Fixed kit commands abusing PvP immunity.
Repeating check of inventory, just in case a plugin delivered items to a PvP-immune player.
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@ -2394,28 +2394,40 @@ public class GriefPrevention extends JavaPlugin
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if(player.hasPermission("griefprevention.nopvpimmunity")) return;
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if(player.hasPermission("griefprevention.nopvpimmunity")) return;
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//check inventory for well, anything
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//check inventory for well, anything
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if(GriefPrevention.isInventoryEmpty(player))
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{
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//if empty, apply immunity
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PlayerData playerData = this.dataStore.getPlayerData(player.getUniqueId());
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playerData.pvpImmune = true;
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//inform the player after he finishes respawning
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GriefPrevention.sendMessage(player, TextMode.Success, Messages.PvPImmunityStart, 5L);
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//start a task to re-check this player's inventory every minute until his immunity is gone
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PvPImmunityValidationTask task = new PvPImmunityValidationTask(player);
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this.getServer().getScheduler().scheduleSyncDelayedTask(this, task, 1200L);
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}
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}
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static boolean isInventoryEmpty(Player player)
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{
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PlayerInventory inventory = player.getInventory();
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PlayerInventory inventory = player.getInventory();
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ItemStack [] armorStacks = inventory.getArmorContents();
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ItemStack [] armorStacks = inventory.getArmorContents();
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//check armor slots, stop if any items are found
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//check armor slots, stop if any items are found
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for(int i = 0; i < armorStacks.length; i++)
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for(int i = 0; i < armorStacks.length; i++)
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{
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{
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if(!(armorStacks[i] == null || armorStacks[i].getType() == Material.AIR)) return;
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if(!(armorStacks[i] == null || armorStacks[i].getType() == Material.AIR)) return false;
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}
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}
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//check other slots, stop if any items are found
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//check other slots, stop if any items are found
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ItemStack [] generalStacks = inventory.getContents();
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ItemStack [] generalStacks = inventory.getContents();
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for(int i = 0; i < generalStacks.length; i++)
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for(int i = 0; i < generalStacks.length; i++)
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{
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{
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if(!(generalStacks[i] == null || generalStacks[i].getType() == Material.AIR)) return;
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if(!(generalStacks[i] == null || generalStacks[i].getType() == Material.AIR)) return false;
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}
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}
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//otherwise, apply immunity
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return true;
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PlayerData playerData = this.dataStore.getPlayerData(player.getUniqueId());
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playerData.pvpImmune = true;
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//inform the player after he finishes respawning
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GriefPrevention.sendMessage(player, TextMode.Success, Messages.PvPImmunityStart, 5L);
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}
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}
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//checks whether players siege in a world
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//checks whether players siege in a world
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@ -0,0 +1,55 @@
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/*
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GriefPrevention Server Plugin for Minecraft
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Copyright (C) 2012 Ryan Hamshire
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package me.ryanhamshire.GriefPrevention;
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import org.bukkit.entity.Player;
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//sends a message to a player
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//used to send delayed messages, for example help text triggered by a player's chat
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class PvPImmunityValidationTask implements Runnable
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{
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private Player player;
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public PvPImmunityValidationTask(Player player)
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{
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this.player = player;
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}
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@Override
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public void run()
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{
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if(!player.isOnline()) return;
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PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(player.getUniqueId());
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if(!playerData.pvpImmune) return;
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//check the player's inventory for anything
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if(!GriefPrevention.isInventoryEmpty(player))
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{
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//if found, cancel invulnerability and notify
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playerData.pvpImmune = false;
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GriefPrevention.sendMessage(player, TextMode.Warn, Messages.PvPImmunityEnd);
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}
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else
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{
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//otherwise check again in one minute
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GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(GriefPrevention.instance, this, 1200L);
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}
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}
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}
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