Java Reference
In-Depth Information
So here we are, going through the list of offsets. At each list index (which is
in i ), we need to pick out the three elements x, y, and z. In each of the small
arrays, x is first at index 0. The Java syntax lets you work with arrays of
arrays by writing both indexes, with the big list first. Think of this set of
numbers as a table or a matrix, with rows and columns, like you might find
in a Microsoft Excel spreadsheet. You specify indexes in “row-major order,”
which just means the row comes first, then the column. For each trip through
the loop, we'll pick out x, y, and z values from the list. That's the location of
a block we want to turn to stone.
We get the block at that location we want—in this case, by adding the x, y,
and z offset to the player's location ( playerX , playerY , and playerZ from the code).
With the block in hand, simply set its material to stone by using the constant
BlockType.Stone . All the different block types are listed in the documentation for
net.canarymod.api.world.blocks.BlockType . You could, for instance, remove a block
without breaking it—you'd set the block's material to BlockType.Air , like we did
back with the array towers.
Here's the code for the full plugin, all together:
Stuck/src/stuck/Stuck.java
package stuck;
import net.canarymod.plugin.Plugin;
import net.canarymod.logger.Logman;
import net.canarymod.Canary;
import net.canarymod.commandsys.*;
import net.canarymod.chat.MessageReceiver;
import net.canarymod.api.entity.living.humanoid.Player;
import net.canarymod.api.world.position.Location;
import net.canarymod.api.world.blocks.Block;
import net.canarymod.api.world.blocks.BlockType;
import com.pragprog.ahmine.ez.EZPlugin;
public class Stuck extends EZPlugin {
@Command(aliases = { "stuck" },
description = "Trap a player in cage of blocks" ,
permissions = { "" },
min = 2,
toolTip = "/stuck name" )
public void stuckCommand(MessageReceiver caller, String[] args) {
Player victim = Canary.getServer().getPlayer(args[1]);
if (victim != null) {
stuck(victim);
}
}
 
 
 
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