973 lines
35 KiB
Java
973 lines
35 KiB
Java
/*
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GriefPrevention Server Plugin for Minecraft
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Copyright (C) 2012 Ryan Hamshire
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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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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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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 me.ryanhamshire.GriefPrevention;
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import java.util.ArrayList;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.Tag;
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import org.bukkit.World.Environment;
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import org.bukkit.block.Biome;
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import org.bukkit.block.data.Levelled;
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import org.bukkit.block.data.type.Leaves;
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import org.bukkit.entity.Player;
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//non-main-thread task which processes world data to repair the unnatural
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//after processing is complete, creates a main thread task to make the necessary changes to the world
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class RestoreNatureProcessingTask implements Runnable
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{
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//world information captured from the main thread
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//will be updated and sent back to main thread to be applied to the world
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private BlockSnapshot[][][] snapshots;
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//other information collected from the main thread.
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//not to be updated, only to be passed back to main thread to provide some context about the operation
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private int miny;
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private Environment environment;
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private Location lesserBoundaryCorner;
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private Location greaterBoundaryCorner;
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private Player player; //absolutely must not be accessed. not thread safe.
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private Biome biome;
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private boolean creativeMode;
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private int seaLevel;
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private boolean aggressiveMode;
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//two lists of materials
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private ArrayList<Material> notAllowedToHang; //natural blocks which don't naturally hang in their air
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private ArrayList<Material> playerBlocks; //a "complete" list of player-placed blocks. MUST BE MAINTAINED as patches introduce more
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@SuppressWarnings("deprecation")
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public RestoreNatureProcessingTask(BlockSnapshot[][][] snapshots, int miny, Environment environment, Biome biome, Location lesserBoundaryCorner, Location greaterBoundaryCorner, int seaLevel, boolean aggressiveMode, boolean creativeMode, Player player)
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{
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this.snapshots = snapshots;
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this.miny = miny;
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if(this.miny < 0) this.miny = 0;
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this.environment = environment;
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this.lesserBoundaryCorner = lesserBoundaryCorner;
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this.greaterBoundaryCorner = greaterBoundaryCorner;
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this.biome = biome;
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this.seaLevel = seaLevel;
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this.aggressiveMode = aggressiveMode;
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this.player = player;
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this.creativeMode = creativeMode;
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this.notAllowedToHang = new ArrayList<Material>();
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this.notAllowedToHang.add(Material.DIRT);
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this.notAllowedToHang.add(Material.GRASS);
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this.notAllowedToHang.add(Material.SNOW);
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this.notAllowedToHang.add(Material.OAK_LOG);
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this.notAllowedToHang.add(Material.SPRUCE_LOG);
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this.notAllowedToHang.add(Material.BIRCH_LOG);
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this.notAllowedToHang.add(Material.JUNGLE_LOG);
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this.notAllowedToHang.add(Material.ACACIA_LOG);
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this.notAllowedToHang.add(Material.DARK_OAK_LOG);
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if(this.aggressiveMode)
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{
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this.notAllowedToHang.add(Material.GRASS);
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this.notAllowedToHang.add(Material.STONE);
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}
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this.playerBlocks = new ArrayList<Material>();
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this.playerBlocks.addAll(RestoreNatureProcessingTask.getPlayerBlocks(this.environment, this.biome));
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//in aggressive or creative world mode, also treat these blocks as user placed, to be removed
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//this is helpful in the few cases where griefers intentionally use natural blocks to grief,
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//like a single-block tower of iron ore or a giant penis constructed with melons
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if(this.aggressiveMode || this.creativeMode)
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{
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this.playerBlocks.add(Material.IRON_ORE);
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this.playerBlocks.add(Material.GOLD_ORE);
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this.playerBlocks.add(Material.DIAMOND_ORE);
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this.playerBlocks.add(Material.MELON);
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this.playerBlocks.add(Material.MELON_STEM);
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this.playerBlocks.add(Material.BEDROCK);
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this.playerBlocks.add(Material.COAL_ORE);
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this.playerBlocks.add(Material.PUMPKIN);
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this.playerBlocks.add(Material.PUMPKIN_STEM);
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}
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if(this.aggressiveMode)
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{
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this.playerBlocks.add(Material.OAK_LEAVES);
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this.playerBlocks.add(Material.SPRUCE_LEAVES);
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this.playerBlocks.add(Material.BIRCH_LEAVES);
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this.playerBlocks.add(Material.JUNGLE_LEAVES);
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this.playerBlocks.add(Material.ACACIA_LEAVES);
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this.playerBlocks.add(Material.DARK_OAK_LEAVES);
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this.playerBlocks.add(Material.OAK_LOG);
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this.playerBlocks.add(Material.SPRUCE_LOG);
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this.playerBlocks.add(Material.BIRCH_LOG);
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this.playerBlocks.add(Material.JUNGLE_LOG);
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this.playerBlocks.add(Material.ACACIA_LOG);
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this.playerBlocks.add(Material.DARK_OAK_LOG);
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this.playerBlocks.add(Material.VINE);
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}
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}
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@Override
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public void run()
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{
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//order is important!
