/** * Draw the chess piece represented by stone into the given row and column. The actual blocks * drawn depend on the board's current chess set. * * @param row * @param col * @param stone */ public void paintChessPiece(int row, int col, int stone) { // for entity sets, just check that the entity is still at (row,col) // for block sets, get the stone and paste its data into the region at (row,col) ChessSet cSet = designer != null ? designer.getChessSet() : chessSet; if (cSet.hasMovablePieces()) { // we don't paint movable pieces; moveChessPiece() can handle those return; } Cuboid region = getPieceRegion(row, col); MassBlockUpdate mbu = CraftMassBlockUpdate.createMassBlockUpdater( ChessCraft.getInstance(), getBoard().getWorld()); region.fill(0, (byte) 0, mbu); if (stone != Chess.NO_STONE) { ChessStone cStone = cSet.getStone(stone, getRotation()); if (cStone != null) { cStone.paint(region, mbu); } else { LogUtils.severe("unknown chess stone " + stone); } } region.expand(CuboidDirection.Down, 1).forceLightLevel(boardStyle.getLightLevel()); mbu.notifyClients(); if (ChessCraft.getInstance().getDynmapIntegration() != null) { ChessCraft.getInstance().getDynmapIntegration().triggerUpdate(region); } }
/** * Draw the chess piece represented by stone into the given row and column. The actual blocks * drawn depend on the board's current chess set. * * @param row * @param col * @param stone */ public void paintChessPiece(int row, int col, int stone) { Cuboid region = getPieceRegion(row, col); MassBlockUpdate mbu = CraftMassBlockUpdate.createMassBlockUpdater(getBoard().getWorld()); region.fill(0, (byte) 0, mbu); ChessSet cSet = designer != null ? designer.getChessSet() : chessPieceSet; if (stone != Chess.NO_STONE) { ChessStone cStone = cSet.getStone(stone, getRotation()); if (cStone != null) { paintChessPiece(region, cStone, mbu); } else { LogUtils.severe("unknown piece: " + stone); } } region.expand(CuboidDirection.Down, 1).forceLightLevel(boardStyle.getLightLevel()); mbu.notifyClients(); }