added pillars and block battle #10
@@ -5,6 +5,7 @@ import eu.mhsl.minenet.minigames.instance.game.stateless.types.acidRain.AcidRain
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.anvilRun.AnvilRunFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.backrooms.BackroomsFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.bedwars.BedwarsFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.blockBattle.BlockBattleFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.blockBreakRace.BlockBreakRaceFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.boatRace.BoatRaceFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.bowSpleef.BowSpleefFactory;
|
||||
@@ -14,6 +15,7 @@ import eu.mhsl.minenet.minigames.instance.game.stateless.types.fastbridge.Fastbr
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.highGround.HighGroundFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.jumpDive.JumpDiveFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.minerun.MinerunFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.pillars.PillarsFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.spaceSnake.SpaceSnakeFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.spleef.SpleefFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.types.stickfight.StickFightFactory;
|
||||
@@ -46,7 +48,9 @@ public enum GameList {
|
||||
FASTBRIDGE(new FastbridgeFactory(), GameType.OTHER),
|
||||
BLOCKBREAKRACE(new BlockBreakRaceFactory(), GameType.OTHER),
|
||||
SPACESNAKE(new SpaceSnakeFactory(), GameType.PVP),
|
||||
BOATRACE(new BoatRaceFactory(), GameType.OTHER);
|
||||
BOATRACE(new BoatRaceFactory(), GameType.OTHER),
|
||||
PILLARS(new PillarsFactory(), GameType.PROTOTYPE),
|
||||
BLOCKBATTLE(new BlockBattleFactory(), GameType.PROTOTYPE);
|
||||
|
||||
private final GameFactory factory;
|
||||
private final GameType type;
|
||||
|
||||
@@ -0,0 +1,207 @@
|
||||
package eu.mhsl.minenet.minigames.instance.game.stateless.types.blockBattle;
|
||||
|
||||
import eu.mhsl.minenet.minigames.instance.Dimension;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.StatelessGame;
|
||||
import eu.mhsl.minenet.minigames.score.FirstWinsScore;
|
||||
import eu.mhsl.minenet.minigames.util.BatchUtil;
|
||||
import io.github.togar2.pvp.events.FinalAttackEvent;
|
||||
import io.github.togar2.pvp.feature.CombatFeatures;
|
||||
import net.minestom.server.coordinate.Pos;
|
||||
import net.minestom.server.entity.GameMode;
|
||||
import net.minestom.server.entity.Player;
|
||||
import net.minestom.server.event.player.PlayerBlockBreakEvent;
|
||||
import net.minestom.server.event.player.PlayerBlockPlaceEvent;
|
||||
import net.minestom.server.event.player.PlayerMoveEvent;
|
||||
import net.minestom.server.instance.batch.AbsoluteBlockBatch;
|
||||
import net.minestom.server.instance.block.Block;
|
||||
import net.minestom.server.item.ItemStack;
|
||||
import net.minestom.server.item.Material;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.*;
|
||||
import java.util.concurrent.CompletableFuture;