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//remove sandstone which appears to be unnatural
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this.removeSandstone();
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//remove any blocks which are definitely player placed
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this.removePlayerBlocks();
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//reduce large outcroppings of stone, sandstone
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this.reduceStone();
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//reduce logs, except in jungle biomes
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this.reduceLogs();
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//remove natural blocks which are unnaturally hanging in the air
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this.removeHanging();
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//remove natural blocks which are unnaturally stacked high
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this.removeWallsAndTowers();
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//fill unnatural thin trenches and single-block potholes
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this.fillHolesAndTrenches();
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//fill water depressions and fix unnatural surface ripples
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//this.fixWater();
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//remove water/lava above sea level
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this.removeDumpedFluids();
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//cover surface stone and gravel with sand or grass, as the biome requires
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this.coverSurfaceStone();
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//remove any player-placed leaves
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///this.removePlayerLeaves();
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//schedule main thread task to apply the result to the world
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RestoreNatureExecutionTask task = new RestoreNatureExecutionTask(this.snapshots, this.miny, this.lesserBoundaryCorner, this.greaterBoundaryCorner, this.player);
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GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(GriefPrevention.instance, task);
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}
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@SuppressWarnings("deprecation")
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private void removePlayerLeaves()
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{
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if(this.seaLevel < 1) return;
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for(int x = 1; x < snapshots.length - 1; x++)
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{
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for(int z = 1; z < snapshots[0][0].length - 1; z++)
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{
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for(int y = this.seaLevel - 1; y < snapshots[0].length; y++)
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{
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BlockSnapshot block = snapshots[x][y][z];
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if(Tag.LEAVES.isTagged(block.typeId) && ((Leaves) block.data).isPersistent())
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{
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block.typeId = Material.AIR;
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}
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}
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}
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}
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}
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//converts sandstone adjacent to sand to sand, and any other sandstone to air
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@SuppressWarnings("deprecation")
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private void removeSandstone()
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{
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for(int x = 1; x < snapshots.length - 1; x++)
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{
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for(int z = 1; z < snapshots[0][0].length - 1; z++)
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{
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for(int y = snapshots[0].length - 2; y > miny; y--)
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{
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if(snapshots[x][y][z].typeId != Material.SANDSTONE) continue;
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BlockSnapshot leftBlock = this.snapshots[x + 1][y][z];
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BlockSnapshot rightBlock = this.snapshots[x - 1][y][z];
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BlockSnapshot upBlock = this.snapshots[x][y][z + 1];
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BlockSnapshot downBlock = this.snapshots[x][y][z - 1];
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BlockSnapshot underBlock = this.snapshots[x][y - 1][z];
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BlockSnapshot aboveBlock = this.snapshots[x][y + 1][z];
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//skip blocks which may cause a cave-in
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if(aboveBlock.typeId == Material.SAND && underBlock.typeId == Material.AIR) continue;
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//count adjacent non-air/non-leaf blocks
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if( leftBlock.typeId == Material.SAND ||
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rightBlock.typeId == Material.SAND ||
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upBlock.typeId == Material.SAND ||
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downBlock.typeId == Material.SAND ||
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aboveBlock.typeId == Material.SAND ||
