Java Code Examples for org.bukkit.block.BlockState.getRawData()

The following are Jave code examples for showing how to use getRawData() of the org.bukkit.block.BlockState class. You can vote up the examples you like. Your votes will be used in our system to get more good examples.
Example 1
Project: ProjectAres   File: WoolMatchModule.java   Source Code and License Vote up 4 votes
@SuppressWarnings("deprecation")
private static boolean isValidWool(DyeColor expectedColor, BlockState state) {
    return state.getType() == Material.WOOL && expectedColor.getWoolData() == state.getRawData();
}
 
Example 2
Project: ProjectAres   File: BlockDropsMatchModule.java   Source Code and License Vote up 4 votes
/**
 * This is not an event handler. It is called explicitly by BlockTransformListener
 * after all event handlers have been called.
 */
@SuppressWarnings("deprecation")
public void doBlockDrops(final BlockTransformEvent event) {
    if(!causesDrops(event.getCause())) {
        return;
    }

    final BlockDrops drops = event.getDrops();
    if(drops != null) {
        event.setCancelled(true);
        final BlockState oldState = event.getOldState();
        final BlockState newState = event.getNewState();
        final Block block = event.getOldState().getBlock();
        final int newTypeId = newState.getTypeId();
        final byte newData = newState.getRawData();

        block.setTypeIdAndData(newTypeId, newData, true);

        boolean explosion = false;
        MatchPlayer player = ParticipantBlockTransformEvent.getParticipant(event);

        if(event.getCause() instanceof EntityExplodeEvent) {
            EntityExplodeEvent explodeEvent = (EntityExplodeEvent) event.getCause();
            explosion = true;

            if(drops.fallChance != null &&
               oldState.getType().isBlock() &&
               oldState.getType() != Material.AIR &&
               this.getMatch().getRandom().nextFloat() < drops.fallChance) {

                FallingBlock fallingBlock = event.getOldState().spawnFallingBlock();
                fallingBlock.setDropItem(false);

                if(drops.landChance != null && this.getMatch().getRandom().nextFloat() >= drops.landChance) {
                    this.fallingBlocksThatWillNotLand.add(fallingBlock);
                }

                Vector v = fallingBlock.getLocation().subtract(explodeEvent.getLocation()).toVector();
                double distance = v.length();
                v.normalize().multiply(BASE_FALL_SPEED * drops.fallSpeed / Math.max(1d, distance));

                // A very simple deflection model. Check for a solid
                // neighbor block and "bounce" the velocity off of it.
                Block west = block.getRelative(BlockFace.WEST);
                Block east = block.getRelative(BlockFace.EAST);
                Block down = block.getRelative(BlockFace.DOWN);
                Block up = block.getRelative(BlockFace.UP);
                Block north = block.getRelative(BlockFace.NORTH);
                Block south = block.getRelative(BlockFace.SOUTH);

                if((v.getX() < 0 && west != null && Materials.isColliding(west.getType())) ||
                    v.getX() > 0 && east != null && Materials.isColliding(east.getType())) {
                    v.setX(-v.getX());
                }

                if((v.getY() < 0 && down != null && Materials.isColliding(down.getType())) ||
                    v.getY() > 0 && up != null && Materials.isColliding(up.getType())) {
                    v.setY(-v.getY());
                }

                if((v.getZ() < 0 && north != null && Materials.isColliding(north.getType())) ||
                    v.getZ() > 0 && south != null && Materials.isColliding(south.getType())) {
                    v.setZ(-v.getZ());
                }

                fallingBlock.setVelocity(v);
            }
        }

        dropObjects(drops, player, newState.getLocation(), 1d, explosion);

    }
}