final MaterialData mainData = this.warzone.getWarzoneMaterials().getMainBlock().getData();
final Material light = this.warzone.getWarzoneMaterials().getLightBlock().getType();
final MaterialData lightData = this.warzone.getWarzoneMaterials().getLightBlock().getData();
// center
BlockState current = this.warzone.getWorld().getBlockAt(x, y - 1, z).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
// inner ring
current = this.warzone.getWorld().getBlockAt(x + 1, y - 1, z + 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x + 1, y - 1, z).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x + 1, y - 1, z - 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y - 1, z + 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y - 1, z - 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x - 1, y - 1, z + 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x - 1, y - 1, z).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x - 1, y - 1, z - 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
// outer ring
current = this.warzone.getWorld().getBlockAt(x + 2, y - 1, z + 2).getState();
current.setType(light);
current.setData(lightData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x + 2, y - 1, z + 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x + 2, y - 1, z).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x + 2, y - 1, z - 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x + 2, y - 1, z - 2).getState();
current.setType(light);
current.setData(lightData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x - 1, y - 1, z + 2).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x - 1, y - 1, z - 2).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y - 1, z + 2).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y - 1, z - 2).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x + 1, y - 1, z + 2).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x + 1, y - 1, z - 2).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x - 2, y - 1, z + 2).getState();
current.setType(light);
current.setData(lightData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x - 2, y - 1, z + 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x - 2, y - 1, z).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x - 2, y - 1, z - 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x - 2, y - 1, z - 2).getState();
current.setType(light);
current.setData(lightData);
current.update(true);
// block holder
current = this.warzone.getWorld().getBlockAt(x, y, z).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y, z - 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y, z + 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y + 1, z - 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y + 1, z + 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y + 2, z).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y + 2, z - 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
current = this.warzone.getWorld().getBlockAt(x, y + 2, z + 1).getState();
current.setType(main);
current.setData(mainData);
current.update(true);
}