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underBlock.typeId == Material.SAND)
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{
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snapshots[x][y][z].typeId = Material.SAND;
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}
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else
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{
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snapshots[x][y][z].typeId = Material.AIR;
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}
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}
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}
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}
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}
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@SuppressWarnings("deprecation")
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private void reduceStone()
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{
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if(this.seaLevel < 1) return;
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for(int x = 1; x < snapshots.length - 1; x++)
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{
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for(int z = 1; z < snapshots[0][0].length - 1; z++)
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{
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int thisy = this.highestY(x, z, true);
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while(thisy > this.seaLevel - 1 && (this.snapshots[x][thisy][z].typeId == Material.STONE || this.snapshots[x][thisy][z].typeId == Material.SANDSTONE))
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{
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BlockSnapshot leftBlock = this.snapshots[x + 1][thisy][z];
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BlockSnapshot rightBlock = this.snapshots[x - 1][thisy][z];
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BlockSnapshot upBlock = this.snapshots[x][thisy][z + 1];
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BlockSnapshot downBlock = this.snapshots[x][thisy][z - 1];
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//count adjacent non-air/non-leaf blocks
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byte adjacentBlockCount = 0;
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if(leftBlock.typeId != Material.AIR && !Tag.LEAVES.isTagged(leftBlock.typeId) && leftBlock.typeId != Material.VINE)
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{
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adjacentBlockCount++;
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}
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if(rightBlock.typeId != Material.AIR && !Tag.LEAVES.isTagged(rightBlock.typeId) && rightBlock.typeId != Material.VINE)
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{
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adjacentBlockCount++;
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}
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if(downBlock.typeId != Material.AIR && !Tag.LEAVES.isTagged(downBlock.typeId) && downBlock.typeId != Material.VINE)
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{
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adjacentBlockCount++;
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}
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if(upBlock.typeId != Material.AIR && !Tag.LEAVES.isTagged(upBlock.typeId) && upBlock.typeId != Material.VINE)
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{
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adjacentBlockCount++;
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}
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if(adjacentBlockCount < 3)
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{
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this.snapshots[x][thisy][z].typeId = Material.AIR;
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}
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thisy--;
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}
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}
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}
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}
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@SuppressWarnings("deprecation")
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private void reduceLogs()
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{
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if(this.seaLevel < 1) return;
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boolean jungleBiome = this.biome == Biome.JUNGLE || this.biome == Biome.JUNGLE_HILLS;
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//scan all blocks above sea level
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for(int x = 1; x < snapshots.length - 1; x++)
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{
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for(int z = 1; z < snapshots[0][0].length - 1; z++)
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{
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for(int y = this.seaLevel - 1; y < snapshots[0].length; y++)
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{
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BlockSnapshot block = snapshots[x][y][z];
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//skip non-logs
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if(!Tag.LOGS.isTagged(block.typeId)) continue;
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//if in jungle biome, skip jungle logs
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if(jungleBiome && block.typeId == Material.JUNGLE_LOG) continue;
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//examine adjacent blocks for logs
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BlockSnapshot leftBlock = this.snapshots[x + 1][y][z];
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BlockSnapshot rightBlock = this.snapshots[x - 1][y][z];
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BlockSnapshot upBlock = this.snapshots[x][y][z + 1];