|
||||
import java.util.stream.Collectors;
|
||||
|
||||
public class BlockBattle extends StatelessGame {
|
||||
private final Team teamBlue = new Team(new Pos(0,101,20).add(0.5).withView(180, 0), Team.Color.BLUE);
|
||||
private final Team teamRed = new Team(new Pos(0, 101, -20).add(0.5), Team.Color.RED);
|
||||
private final int itemCount;
|
||||
|
||||
private final Map<Player, Team> teams = new WeakHashMap<>();
|
||||
|
||||
public BlockBattle(int itemCount) {
|
||||
super(Dimension.THE_END.key, "Block Battle", new FirstWinsScore());
|
||||
|
||||
this.itemCount = itemCount;
|
||||
|
||||
this.eventNode().addChild(
|
||||
CombatFeatures.empty()
|
||||
.add(CombatFeatures.VANILLA_ATTACK)
|
||||
.add(CombatFeatures.VANILLA_DAMAGE)
|
||||
.add(CombatFeatures.VANILLA_KNOCKBACK)
|
||||
.build().createNode()
|
||||
);
|
||||
|
||||
this.eventNode().addListener(FinalAttackEvent.class, finalAttackEvent -> {
|
||||
if(this.isBeforeBeginning) finalAttackEvent.setCancelled(true);
|
||||
finalAttackEvent.setBaseDamage(0);
|
||||
((Player) finalAttackEvent.getTarget()).setHealth(20);
|
||||
});
|
||||
}
|
||||
|
||||
@Override
|
||||
|
jannis marked this conversation as resolved
|
||||
protected void onLoad(@NotNull CompletableFuture<Void> callback) {
|
||||
this.generatePlatform(new Pos(0, 100, 0), Block.GOLD_BLOCK, Block.YELLOW_CONCRETE_POWDER);
|
||||
this.generatePlatform(new Pos(0, 101, 0), Block.AIR, Block.SANDSTONE_SLAB);
|
||||
this.generatePlatform(new Pos(0, 100, 20), Block.BLUE_CONCRETE, Block.BLUE_CONCRETE_POWDER);
|
||||
this.generatePlatform(new Pos(0, 100, -20), Block.RED_CONCRETE, Block.RED_CONCRETE_POWDER);
|
||||
this.generatePlatform(new Pos(-5, 101, -14), Block.RED_STAINED_GLASS, Block.AIR);
|
||||
this.generatePlatform(new Pos(5, 101, 14), Block.BLUE_STAINED_GLASS, Block.AIR);
|
||||
|
||||
AbsoluteBlockBatch batch = new AbsoluteBlockBatch();
|
||||
|
||||
Pos[] positionsRedGlass = {
|
||||
new Pos(2, 102, -9),
|
||||
new Pos(-1, 103, -9),
|
||||
new Pos(-2, 104, -6),
|
||||
new Pos(-5, 103, -7),
|
||||
new Pos(-7, 102, -10),
|
||||
new Pos(3, 102, -12),
|
||||
new Pos(5, 101, -15)
|
||||
};
|
||||
|
||||
Pos[] positionsBlueGlass = {
|
||||
new Pos(-5, 101, 15),
|
||||
new Pos(-3, 102, 12),
|
||||
new Pos(-2, 102, 9),
|
||||
new Pos(1, 103, 9),
|
||||
new Pos(2, 104, 6),
|
||||
new Pos(5, 103, 7),
|
||||
new Pos(7, 102, 10)
|
||||
};
|
||||
|
||||
for(Pos pos : positionsRedGlass)
|
||||
batch.setBlock(pos, Block.RED_STAINED_GLASS);
|
||||
|
||||
for(Pos pos : positionsBlueGlass)
|
||||
batch.setBlock(pos, Block.BLUE_STAINED_GLASS);
|
||||
|
||||
BatchUtil.loadAndApplyBatch(batch, this, () -> {});
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onBlockPlace(@NotNull PlayerBlockPlaceEvent playerBlockPlaceEvent) {
|
||||
Pos posGoldBlock = new Pos(playerBlockPlaceEvent.getBlockPosition()).sub(0, 1, 0);
|
||||
Block goldBlock = playerBlockPlaceEvent.getInstance().getBlock(posGoldBlock);
|
||||
|
||||
