Package org.bukkit.block

Examples of org.bukkit.block.BlockState.update()


      // lets get some light in here
      if (this.wall == Direction.NORTH() || this.wall == Direction.SOUTH()) {
        BlockState one = this.lobbyMiddleWallBlock.getBlock().getRelative(BlockFace.DOWN).getRelative(Direction.WEST(), this.lobbyHalfSide - 1).getRelative(this.wall, 9).getState();
        one.setType(warzone.getLobbyMaterials().getLightBlock().getType());
        one.setData(warzone.getLobbyMaterials().getLightBlock().getData());
        one.update(true);
        one = this.lobbyMiddleWallBlock.getBlock().getRelative(BlockFace.DOWN).getRelative(Direction.EAST(), this.lobbyHalfSide - 1).getRelative(this.wall, 9).getState();
        one.setType(warzone.getLobbyMaterials().getLightBlock().getType());
        one.setData(warzone.getLobbyMaterials().getLightBlock().getData());
        one.update(true);
      } else {
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        one.setData(warzone.getLobbyMaterials().getLightBlock().getData());
        one.update(true);
        one = this.lobbyMiddleWallBlock.getBlock().getRelative(BlockFace.DOWN).getRelative(Direction.EAST(), this.lobbyHalfSide - 1).getRelative(this.wall, 9).getState();
        one.setType(warzone.getLobbyMaterials().getLightBlock().getType());
        one.setData(warzone.getLobbyMaterials().getLightBlock().getData());
        one.update(true);
      } else {
        BlockState one = this.lobbyMiddleWallBlock.getBlock().getRelative(BlockFace.DOWN).getRelative(Direction.NORTH(), this.lobbyHalfSide - 1).getRelative(this.wall, 9).getState();
        one.setType(warzone.getLobbyMaterials().getLightBlock().getType());
        one.setData(warzone.getLobbyMaterials().getLightBlock().getData());
        one.update(true);
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        one.update(true);
      } else {
        BlockState one = this.lobbyMiddleWallBlock.getBlock().getRelative(BlockFace.DOWN).getRelative(Direction.NORTH(), this.lobbyHalfSide - 1).getRelative(this.wall, 9).getState();
        one.setType(warzone.getLobbyMaterials().getLightBlock().getType());
        one.setData(warzone.getLobbyMaterials().getLightBlock().getData());
        one.update(true);
        one = this.lobbyMiddleWallBlock.getBlock().getRelative(BlockFace.DOWN).getRelative(Direction.SOUTH(), this.lobbyHalfSide - 1).getRelative(this.wall, 9).getState();
        one.setType(warzone.getLobbyMaterials().getLightBlock().getType());
        one.setData(warzone.getLobbyMaterials().getLightBlock().getData());
        one.update(true);
      }
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        one.setData(warzone.getLobbyMaterials().getLightBlock().getData());
        one.update(true);
        one = this.lobbyMiddleWallBlock.getBlock().getRelative(BlockFace.DOWN).getRelative(Direction.SOUTH(), this.lobbyHalfSide - 1).getRelative(this.wall, 9).getState();
        one.setType(warzone.getLobbyMaterials().getLightBlock().getType());
        one.setData(warzone.getLobbyMaterials().getLightBlock().getData());
        one.update(true);
      }
    } else {
      War.war.log("Failed to initalize zone lobby for zone " + this.warzone.getName(), java.util.logging.Level.WARNING);
    }
  }
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      // gate blocks
      BlockState lightBlock = block.getRelative(BlockFace.DOWN).getState();
      lightBlock.setType(warzone.getLobbyMaterials().getLightBlock().getType());
      lightBlock.setData(warzone.getLobbyMaterials().getLightBlock().getData());
      lightBlock.update(true);
      this.setBlock(block.getRelative(leftSide), teamKind);
      this.setBlock(block.getRelative(rightSide).getRelative(BlockFace.UP), teamKind);
      this.setBlock(block.getRelative(leftSide).getRelative(BlockFace.UP).getRelative(BlockFace.UP), teamKind);
      this.setBlock(block.getRelative(rightSide), teamKind);
      this.setBlock(block.getRelative(leftSide).getRelative(BlockFace.UP), teamKind);
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      // gate blocks
      BlockState lightBlock = block.getRelative(BlockFace.DOWN).getState();
      lightBlock.setType(warzone.getLobbyMaterials().getLightBlock().getType());
      lightBlock.setData(warzone.getLobbyMaterials().getLightBlock().getData());
      lightBlock.update(true);
      Block[] updateBlocks = {
          block.getRelative(leftSide),
          block.getRelative(rightSide).getRelative(BlockFace.UP),
          block.getRelative(leftSide).getRelative(BlockFace.UP)
              .getRelative(BlockFace.UP),
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          block.getRelative(BlockFace.UP).getRelative(BlockFace.UP) };
      for (Block update : updateBlocks) {
        BlockState state = update.getState();
        state.setType(frame.getType());
        state.setData(frame.getData());
        state.update(true);
      }
    }
  }

  private void setBlock(Block block, TeamKind kind) {
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  private void setBlock(Block block, TeamKind kind) {
    BlockState blockState = block.getState();
    blockState.setType(kind.getBlockHead().getType());
    blockState.setData(kind.getBlockHead().getData());
    blockState.update(true);
  }

  private void placeAutoAssignGate() {
    if (this.autoAssignGate != null) {
      BlockFace front = this.wall;
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      // gate blocks
      BlockState lightBlock = autoAssignGateBlock.getRelative(BlockFace.DOWN).getState();
      lightBlock.setType(warzone.getLobbyMaterials().getLightBlock().getType());
      lightBlock.setData(warzone.getLobbyMaterials().getLightBlock().getData());
      lightBlock.update(true);
      int size = teams.size();
      if (size > 0) {
        TeamKind[] doorBlockKinds = new TeamKind[7];
        for (int i = 0; i < 7; i++) {
          doorBlockKinds[i] = teams.get(i % size).getKind();
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      ItemStack data = new ItemStack(Material.valueOf(query.getString("type")), 0, query.getShort("data"));
      if (modify.getType() != data.getType() || !modify.getData().equals(data.getData())) {
        // Update the type & data if it has changed
        modify.setType(data.getType());
        modify.setData(data.getData());
        modify.update(true, false); // No-physics update, preventing the need for deferring blocks
        modify = corner1.getRelative(x, y, z).getState(); // Grab a new instance
      }
      if (query.getString("metadata") == null || query.getString("metadata").isEmpty()) {
        continue;
      }
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