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Update ExprTime #7082
Update ExprTime #7082
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since these are suggestions that arent really necessary ill just approve (even though my approval does nothing)
long ticks = 0; | ||
if (time instanceof Time) { | ||
if (mode != ChangeMode.SET) { | ||
ticks = ((Time) time).getTicks() - TIME_TO_TIMESPAN_OFFSET; // allows for using "add 2:00" without going to new day | ||
} else { | ||
ticks = ((Time) time).getTicks(); | ||
} | ||
} else if (time instanceof Timespan) { | ||
ticks = ((Timespan) time).getAs(Timespan.TimePeriod.TICK); | ||
} else if (time instanceof Timeperiod) { | ||
ticks = ((Timeperiod) time).start; | ||
} | ||
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for (World world : worlds) { | ||
switch (mode) { | ||
case ADD: | ||
world.setTime(world.getTime() + ticks); | ||
break; | ||
case REMOVE: | ||
world.setTime(world.getTime() - ticks); | ||
break; | ||
case SET: | ||
world.setTime(ticks); | ||
break; | ||
} |
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you could add the for loop to a helper method, and call the method in each of the instanceof
checks, this avoids the need for the ticks variable (except for in time instanceof Time
)
of course you dont have to do this, i just think it'll look a little neater
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good idea but i think this is easier to understand. if the team thinks your approach is better, i'll change it
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Glad to see the speed in which this was fixed, I fully forgot mc time even existed, here's some task to show my appreciation
Description
Resolves #7081.
minecraft <timespan>
syntax, as not using this to update the world's time results in confusing behaviour. Also explains that removing time from a world will move the clock forward a day.Target Minecraft Versions: any
Requirements: none
Related Issues: #7081