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BlockSnapshot downBlock = this.snapshots[x][y][z - 1];
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//if any, remove the log
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if(Tag.LOGS.isTagged(leftBlock.typeId) || Tag.LOGS.isTagged(rightBlock.typeId) || Tag.LOGS.isTagged(upBlock.typeId) || Tag.LOGS.isTagged(downBlock.typeId))
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{
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this.snapshots[x][y][z].typeId = Material.AIR;
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}
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}
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}
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}
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}
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@SuppressWarnings("deprecation")
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private void removePlayerBlocks()
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{
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int miny = this.miny;
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if(miny < 1) miny = 1;
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//remove all player blocks
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for(int x = 1; x < snapshots.length - 1; x++)
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{
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for(int z = 1; z < snapshots[0][0].length - 1; z++)
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{
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for(int y = miny; y < snapshots[0].length - 1; y++)
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{
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BlockSnapshot block = snapshots[x][y][z];
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if(this.playerBlocks.contains(block.typeId))
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{
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block.typeId = Material.AIR;
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}
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}
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}
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}
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}
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@SuppressWarnings("deprecation")
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private void removeHanging()
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{
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int miny = this.miny;
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if(miny < 1) miny = 1;
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for(int x = 1; x < snapshots.length - 1; x++)
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{
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for(int z = 1; z < snapshots[0][0].length - 1; z++)
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{
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for(int y = miny; y < snapshots[0].length - 1; y++)
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{
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BlockSnapshot block = snapshots[x][y][z];
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BlockSnapshot underBlock = snapshots[x][y - 1][z];
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if(underBlock.typeId == Material.AIR || underBlock.typeId == Material.WATER || Tag.LEAVES.isTagged(underBlock.typeId))
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{
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if(this.notAllowedToHang.contains(block.typeId))
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{
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block.typeId = Material.AIR;
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}
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}
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}
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}
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}
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}
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@SuppressWarnings("deprecation")
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private void removeWallsAndTowers()
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{
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Material [] excludedBlocksArray = new Material []
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{
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Material.CACTUS,
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Material.GRASS,
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Material.RED_MUSHROOM,
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Material.BROWN_MUSHROOM,
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Material.DEAD_BUSH,
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Material.DANDELION,
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Material.POPPY,
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Material.ALLIUM,
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Material.BLUE_ORCHID,
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Material.AZURE_BLUET,
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Material.RED_TULIP,
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Material.ORANGE_TULIP,
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Material.WHITE_TULIP,
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Material.PINK_TULIP,
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Material.OXEYE_DAISY,
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Material.SUGAR_CANE,
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Material.VINE,
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Material.PUMPKIN,
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Material.LILY_PAD
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};
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ArrayList<Material> excludedBlocks = new ArrayList<Material>();
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for(int i = 0; i < excludedBlocksArray.length; i++) excludedBlocks.add(excludedBlocksArray[i]);
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excludedBlocks.addAll(Tag.SAPLINGS.getValues());
