disallow use of dyes in claims
Dyes can be used to change sign colors according to cities7 - Also use 1.14 signs
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@ -124,9 +124,8 @@ public class EntityEventHandler implements Listener
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@EventHandler(ignoreCancelled = true, priority = EventPriority.LOWEST)
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@EventHandler(ignoreCancelled = true, priority = EventPriority.LOWEST)
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public void onLightningStrike(LightningStrikeEvent event){
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public void onLightningStrike(LightningStrikeEvent event){
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if(event.getCause() == LightningStrikeEvent.Cause.TRIDENT){
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if(event.getCause() == LightningStrikeEvent.Cause.TRIDENT)
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event.getLightning().setMetadata("GP_TRIDENT", new FixedMetadataValue(GriefPrevention.instance, event.getLightning().getLocation()));
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event.getLightning().setMetadata("GP_TRIDENT", new FixedMetadataValue(GriefPrevention.instance, event.getLightning().getLocation()));
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}
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}
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}
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@EventHandler(ignoreCancelled = true, priority = EventPriority.LOWEST)
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@EventHandler(ignoreCancelled = true, priority = EventPriority.LOWEST)
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@ -1810,7 +1810,8 @@ class PlayerEventHandler implements Listener
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ItemStack itemInHand = instance.getItemInHand(player, hand);
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ItemStack itemInHand = instance.getItemInHand(player, hand);
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Material materialInHand = itemInHand.getType();
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Material materialInHand = itemInHand.getType();
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ArrayList<Material> spawn_eggs = new ArrayList<Material>();
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Set<Material> spawn_eggs = new HashSet<>();
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Set<Material> dyes = new HashSet<>();
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spawn_eggs.add(Material.BAT_SPAWN_EGG);
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spawn_eggs.add(Material.BAT_SPAWN_EGG);
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spawn_eggs.add(Material.BLAZE_SPAWN_EGG);
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spawn_eggs.add(Material.BLAZE_SPAWN_EGG);
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@ -1863,9 +1864,21 @@ class PlayerEventHandler implements Listener
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spawn_eggs.add(Material.ZOMBIE_HORSE_SPAWN_EGG);
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spawn_eggs.add(Material.ZOMBIE_HORSE_SPAWN_EGG);
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spawn_eggs.add(Material.ZOMBIE_PIGMAN_SPAWN_EGG);
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spawn_eggs.add(Material.ZOMBIE_PIGMAN_SPAWN_EGG);
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spawn_eggs.add(Material.ZOMBIE_VILLAGER_SPAWN_EGG);
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spawn_eggs.add(Material.ZOMBIE_VILLAGER_SPAWN_EGG);
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for (Material material : Material.values())
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{
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if (!material.isLegacy() && material.name().endsWith("_DYE"))
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dyes.add(material);
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}
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//if it's bonemeal, armor stand, spawn egg, etc - check for build permission //RoboMWM: also check flint and steel to stop TNT ignition
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//if it's bonemeal, armor stand, spawn egg, etc - check for build permission //RoboMWM: also check flint and steel to stop TNT ignition
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if(clickedBlock != null && (materialInHand == Material.BONE_MEAL || materialInHand == Material.ARMOR_STAND || (spawn_eggs.contains(materialInHand) && GriefPrevention.instance.config_claims_preventGlobalMonsterEggs) || materialInHand == Material.END_CRYSTAL || materialInHand == Material.FLINT_AND_STEEL))
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if(clickedBlock != null && (materialInHand == Material.BONE_MEAL
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|| materialInHand == Material.ARMOR_STAND
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|| (spawn_eggs.contains(materialInHand) && GriefPrevention.instance.config_claims_preventGlobalMonsterEggs)
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|| materialInHand == Material.END_CRYSTAL
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|| materialInHand == Material.FLINT_AND_STEEL)
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|| dyes.contains(materialInHand))
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{
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{
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String noBuildReason = instance.allowBuild(player, clickedBlock.getLocation(), clickedBlockType);
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String noBuildReason = instance.allowBuild(player, clickedBlock.getLocation(), clickedBlockType);
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if(noBuildReason != null)
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if(noBuildReason != null)
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@ -738,11 +738,12 @@ class RestoreNatureProcessingTask implements Runnable
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playerBlocks.add(Material.CRAFTING_TABLE);
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playerBlocks.add(Material.CRAFTING_TABLE);
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playerBlocks.add(Material.FURNACE);
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playerBlocks.add(Material.FURNACE);
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playerBlocks.add(Material.OAK_DOOR);
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playerBlocks.add(Material.OAK_DOOR);
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playerBlocks.add(Material.SIGN);
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playerBlocks.add(Material.ACACIA_SIGN);
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playerBlocks.addAll(Tag.SIGNS.getValues());
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playerBlocks.addAll(Tag.WALL_SIGNS.getValues());
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playerBlocks.add(Material.LADDER);
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playerBlocks.add(Material.LADDER);
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playerBlocks.add(Material.RAIL);
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playerBlocks.add(Material.RAIL);
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playerBlocks.add(Material.COBBLESTONE_STAIRS);
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playerBlocks.add(Material.COBBLESTONE_STAIRS);
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playerBlocks.add(Material.WALL_SIGN);
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playerBlocks.add(Material.STONE_PRESSURE_PLATE);
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playerBlocks.add(Material.STONE_PRESSURE_PLATE);
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playerBlocks.add(Material.LEVER);
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playerBlocks.add(Material.LEVER);
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playerBlocks.add(Material.IRON_DOOR);
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playerBlocks.add(Material.IRON_DOOR);
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