/*
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 java.util.ArrayList;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.World;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.entity.Player;
//represents a visualization sent to a player
//FEATURE: to show players visually where claim boundaries are, we send them fake block change packets
//the result is that those players see new blocks, but the world hasn't been changed. other players can't see the new blocks, either.
public class Visualization
{
public ArrayList elements = new ArrayList();
//sends a visualization to a player
public static void Apply(Player player, Visualization visualization)
{
PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(player.getUniqueId());
//if he has any current visualization, clear it first
if(playerData.currentVisualization != null)
{
Visualization.Revert(player);
}
//if he's online, create a task to send him the visualization in about half a second
if(player.isOnline() && visualization.elements.get(0).location.getWorld().equals(player.getWorld()))
{
GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(GriefPrevention.instance, new VisualizationApplicationTask(player, playerData, visualization), 1L);
}
}
//reverts a visualization by sending another block change list, this time with the real world block values
public static void Revert(Player player)
{
PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(player.getUniqueId());
Visualization visualization = playerData.currentVisualization;
if(playerData.currentVisualization != null)
{
if(player.isOnline())
{
for(int i = 0; i < visualization.elements.size(); i++)
{
VisualizationElement element = visualization.elements.get(i);
//check player still in world where visualization exists
if(i == 0)
{
if(!player.getWorld().equals(element.location.getWorld())) return;
}
if(!element.location.getChunk().isLoaded()) continue;
if(element.location.distanceSquared(player.getLocation()) > 10000) continue;
Block block = element.location.getBlock();
player.sendBlockChange(element.location, block.getType(), block.getData());
}
}
playerData.currentVisualization = null;
}
}
//convenience method to build a visualization from a claim
//visualizationType determines the style (gold blocks, silver, red, diamond, etc)
public static Visualization FromClaim(Claim claim, int height, VisualizationType visualizationType, Location locality)
{
//visualize only top level claims
if(claim.parent != null)
{
return FromClaim(claim.parent, height, visualizationType, locality);
}
Visualization visualization = new Visualization();
//add subdivisions first
for(int i = 0; i < claim.children.size(); i++)
{
visualization.addClaimElements(claim.children.get(i), height, VisualizationType.Subdivision, locality);
}
//special visualization for administrative land claims
if(claim.isAdminClaim() && visualizationType == VisualizationType.Claim)
{
visualizationType = VisualizationType.AdminClaim;
}
//add top level last so that it takes precedence (it shows on top when the child claim boundaries overlap with its boundaries)
visualization.addClaimElements(claim, height, visualizationType, locality);
return visualization;
}
//adds a claim's visualization to the current visualization
//handy for combining several visualizations together, as when visualization a top level claim with several subdivisions inside
//locality is a performance consideration. only create visualization blocks for around 100 blocks of the locality
private void addClaimElements(Claim claim, int height, VisualizationType visualizationType, Location locality)
{
Location smallXsmallZ = claim.getLesserBoundaryCorner();
Location bigXbigZ = claim.getGreaterBoundaryCorner();
World world = smallXsmallZ.getWorld();
boolean waterIsTransparent = locality.getBlock().getType() == Material.STATIONARY_WATER;
int smallx = smallXsmallZ.getBlockX();
int smallz = smallXsmallZ.getBlockZ();
int bigx = bigXbigZ.getBlockX();
int bigz = bigXbigZ.getBlockZ();
Material cornerMaterial;
Material accentMaterial;
if(visualizationType == VisualizationType.Claim)
{
cornerMaterial = Material.GLOWSTONE;
accentMaterial = Material.GOLD_BLOCK;
}
else if(visualizationType == VisualizationType.AdminClaim)
{
cornerMaterial = Material.GLOWSTONE;
accentMaterial = Material.JACK_O_LANTERN;
}
else if(visualizationType == VisualizationType.Subdivision)
{
cornerMaterial = Material.IRON_BLOCK;
accentMaterial = Material.WOOL;
}
else if(visualizationType == VisualizationType.RestoreNature)
{
cornerMaterial = Material.DIAMOND_BLOCK;
accentMaterial = Material.DIAMOND_BLOCK;
}
else
{
cornerMaterial = Material.GLOWING_REDSTONE_ORE;
accentMaterial = Material.NETHERRACK;
}
//bottom left corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, smallz, waterIsTransparent), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx + 1, height, smallz, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, smallz + 1, waterIsTransparent), accentMaterial, (byte)0));
//bottom right corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, smallz, waterIsTransparent), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx - 1, height, smallz, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, smallz + 1, waterIsTransparent), accentMaterial, (byte)0));
//top right corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, bigz, waterIsTransparent), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx - 1, height, bigz, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, bigz - 1, waterIsTransparent), accentMaterial, (byte)0));
//top left corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, bigz, waterIsTransparent), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx + 1, height, bigz, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, bigz - 1, waterIsTransparent), accentMaterial, (byte)0));
//locality
int minx = locality.getBlockX() - 100;
int minz = locality.getBlockZ() - 100;
int maxx = locality.getBlockX() + 100;
int maxz = locality.getBlockZ() + 100;
//top line
for(int x = smallx + 10; x < bigx - 10; x += 10)
{
if(x > minx && x < maxx)
this.elements.add(new VisualizationElement(getVisibleLocation(world, x, height, bigz, waterIsTransparent), accentMaterial, (byte)0));
}
//bottom line
for(int x = smallx + 10; x < bigx - 10; x += 10)
{
if(x > minx && x < maxx)
this.elements.add(new VisualizationElement(getVisibleLocation(world, x, height, smallz, waterIsTransparent), accentMaterial, (byte)0));
}
//left line
for(int z = smallz + 10; z < bigz - 10; z += 10)
{
if(z > minz && z < maxz)
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, z, waterIsTransparent), accentMaterial, (byte)0));
}
//right line
for(int z = smallz + 10; z < bigz - 10; z += 10)
{
if(z > minz && z < maxz)
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, z, waterIsTransparent), accentMaterial, (byte)0));
}
}
//finds a block the player can probably see. this is how visualizations "cling" to the ground or ceiling
private static Location getVisibleLocation(World world, int x, int y, int z, boolean waterIsTransparent)
{
//cheap distance check - also avoids loading chunks just for a big visualization
Location location = new Location(world, x, y, z);
if(!location.getChunk().isLoaded())
{
return location;
}
Block block = world.getBlockAt(x, y, z);
BlockFace direction = (isTransparent(block, waterIsTransparent)) ? BlockFace.DOWN : BlockFace.UP;
while( block.getY() >= 1 &&
block.getY() < world.getMaxHeight() - 1 &&
(!isTransparent(block.getRelative(BlockFace.UP), waterIsTransparent) || isTransparent(block, waterIsTransparent)))
{
block = block.getRelative(direction);
}
return block.getLocation();
}
//helper method for above. allows visualization blocks to sit underneath partly transparent blocks like grass and fence
private static boolean isTransparent(Block block, boolean waterIsTransparent)
{
return ( block.getType() != Material.SNOW && (
block.getType() == Material.AIR ||
block.getType() == Material.FENCE ||
(waterIsTransparent && block.getType() == Material.STATIONARY_WATER) ||
block.getType().isTransparent()));
}
}