playerBlockPlaceEvent.setCancelled(goldBlock != Block.GOLD_BLOCK);
|
||||
|
||||
playerBlockPlaceEvent.getInstance().scheduler().scheduleNextTick(() -> {
|
||||
Pos middle = new Pos(0, 101, 0);
|
||||
boolean validBlue = true;
|
||||
boolean validRed = true;
|
||||
|
||||
for(int x = middle.blockX()-1; x < middle.blockX()+2; x++) {
|
||||
for(int z = middle.blockZ()-1; z < middle.blockZ()+2; z++) {
|
||||
if(playerBlockPlaceEvent.getInstance().getBlock(x, 101, z) != Block.BLUE_WOOL) {
|
||||
validBlue = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(!validBlue)
|
||||
break;
|
||||
}
|
||||
|
||||
for(int x = middle.blockX()-1; x < middle.blockX()+2; x++) {
|
||||
for(int z = middle.blockZ()-1; z < middle.blockZ()+2; z++) {
|
||||
if(playerBlockPlaceEvent.getInstance().getBlock(x, 101, z) != Block.RED_WOOL) {
|
||||
validRed = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(!validRed)
|
||||
break;
|
||||
}
|
||||
|
||||
if(!validBlue && !validRed) return;
|
||||
var winningTeam = validBlue ? Team.Color.BLUE : Team.Color.RED;
|
||||
var winningPlayers = this.teams.entrySet().stream()
|
||||
.filter(entry -> entry.getValue().color().equals(winningTeam))
|
||||
.map(Map.Entry::getKey)
|
||||
.collect(Collectors.toSet());
|
||||
|
||||
this.getScore().insertMultiple(winningPlayers);
|
||||
super.stop();
|
||||
});
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onBlockBreak(@NotNull PlayerBlockBreakEvent playerBlockBreakEvent) {
|
||||
boolean isAllowed = Arrays.stream(Team.Color.values())
|
||||
.map(Team.Color::getMaterial)
|
||||
.map(Material::block)
|
||||
.toList()
|
||||
.contains(playerBlockBreakEvent.getBlock());
|
||||
if(!isAllowed) playerBlockBreakEvent.setCancelled(true);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPlayerMove(@NotNull PlayerMoveEvent playerMoveEvent) {
|
||||
if(playerMoveEvent.getNewPosition().y() < 95) {
|
||||
var player = playerMoveEvent.getPlayer();
|
||||
|
jannis marked this conversation as resolved
Pupsi
commented
Kann direkt in onLoad rein. Kann direkt in onLoad rein.
|
||||
|
||||
player.teleport(
|
||||
this.isBeforeBeginning
|
||||
? this.getSpawn()
|
||||
: this.teams.get(player).spawnPosition()
|
||||
);
|
||||
|
||||
this.giveItems(player);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onStart() {
|
||||
this.setTeams();
|
||||
this.getPlayers().forEach(player -> player.teleport(this.teams.get(player).spawnPosition()).thenRun(() -> {
|
||||
this.giveItems(player);
|
||||
player.setGameMode(GameMode.SURVIVAL);
|
||||
}));
|
||||
}
|
||||
|
||||
private void generatePlatform(Pos center, Block inner, Block outer) {
|
||||
for(int x = center.blockX()-2; x < center.blockX()+3; x++) {
|
||||
|
jannis marked this conversation as resolved
Pupsi
commented
Anstatt immer this.setBlock aufzurufen kann man auch AbsoluteBlockBatch benutzen (siehe Tetris Playfield). Anstatt immer this.setBlock aufzurufen kann man auch AbsoluteBlockBatch benutzen (siehe Tetris Playfield).
Ist aber nicht unbedingt notwendig.
