/* GriefPrevention Server Plugin for Minecraft Copyright (C) 2012 Ryan Hamshire This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ package me.ryanhamshire.GriefPrevention; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.block.Block; import org.bukkit.block.BlockFace; import org.bukkit.entity.Player; //players can be "trapped" in a portal frame if they don't have permission to break //solid blocks blocking them from exiting the frame //if that happens, we detect the problem and send them back through the portal. class CheckForPortalTrapTask implements Runnable { //player who recently teleported via nether portal private Player player; //where to send the player back to if he hasn't left the portal frame private Location returnLocation; public CheckForPortalTrapTask(Player player, Location location) { this.player = player; this.returnLocation = location; } @Override public void run() { //if player has logged out, do nothing if(!player.isOnline()) return; Block playerBlock = this.player.getLocation().getBlock(); //if still standing in a portal frame, teleport him back through if(playerBlock.getType() == Material.PORTAL || isInNonOccludingBlock(playerBlock)) { this.player.teleport(this.returnLocation); } //otherwise, note that he 'escaped' the portal frame else { PlayerEventHandler.portalReturnMap.remove(player.getUniqueId()); } } boolean isInNonOccludingBlock(Block block) { Material playerBlock = block.getType(); //Most blocks you can "stand" inside but cannot pass through (isSolid) usually can be seen through (!isOccluding) //This can cause players to technically be considered not in a portal block, yet in reality is still stuck in the portal animation. if ((!playerBlock.isSolid() || playerBlock.isOccluding())) //If it is _not_ such a block, { //Check the block above playerBlock = block.getRelative(BlockFace.UP).getType(); if ((!playerBlock.isSolid() || playerBlock.isOccluding())) return false; //player is not stuck } //Check if this block is also adjacent to a portal if (block.getRelative(BlockFace.EAST).getType() == Material.PORTAL || block.getRelative(BlockFace.WEST).getType() == Material.PORTAL || block.getRelative(BlockFace.NORTH).getType() == Material.PORTAL || block.getRelative(BlockFace.SOUTH).getType() == Material.PORTAL) return true; return false; } }