Area regeneration

Discussion in 'Plugin Development' started by franga2000, Mar 17, 2014.

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    Hi, I'm making a minigame for our server and I'd like to regenerate the arena after the round ends. The arena is defined by a radius so I'd like to regen everything inside the area. Or at least the cake blocks. I'm kinda new to bukkit plugins so I have no idea how to do this.

    How would I go about doing this?
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    franga2000 You can either loop through a predefined cuboid and see if the block is cake (CPU demanding if the cuboid is large), or get the cake's exact location and make a new Location() out of it and regenerate that. There are other ways, but these are just some suggestions.
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    My plugin can do that for you if you want, it's a bit tricky to set up, but you can see it in action on I helped the owner of that server build a regenerating arena (that also has a few other tricks - mob spawners, lighting storms, cluster bombs, a floor that turns to lava, etc)

    You could theoretically disable everything in Magic (wands, spells, etc) and just use it for an auto-regenerating arena.

    I'd say you could also just "look at my code" (since I understand the desire to want to code this yourself), but the way I do all of this is really complex and involves a lot of different moving parts for schematic loading (relying on WorldEdit), building large structures without lag, allowing safe undo, etc.
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    ShadowLAX I tried a similar approach:
    Area save:
    2. cakes.clear();
    3. double pX = this.spawnPoint.getX();
    4. double pY = this.spawnPoint.getY();
    5. double pZ = this.spawnPoint.getZ();
    6. for (int x = -(radius); x <= radius; x ++) {
    7. for (int y = -(radius); y <= radius; y ++) {
    8. for (int z = -(radius); z <= radius; z ++) {
    9. Block b = spawnPoint.getWorld().getBlockAt((int)pX+x, (int)pY+y, (int)pZ+z);
    10. if (b.getType() == Material.CAKE_BLOCK) {
    11. cakes.add(b);
    12. }
    13. }
    14. }
    15. }

    Area regen:
    2. for (Block b : cakes) {
    3. b.setType(Material.CAKE_BLOCK);
    4. }

    It didn't work at first but I figured out what was wrong. I accidentally used Material.CAKE instead of Material.CAKE_BLOCK :p
    My only other question is: How heavy will this be on my CPU? Is there a way to optimize it without using WE?
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