Ore gen v2 (#16)
* Fix typo in island gui * Add glow for challenges that are completed. * Enhance ore generators to generate the ore when the block is broken. * Fix worlds not unloading. * Fix generating ore for obsidian.
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@ -26,7 +26,7 @@ public class CobbestoneGeneratorListener implements Listener {
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@EventHandler(ignoreCancelled = true)
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@EventHandler(ignoreCancelled = true)
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public void onBockForm(BlockFormEvent blockFormEvent) {
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public void onBockForm(BlockFormEvent blockFormEvent) {
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Block block = blockFormEvent.getNewState().getBlock();
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Block block = blockFormEvent.getBlock();
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if (block.getType() == Material.OBSIDIAN)
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if (block.getType() == Material.OBSIDIAN)
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return;
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return;
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@ -43,9 +43,11 @@ public class CobbestoneGeneratorListener implements Listener {
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@EventHandler(ignoreCancelled = true)
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@EventHandler(ignoreCancelled = true)
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public void onBlockBreak(BlockBreakEvent event) {
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public void onBlockBreak(BlockBreakEvent event) {
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Block block = event.getBlock();
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Block block = event.getBlock();
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if(!block.hasMetadata(GENERATOR_METADATA_KEY)) {
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if(!block.hasMetadata(GENERATOR_METADATA_KEY))
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return;
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if (block.getType() == Material.OBSIDIAN)
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return;
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return;
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}
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Island island = Island.getIsland(block.getWorld().getUID());
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Island island = Island.getIsland(block.getWorld().getUID());
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Material generatedMaterial = plugin.generatorHandler().generateOre(island, block.getType());
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Material generatedMaterial = plugin.generatorHandler().generateOre(island, block.getType());
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@ -86,6 +86,7 @@ public class MasterWorldGenerator {
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return;
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return;
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}
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}
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newIsland.setDifficulty(Difficulty.NORMAL);
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newIsland.setDifficulty(Difficulty.NORMAL);
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newIsland.setKeepSpawnInMemory(false);
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newIsland.setGameRule(GameRule.DO_INSOMNIA, false);
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newIsland.setGameRule(GameRule.DO_INSOMNIA, false);
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// TODO Load a schematic into this world?
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// TODO Load a schematic into this world?
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// Currently random islands are generated by CometIslandGenerator()
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// Currently random islands are generated by CometIslandGenerator()
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@ -119,6 +120,7 @@ public class MasterWorldGenerator {
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return null;
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return null;
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}
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}
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newIsland.setKeepSpawnInMemory(false);
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newIsland.setDifficulty(Difficulty.NORMAL); // TODO - island options to set difficulty
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newIsland.setDifficulty(Difficulty.NORMAL); // TODO - island options to set difficulty
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return newIsland;
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return newIsland;
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}
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}
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