Automatic visualization reversion.
Set to 60 seconds after visualization appearance.
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@ -49,5 +49,11 @@ class VisualizationApplicationTask implements Runnable
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//remember the visualization applied to this player for later (so it can be inexpensively reverted)
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//remember the visualization applied to this player for later (so it can be inexpensively reverted)
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playerData.currentVisualization = visualization;
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playerData.currentVisualization = visualization;
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//schedule automatic visualization reversion in 60 seconds.
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GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(
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GriefPrevention.instance,
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new VisualizationReversionTask(player, playerData, visualization),
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20L * 60); //60 seconds
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}
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}
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}
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}
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@ -0,0 +1,45 @@
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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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//applies a visualization for a player by sending him block change packets
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class VisualizationReversionTask implements Runnable
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{
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private Visualization visualization;
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private Player player;
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private PlayerData playerData;
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public VisualizationReversionTask(Player player, PlayerData playerData, Visualization visualization)
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{
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this.visualization = visualization;
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this.playerData = playerData;
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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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//don't do anything if the player's current visualization is different from the one scheduled to revert
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if(playerData.currentVisualization != visualization) return;
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Visualization.Revert(player);
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}
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}
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