|
||||
for(int z = center.blockZ()-2; z < center.blockZ()+3; z++) {
|
||||
this.setBlock(x, center.blockY(), z, outer);
|
||||
}
|
||||
}
|
||||
|
||||
for(int x = center.blockX()-1; x < center.blockX()+2; x++) {
|
||||
for(int z = center.blockZ()-1; z < center.blockZ()+2; z++) {
|
||||
this.setBlock(x, center.blockY(), z, inner);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void setTeams() {
|
||||
List<Player> players = new ArrayList<>(this.getPlayers());
|
||||
Collections.shuffle(players);
|
||||
int halfPlayers = players.size()/2;
|
||||
players.subList(0, halfPlayers).forEach(player -> this.teams.put(player, this.teamBlue));
|
||||
players.subList(halfPlayers, players.size()).forEach(player -> this.teams.put(player, this.teamRed));
|
||||
}
|
||||
|
||||
@Override
|
||||
public Pos getSpawn() {
|
||||
return new Pos(0, 101, 0).add(0.5);
|
||||
}
|
||||
|
||||
private void giveItems(Player player) {
|
||||
player.getInventory().clear();
|
||||
ItemStack item = ItemStack.of(
|
||||
this.teams.get(player).color().getMaterial(),
|
||||
this.itemCount
|
||||
);
|
||||
player.getInventory().addItemStack(item);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
package eu.mhsl.minenet.minigames.instance.game.stateless.types.blockBattle;
|
||||
|
||||
import eu.mhsl.minenet.minigames.instance.game.Game;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.config.ConfigManager;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.config.GameFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.config.Option;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.config.common.NumericOption;
|
||||
import eu.mhsl.minenet.minigames.instance.room.Room;
|
||||
import eu.mhsl.minenet.minigames.message.component.TranslatedComponent;
|
||||
import net.minestom.server.item.Material;
|
||||
|
||||
import java.util.Map;
|
||||
|
||||
public class BlockBattleFactory implements GameFactory {
|
||||
@Override
|
||||
public TranslatedComponent name() {
|
||||
return TranslatedComponent.byId("game_BlockBattle#name");
|
||||
}
|
||||
|
||||
@Override
|
||||
public TranslatedComponent description() {
|
||||
return TranslatedComponent.byId("game_BlockBattle#description");
|
||||
}
|
||||
|
||||
@Override
|
||||
public ConfigManager configuration() {
|
||||
return new ConfigManager()
|
||||
.addOption(new NumericOption("itemCount", Material.WHITE_WOOL, TranslatedComponent.byId("game_BlockBattle#itemCount"), 1, 2, 3));
|
||||
}
|
||||
|
||||
@Override
|
||||
public Material symbol() {
|
||||
return Material.GREEN_CONCRETE;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Game manufacture(Room parent, Map<String, Option<?>> configuration) throws Exception {
|
||||
return new BlockBattle(configuration.get("itemCount").getAsInt()).setParent(parent);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
package eu.mhsl.minenet.minigames.instance.game.stateless.types.blockBattle;
|
||||
|
||||
import net.minestom.server.coordinate.Pos;
|
||||
import net.minestom.server.item.Material;
|
||||
|
||||
public record Team(Pos spawnPosition, Color color) {
|
||||
public enum Color {
|
||||
RED(Material.RED_WOOL),
|
||||
BLUE(Material.BLUE_WOOL);
|
||||
|
||||
private final Material block;
|
||||
|
||||
Color(Material block) {
|
||||
this.block = block;
|
||||
}
|
||||
|
||||
public Material getMaterial() {
|
||||
return this.block;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,103 @@
|
||||
package eu.mhsl.minenet.minigames.instance.game.stateless.types.pillars;
|
||||
|
||||
import eu.mhsl.minenet.minigames.instance.Dimension;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.StatelessGame;
|
||||
import eu.mhsl.minenet.minigames.score.LastWinsScore;
|
||||
import eu.mhsl.minenet.minigames.util.Position;
