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VoxelGadget2 #3
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Well the first step will be a full code review by one of our programmers. - That's probably going to be me since I'll have some time tomorrow evening. |
Sounds good to me! |
Just made a PR for it, to adjust some of the things in the Project. |
Have you started looking at it at all, Mono? |
I did and @MikeMatrix did as well. It doesn't look too bad - some parts could use improvement, though. I'll probably add some line comments to your code when I have time. Some of the things I noticed:
if (true) {
} instead of if(true){
} I'm pretty sure there was something else but I don't remember what it was right now. |
I fixed all of those problems. Thank god for NetBeans' automatic refactoring. Also apologies for how sloppy the indention was. I hadn't configured my automatic formatting for NetBeans until today (I just started using it) and I didn't realize how bad it is until Deamon pointed it out. |
Looking over the system it's still rather inflexible. |
I initial had it very much like you describe but then I ran into the problem that as I made more and more complicated Modifiers it became hard and harder for every other Modifier know what's actually happening. For example, the initial plan for the override modifier was to just use p.setBlock() and be done with it but then I actually still needed to know what the original AND the override block was so that the toggle mode could successfully toggle between them. |
So far I can see the following actions required to make something dynamically:
All of that could be simplistically overwritten and just passed along the chain. I'm still twisting my thoughts here though. |
I, advised by Przerwap, have been working on VoxelGadget2 to replace the original plugin. What would be the course of action to have it officially adopted?
I'm currently in the testing and documentation stages, by the way. VoxelGadget2 is complete in terms of features.
Repo: https://github.com/CalDaBeast/VoxelGadget2
Documentation: http://voxelwiki.com/minecraft/VoxelGadget2
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