Merge pull request #2230 from N0tMyFaultOG/breaking

Cleanup - Removing bo3
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Alexander Söderberg 2019-01-10 22:33:20 +01:00 committed by GitHub
commit daf3e3dde5
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 1 additions and 139 deletions

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@ -13,7 +13,7 @@ import com.sk89q.jnbt.CompoundTag;
import java.net.URL;
@CommandDeclaration(usage = "/plot download [schematic|bo3|world]", command = "download",
@CommandDeclaration(usage = "/plot download [schematic|world]", command = "download",
aliases = {"dl"}, category = CommandCategory.SCHEMATIC, requiredType = RequiredType.NONE,
description = "Download your plot", permission = "plots.download") public class Download
extends SubCommand {

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@ -69,7 +69,6 @@ public enum C {
"static.permissions"), PERMISSION_AUTO_MEGA("plots.auto.mega",
"static.permissions"), PERMISSION_CLAIM_SCHEMATIC("plots.claim.%s0",
"static.permissions"), PERMISSION_ADMIN_COMMAND_SCHEMATIC("plots.admin.command.schematic",
"static.permissions"), PERMISSION_ADMIN_COMMAND_BO3("plots.admin.command.bo3",
"static.permissions"), PERMISSION_ADMIN_COMMAND_CLEAR("plots.admin.command.clear",
"static.permissions"), PERMISSION_CONTINUE("plots.continue",
"static.permissions"), PERMISSION_CLUSTER_LIST("plots.cluster.list",
@ -100,7 +99,6 @@ public enum C {
"static.permissions"), PERMISSION_DENY_EVERYONE("plots.deny.everyone",
"static.permissions"), PERMISSION_ADMIN_COMMAND_DONE("plots.admin.command.done",
"static.permissions"), PERMISSION_ADMIN_COMMAND_DOWNLOAD("plots.admin.command.download",
"static.permissions"), PERMISSION_DOWNLOAD_BO3("plots.download.bo3",
"static.permissions"), PERMISSION_DOWNLOAD_WORLD("plots.download.world",
"static.permissions"), PERMISSION_SET_FLAG_OTHER("plots.set.flag.other",
"static.permissions"), PERMISSION_SET_FLAG("plots.set.flag",

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@ -119,7 +119,6 @@ public class Settings extends Config {
// Schematics
Paths.SCHEMATICS = config.getString("schematics.save_path", Paths.SCHEMATICS);
Paths.BO3 = config.getString("bo3.save_path", Paths.BO3);
// Web
Web.URL = config.getString("web.url", Web.URL);
@ -230,7 +229,6 @@ public class Settings extends Config {
@Comment("Configure the paths that will be used") public static final class Paths {
public static String SCHEMATICS = "schematics";
public static String BO3 = "bo3";
public static String SCRIPTS = "scripts";
public static String TEMPLATES = "templates";
public static String TRANSLATIONS = "translations";

