATER.getId() && leftBlock.data == 0) { adjacentSourceWaterCount++; } if(rightBlock.typeId == Material.STATIONARY_WATER.getId() && rightBlock.data == 0) { adjacentSourceWaterCount++; } if(upBlock.typeId == Material.STATIONARY_WATER.getId() && upBlock.data == 0) { adjacentSourceWaterCount++; } if(downBlock.typeId == Material.STATIONARY_WATER.getId() && downBlock.data == 0) { adjacentSourceWaterCount++; } //at least two adjacent blocks must be source water if(adjacentSourceWaterCount >= 2) { block.typeId = Material.STATIONARY_WATER.getId(); block.data = 0; changed = true; } } } } } }while(changed); } private int highestY(int x, int z) { int y; for(y = snapshots[0].length - 1; y >= 0; y--) { BlockSnapshot block = this.snapshots[x][y][z]; if(block.typeId != Material.AIR.getId() && !(block.typeId == Material.STATIONARY_WATER.getId() && block.data != 0) && !(block.typeId == Material.STATIONARY_LAVA.getId() && block.data != 0)) { return y; } } return y; } }