Extent extent = getExtent();
final Set<BlockVector> blocks = new HashSet<BlockVector>();
final Map<BlockVector, BaseBlock> blockTypes = new HashMap<BlockVector, BaseBlock>();
for (Map.Entry<BlockVector, BaseBlock> entry : stage3) {
final BlockVector pt = entry.getKey();
blocks.add(pt);
blockTypes.put(pt, entry.getValue());
}
while (!blocks.isEmpty()) {
BlockVector current = blocks.iterator().next();
if (!blocks.contains(current)) {
continue;
}
final Deque<BlockVector> walked = new LinkedList<BlockVector>();
while (true) {
walked.addFirst(current);
assert (blockTypes.containsKey(current));
final BaseBlock baseBlock = blockTypes.get(current);
final int type = baseBlock.getType();
final int data = baseBlock.getData();
switch (type) {
case BlockID.WOODEN_DOOR:
case BlockID.IRON_DOOR:
if ((data & 0x8) == 0) {
// Deal with lower door halves being attached to the floor AND the upper half
BlockVector upperBlock = current.add(0, 1, 0).toBlockVector();
if (blocks.contains(upperBlock) && !walked.contains(upperBlock)) {
walked.addFirst(upperBlock);
}
}
break;
case BlockID.MINECART_TRACKS:
case BlockID.POWERED_RAIL:
case BlockID.DETECTOR_RAIL:
case BlockID.ACTIVATOR_RAIL:
// Here, rails are hardcoded to be attached to the block below them.
// They're also attached to the block they're ascending towards via BlockType.getAttachment.
BlockVector lowerBlock = current.add(0, -1, 0).toBlockVector();
if (blocks.contains(lowerBlock) && !walked.contains(lowerBlock)) {
walked.addFirst(lowerBlock);
}
break;
}