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@ -1,134 +0,0 @@
#######################################################################
# +-----------------------------------------------------------------+ #
# | BO3 object | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This is the config file of a custom object.
# If you add this object correctly to your BiomeConfigs, it will spawn in the world.
# This is the creator of this BO3 object
Author: %owner%
# A short description of this BO3 object
Description: %alias%
# The BO3 version, don't change this! It can be used by external applications to do a version check.
Version: 3
# The settings mode, WriteAll, WriteWithoutComments or WriteDisable. See WorldConfig.
SettingsMode: WriteDisable
#######################################################################
# +-----------------------------------------------------------------+ #
# | Main settings | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This needs to be set to true to spawn the object in the Tree and Sapling resources.
Tree: false
# The frequency of the BO3 from 1 to 200. Tries this many times to spawn this BO3 when using the CustomObject(...) resource.
# Ignored by Tree(..), Sapling(..) and CustomStructure(..)
Frequency: 5
# The rarity of the BO3 from 0 to 100. Each spawn attempt has rarity% chance to succeed when using the CustomObject(...) resource.
# Ignored by Tree(..), Sapling(..) and CustomStructure(..)
Rarity: 10.0
# If you set this to true, the BO3 will be placed with a random rotation.
RotateRandomly: false
# The spawn height of the BO3 - randomY, highestBlock or highestSolidBlock.
SpawnHeight: highestBlock
# The height limits for the BO3.
MinHeight: 0
MaxHeight: 256
# Objects can have other objects attacthed to it: branches. Branches can also
# have branches attached to it, which can also have branches, etc. This is the
# maximum branch depth for this objects.
MaxBranchDepth: 16
# When spawned with the UseWorld keyword, this BO3 should NOT spawn in the following biomes.
# If you writer.write the BO3 name directly in the BiomeConfigs, this will be ignored.
ExcludedBiomes: All
#######################################################################
# +-----------------------------------------------------------------+ #
# | Source block settings | #
# +-----------------------------------------------------------------+ #
#######################################################################
# The block(s) the BO3 should spawn in.
SourceBlocks: AIR
# The maximum percentage of the BO3 that can be outside the SourceBlock.
# The BO3 won't be placed on a location with more blocks outside the SourceBlock than this percentage.
MaxPercentageOutsideSourceBlock: 100
# What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway)
OutsideSourceBlock: placeAnyway
#######################################################################
# +-----------------------------------------------------------------+ #
# | Blocks | #
# +-----------------------------------------------------------------+ #
#######################################################################
# All the blocks used in the BO3 are listed here. Possible blocks:
# Block(x,y,z,id[.data][,nbtfile.nbt)
# RandomBlock(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]])
# So RandomBlock(0,0,0,CHEST,chest.nbt,50,CHEST,anotherchest.nbt,100) will spawn a chest at
# the BO3 origin, and give it a 50% chance to have the contents of chest.nbt, or, if that
# fails, a 100% percent chance to have the contents of anotherchest.nbt.
%blocks%
#######################################################################
# +-----------------------------------------------------------------+ #
# | BO3 checks | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Require a condition at a certain location in order for the BO3 to be spawned.
# BlockCheck(x,y,z,BlockName[,BlockName[,...]]) - one of the blocks must be at the location
# BlockCheckNot(x,y,z,BlockName[,BlockName[,...]]) - all the blocks must not be at the location
# LightCheck(x,y,z,minLightLevel,maxLightLevel) - light must be between min and max (inclusive)
# You can use "Solid" as a BlockName for matching all solid blocks or "All" to match all blocks that aren't air.
# Examples:
# BlockCheck(0,-1,0,GRASS,DIRT) Require grass or dirt just below the object
# BlockCheck(0,-1,0,Solid) Require any solid block just below the object
# BlockCheck(0,-1,0,WOOL) Require any type of wool just below the object
# BlockCheck(0,-1,0,WOOL:0) Require white wool just below the object
# BlockCheckNot(0,-1,0,WOOL:0) Require that there is no white wool below the object
# LightCheck(0,0,0,0,1) Require almost complete darkness just below the object
BlockCheck(0,-1,0,Solid)
#######################################################################
# +-----------------------------------------------------------------+ #
# | Branches | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Branches are objects that will spawn when this object spawns when it is used in
# the CustomStructure resource. Branches can also have branches, making complex
# structures possible. See the wiki for more details.
# Regular Branches spawn each branch with an independent chance of spawning.
# Branch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][IndividualChance])
# branchName - name of the object to spawn.
# rotation - NORTH, SOUTH, EAST or WEST.
# IndividualChance - The chance each branch has to spawn, assumed to be 100 when left blank
# Weighted Branches spawn branches with a dependent chance of spawning.
# WeightedBranch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][MaxChanceOutOf])
# MaxChanceOutOf - The chance all branches have to spawn out of, assumed to be 100 when left blank
%branches%