|
||||
import io.github.togar2.pvp.feature.CombatFeatures;
|
||||
import net.minestom.server.MinecraftServer;
|
||||
import net.minestom.server.coordinate.Pos;
|
||||
import net.minestom.server.entity.GameMode;
|
||||
import net.minestom.server.entity.Player;
|
||||
import net.minestom.server.event.item.ItemDropEvent;
|
||||
import net.minestom.server.event.player.PlayerBlockBreakEvent;
|
||||
import net.minestom.server.event.player.PlayerBlockPlaceEvent;
|
||||
import net.minestom.server.event.player.PlayerMoveEvent;
|
||||
import net.minestom.server.instance.block.Block;
|
||||
import net.minestom.server.item.ItemStack;
|
||||
import net.minestom.server.item.Material;
|
||||
import net.minestom.server.timer.TaskSchedule;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.List;
|
||||
import java.util.concurrent.ThreadLocalRandom;
|
||||
|
||||
class Pillars extends StatelessGame {
|
||||
private int spawnPosx = 0;
|
||||
private int spawnPosz = 0;
|
||||
private final int pillarSpacing = 10;
|
||||
private final int pillarRowCount = 5;
|
||||
|
||||
public Pillars() {
|
||||
super(Dimension.THE_END.key, "Pillars", new LastWinsScore());
|
||||
this.getScore().setIgnoreLastPlayers(1);
|
||||
|
||||
this.eventNode().addChild(
|
||||
CombatFeatures.empty()
|
||||
.add(CombatFeatures.VANILLA_ATTACK)
|
||||
.add(CombatFeatures.VANILLA_DAMAGE)
|
||||
.add(CombatFeatures.VANILLA_KNOCKBACK)
|
||||
.build().createNode()
|
||||
);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected boolean onPlayerJoin(Player p) {
|
||||
Pos pos = new Pos(this.spawnPosx * this.pillarSpacing, 100, this.spawnPosz * this.pillarSpacing);
|
||||
this.setBlock(pos.sub(0, 1, 0), Block.BEDROCK);
|
||||
|
||||
if(this.spawnPosx >= this.pillarRowCount) {
|
||||
this.spawnPosx = 0;
|
||||
this.spawnPosz++;
|
||||
}
|
||||
this.spawnPosx++;
|
||||
MinecraftServer.getSchedulerManager().scheduleNextTick(() -> p.teleport(pos.add(0.5, 0, 0.5)));
|
||||
|
||||
return super.onPlayerJoin(p);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onBlockPlace(@NotNull PlayerBlockPlaceEvent playerBlockPlaceEvent) {}
|
||||
|
||||
@Override
|
||||
protected void onBlockBreak(@NotNull PlayerBlockBreakEvent playerBlockBreakEvent) {}
|
||||
|
||||
@Override
|
||||
protected void onItemDrop(@NotNull ItemDropEvent itemDropEvent) {}
|
||||
|
||||
@Override
|
||||
public Pos getSpawn() {
|
||||
return new Pos(0, 105, 0);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPlayerMove(@NotNull PlayerMoveEvent playerMoveEvent) {
|
||||
|
jannis marked this conversation as resolved
Pupsi
commented
Eigene Variable für playerMoveEvent.getPlayer(), das wiederholt sich sonst. Eigene Variable für playerMoveEvent.getPlayer(), das wiederholt sich sonst.
|
||||
var player = playerMoveEvent.getPlayer();
|
||||
|
||||
if(this.isBeforeBeginning && Position.hasPositionChanged(player.getPosition(), playerMoveEvent.getNewPosition()))
|
||||
playerMoveEvent.setCancelled(true);
|
||||
|
||||
if(playerMoveEvent.getNewPosition().y() < 80) {
|
||||
this.getScore().insertResult(player);
|
||||
player.teleport(this.getSpawn());
|
||||
player.setGameMode(GameMode.SPECTATOR);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onStart() {
|
||||
this.getPlayers().forEach(player -> player.setGameMode(GameMode.SURVIVAL));
|
||||
|
||||
MinecraftServer.getSchedulerManager().submitTask(() -> {
|
||||
List<Material> materials = Material.values().stream()
|
||||
.filter(material -> !material.equals(Material.AIR))
|
||||
|
jannis marked this conversation as resolved
Pupsi
commented
new Random() als eigene Variable in Pillars, damit nicht immer ein neues Objekt erstellt wird. new Random() als eigene Variable in Pillars, damit nicht immer ein neues Objekt erstellt wird.