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excludedBlocks.addAll(Tag.LEAVES.getValues());
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boolean changed;
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do
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{
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changed = false;
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for(int x = 1; x < snapshots.length - 1; x++)
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{
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for(int z = 1; z < snapshots[0][0].length - 1; z++)
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{
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int thisy = this.highestY(x, z, false);
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if(excludedBlocks.contains(this.snapshots[x][thisy][z].typeId)) continue;
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int righty = this.highestY(x + 1, z, false);
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int lefty = this.highestY(x - 1, z, false);
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while(lefty < thisy && righty < thisy)
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{
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this.snapshots[x][thisy--][z].typeId = Material.AIR;
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changed = true;
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}
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int upy = this.highestY(x, z + 1, false);
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int downy = this.highestY(x, z - 1, false);
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while(upy < thisy && downy < thisy)
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{
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this.snapshots[x][thisy--][z].typeId = Material.AIR;
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changed = true;
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}
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}
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}
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}while(changed);
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}
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@SuppressWarnings("deprecation")
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private void coverSurfaceStone()
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{
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for(int x = 1; x < snapshots.length - 1; x++)
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{
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for(int z = 1; z < snapshots[0][0].length - 1; z++)
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{
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int y = this.highestY(x, z, true);
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BlockSnapshot block = snapshots[x][y][z];
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if(block.typeId == Material.STONE || block.typeId == Material.GRAVEL || block.typeId == Material.FARMLAND || block.typeId == Material.DIRT || block.typeId == Material.SANDSTONE)
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{
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if(this.biome == Biome.DESERT || this.biome == Biome.DESERT_HILLS || this.biome == Biome.BEACH)
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{
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this.snapshots[x][y][z].typeId = Material.SAND;
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}
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else
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{
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this.snapshots[x][y][z].typeId = Material.GRASS_BLOCK;
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}
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}
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}
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}
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}
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@SuppressWarnings("deprecation")
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private void fillHolesAndTrenches()
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{
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ArrayList<Material> fillableBlocks = new ArrayList<Material>();
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fillableBlocks.add(Material.AIR);
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fillableBlocks.add(Material.WATER);
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fillableBlocks.add(Material.LAVA);
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fillableBlocks.add(Material.GRASS);
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ArrayList<Material> notSuitableForFillBlocks = new ArrayList<Material>();
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notSuitableForFillBlocks.add(Material.GRASS);
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notSuitableForFillBlocks.add(Material.CACTUS);
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notSuitableForFillBlocks.add(Material.WATER);
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notSuitableForFillBlocks.add(Material.LAVA);
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notSuitableForFillBlocks.addAll(Tag.LOGS.getValues());
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boolean changed;
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do
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{
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changed = false;
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for(int x = 1; x < snapshots.length - 1; x++)
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{
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for(int z = 1; z < snapshots[0][0].length - 1; z++)
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{
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for(int y = 0; y < snapshots[0].length - 1; y++)
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{
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BlockSnapshot block = this.snapshots[x][y][z];