Alternativ geht ThreadLocalRandom.current()
MineTec
commented
nimm ThreadLocalRandom.current() nimm ThreadLocalRandom.current()
|
||||
.toList();
|
||||
this.getPlayers().forEach(player -> {
|
||||
ItemStack item = ItemStack.of(materials.get(ThreadLocalRandom.current().nextInt(Material.values().toArray().length)));
|
||||
player.getInventory().addItemStack(item);
|
||||
});
|
||||
|
||||
return TaskSchedule.seconds(5);
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
package eu.mhsl.minenet.minigames.instance.game.stateless.types.pillars;
|
||||
|
||||
import eu.mhsl.minenet.minigames.instance.game.Game;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.config.GameFactory;
|
||||
import eu.mhsl.minenet.minigames.instance.game.stateless.config.Option;
|
||||
import eu.mhsl.minenet.minigames.instance.room.Room;
|
||||
import eu.mhsl.minenet.minigames.message.component.TranslatedComponent;
|
||||
import net.minestom.server.item.Material;
|
||||
|
||||
import java.util.Map;
|
||||
|
||||
public class PillarsFactory implements GameFactory {
|
||||
@Override
|
||||
public TranslatedComponent name() {
|
||||
return TranslatedComponent.byId("game_Pillars#name");
|
||||
}
|
||||
|
||||
@Override
|
||||
public TranslatedComponent description() {
|
||||
return TranslatedComponent.byId("game_Pillars#description");
|
||||
}
|
||||
|
||||
@Override
|
||||
public Material symbol() {
|
||||
return Material.BEDROCK;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Game manufacture(Room parent, Map<String, Option<?>> configuration) throws Exception {
|
||||
return new Pillars().setParent(parent);
|
||||
}
|
||||
}
|
||||
@@ -30,6 +30,11 @@ public abstract class Score {
|
||||
throw new NotImplementedException("This Score type is not able to process points");
|
||||
}
|
||||
|
||||
public void insertMultiple(Set<Player> p) {
|
||||
p.forEach(player -> this.insertResultProcessor(player, () -> {}));
|
||||
this.insertResultImplementation(p);
|
||||
}
|
||||
|
||||
public void insertResult(Player p) {
|
||||
this.insertResultProcessor(p, () -> this.insertResultImplementation(Set.of(p)));
|
||||
}
|
||||
|
||||
@@ -33,9 +33,15 @@ public class Position {
|
||||
public static List<Block> blocksBelowPlayer(Instance instance, Player p) {
|
||||
Point playerPos = p.getPosition();
|
||||
List<Block> blocks = new ArrayList<>();
|
||||
GeneratorUtils.foreachXZ(playerPos.sub(0.5, 1, 0.5), playerPos.add(0.5, -1, 0.5), point -> {
|
||||
blocks.add(instance.getBlock(point));
|
||||
});
|
||||
GeneratorUtils.foreachXZ(
|
||||
playerPos.sub(0.5, 1, 0.5),
|
||||
playerPos.add(0.5, -1, 0.5),
|
||||
point -> blocks.add(instance.getBlock(point))
|
||||
);
|
||||
return blocks.stream().distinct().toList();
|
||||
}
|
||||
|
||||
public static boolean hasPositionChanged(Pos oldPos, Pos newPos) {
|
||||
return !oldPos.withView(0, 0).equals(newPos.withView(0, 0));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -174,3 +174,12 @@ startSpeed;Start Speed;Startgeschwindigkeit
|
||||
ns:game_BoatRace#;;
|
||||
name;Boatrace;Bootrennen
|
||||
description;;
|
||||
;;
|
||||
ns:game_Pillars#;;
|
||||
name;Pillars;Pillars
|
||||
description;Build yourself up with your random blocks to reach your opponents and push them down!;Baue dich mit deinen zufälligen Blöcken zu deinen Gegnern und schupse sie runter!
|
||||
;;
|
||||
ns:game_BlockBattle#;;
|
||||
name;Block Battle;Block Kampf
|
||||
description;The team that fills the center with their color first wins!;Das Team, welches als erstes die Mitte mit seiner Farbe gefüllt hat, gewinnt!
|
||||
itemCount;Block Count;Block Anzahl
|
||||
|
Reference in New Issue
Block a user
generateWorld wird nur hier aufgerufen, der code von generateWorld kann also direkt hier in onLoad, ohne extra Methode.