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if(!fillableBlocks.contains(block.typeId)) continue;
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BlockSnapshot leftBlock = this.snapshots[x + 1][y][z];
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BlockSnapshot rightBlock = this.snapshots[x - 1][y][z];
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|
|
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);
|
|
}
|
|
|
|
@SuppressWarnings("deprecation")
|
|
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.WATER || block.typeId == Material.LAVA)
|
|
{
|
|
// check if block below is air or is a non-source fluid block (level 1-7 = flowing, 8 = falling)
|
|
if(underBlock.typeId == Material.AIR || (underBlock.typeId == Material.WATER && (((Levelled) underBlock.data).getLevel() != 0)))
|
|
{
|
|
block.typeId = Material.AIR;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//fill water depressions
|
|
do
|
|
{
|
|
changed = false;
|
|
for(int y = Math.max(this.seaLevel - 10, 0); 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 || (block.typeId == Material.WATER && ((Levelled) block.data).getLevel() != 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.WATER && ((Levelled) underBlock.data).getLevel() == 0)) continue;
|
|
|
|
//count adjacent source water blocks
|
|
byte adjacentSourceWaterCount = 0;
|
|
if(leftBlock.typeId == Material.WATER && ((Levelled) leftBlock.data).getLevel() == 0)
|
|
{
|
|
adjacentSourceWaterCount++;
|
|
}
|
|
if(rightBlock.typeId == Material.WATER && ((Levelled) rightBlock.data).getLevel() == 0)
|
|
{
|
|
adjacentSourceWaterCount++;
|
|
}
|
|
if(upBlock.typeId == Material.WATER && ((Levelled) upBlock.data).getLevel() == 0)
|
|
{
|
|
adjacentSourceWaterCount++;
|
|
}
|
|
if(downBlock.typeId == Material.WATER && ((Levelled) downBlock.data).getLevel() == 0)
|
|
{
|
|
adjacentSourceWaterCount++;
|
|
}
|
|
|
|
//at least two adjacent blocks must be source water
|
|
if(adjacentSourceWaterCount >= 2)
|
|
{
|
|
block.typeId = Material.WATER;
|
|
((Levelled) downBlock.data).setLevel(0);
|
|
changed = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}while(changed);
|
|
}
|
|
|
|
@SuppressWarnings("deprecation")
|
|
private void removeDumpedFluids()
|
|
{
|
|
if(this.seaLevel < 1) return;
|
|
|
|
//remove any surface water or lava above sea level, presumed to be placed by players
|
|
//sometimes, this is naturally generated. but replacing it is very easy with a bucket, so overall this is a good plan
|
|
if(this.environment == Environment.NETHER) return;
|
|
for(int x = 1; x < snapshots.length - 1; x++)
|
|
{
|
|
for(int z = 1; z < snapshots[0][0].length - 1; z++)
|
|
{
|
|
for(int y = this.seaLevel - 1; y < snapshots[0].length - 1; y++)
|
|
{
|
|
BlockSnapshot block = snapshots[x][y][z];
|
|
if(block.typeId == Material.WATER || block.typeId == Material.LAVA)
|
|
{
|
|
block.typeId = Material.AIR;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
@SuppressWarnings("deprecation")
|
|
private int highestY(int x, int z, boolean ignoreLeaves)
|
|
{
|
|
int y;
|
|
for(y = snapshots[0].length - 1; y > 0; y--)
|
|
{
|
|
BlockSnapshot block = this.snapshots[x][y][z];
|
|
if(block.typeId != Material.AIR &&
|
|
!(ignoreLeaves && block.typeId == Material.SNOW) &&
|
|
!(ignoreLeaves && Tag.LEAVES.isTagged(block.typeId)) &&
|
|
!(block.typeId == Material.WATER) &&
|
|
!(block.typeId == Material.LAVA))
|
|
{
|
|
return y;
|
|
}
|
|
}
|
|
|
|
return y;
|
|
}
|
|
|
|
@SuppressWarnings("deprecation")
|
|
static ArrayList<Material> getPlayerBlocks(Environment environment, Biome biome)
|
|
{
|
|
//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 manual repair of an overzealous block removal
|
|
ArrayList<Material> playerBlocks = new ArrayList<Material>();
|
|
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.add(Material.BOOKSHELF);
|
|
playerBlocks.add(Material.BREWING_STAND);
|
|
playerBlocks.add(Material.BRICK);
|
|
playerBlocks.add(Material.COBBLESTONE);
|
|
playerBlocks.add(Material.GLASS);
|
|
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.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);
|
|
playerBlocks.add(Material.MAGENTA_STAINED_GLASS);
|
|
playerBlocks.add(Material.LIGHT_BLUE_STAINED_GLASS);
|
|
playerBlocks.add(Material.YELLOW_STAINED_GLASS);
|
|
playerBlocks.add(Material.LIME_STAINED_GLASS);
|
|
playerBlocks.add(Material.PINK_STAINED_GLASS);
|
|
playerBlocks.add(Material.GRAY_STAINED_GLASS);
|
|
playerBlocks.add(Material.LIGHT_GRAY_STAINED_GLASS);
|
|
playerBlocks.add(Material.CYAN_STAINED_GLASS);
|
|
playerBlocks.add(Material.PURPLE_STAINED_GLASS);
|
|
playerBlocks.add(Material.BLUE_STAINED_GLASS);
|
|
playerBlocks.add(Material.BROWN_STAINED_GLASS);
|
|
playerBlocks.add(Material.GREEN_STAINED_GLASS);
|
|
playerBlocks.add(Material.RED_STAINED_GLASS);
|
|
playerBlocks.add(Material.BLACK_STAINED_GLASS);
|
|
playerBlocks.add(Material.WHITE_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.ORANGE_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.MAGENTA_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.LIGHT_BLUE_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.YELLOW_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.LIME_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.PINK_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.GRAY_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.LIGHT_GRAY_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.CYAN_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.PURPLE_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.BLUE_STAINED_GLASS_PANE);
|
|
playerBlocks.add(Material.BROWN_STAINED_GLASS_PANE);
|
|
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.add(Material.NETHERRACK);
|
|
playerBlocks.add(Material.SOUL_SAND);
|
|
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);
|
|
}
|
|
|
|
//these are unnatural in the standard and nether worlds, but not in the end
|
|
if(environment != Environment.THE_END)
|
|
{
|
|
playerBlocks.add(Material.OBSIDIAN);
|
|
playerBlocks.add(Material.END_STONE);
|
|
playerBlocks.add(Material.END_PORTAL_FRAME);
|
|
playerBlocks.add(Material.CHORUS_PLANT);
|
|
playerBlocks.add(Material.CHORUS_FLOWER);
|
|
}
|
|
|
|
//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);
|
|
}
|
|
|
|
return playerBlocks;
|
|
}
|
|
}
|