/* 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 if(player.isOnline() && visualization.elements.size() > 0 && 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 @SuppressWarnings("deprecation") public static void Revert(Player player) { if(!player.isOnline()) return; PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(player.getUniqueId()); Visualization visualization = playerData.currentVisualization; if(playerData.currentVisualization != null) { //locality int minx = player.getLocation().getBlockX() - 100; int minz = player.getLocation().getBlockZ() - 100; int maxx = player.getLocation().getBlockX() + 100; int maxz = player.getLocation().getBlockZ() + 100; //remove any elements which are too far away visualization.removeElementsOutOfRange(visualization.elements, minx, minz, maxx, maxz); //send real block information for any remaining elements 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; } player.sendBlockChange(element.location, element.realMaterial, element.realData); } 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++) { Claim child = claim.children.get(i); if(!child.inDataStore) continue; visualization.addClaimElements(child, 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 @SuppressWarnings("deprecation") 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; ArrayList newElements = new ArrayList(); if(visualizationType == VisualizationType.Claim) { cornerMaterial = Material.GLOWSTONE; accentMaterial = Material.GOLD_BLOCK; } else if(visualizationType == VisualizationType.AdminClaim) { cornerMaterial = Material.GLOWSTONE; accentMaterial = Material.PUMPKIN; } 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; } //initialize visualization elements without Y values and real data //that will be added later for only the visualization elements within visualization range //locality int minx = locality.getBlockX() - 75; int minz = locality.getBlockZ() - 75; int maxx = locality.getBlockX() + 75; int maxz = locality.getBlockZ() + 75; final int STEP = 10; //top line newElements.add(new VisualizationElement(new Location(world, smallx, 0, bigz), cornerMaterial, (byte)0, Material.AIR, (byte)0)); newElements.add(new VisualizationElement(new Location(world, smallx + 1, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0)); for(int x = smallx + STEP; x < bigx - STEP / 2; x += STEP) { if(x > minx && x < maxx) newElements.add(new VisualizationElement(new Location(world, x, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0)); } newElements.add(new VisualizationElement(new Location(world, bigx - 1, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0)); //bottom line newElements.add(new VisualizationElement(new Location(world, smallx + 1, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0)); for(int x = smallx + STEP; x < bigx - STEP / 2; x += STEP) { if(x > minx && x < maxx) newElements.add(new VisualizationElement(new Location(world, x, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0)); } newElements.add(new VisualizationElement(new Location(world, bigx - 1, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0)); //left line newElements.add(new VisualizationElement(new Location(world, smallx, 0, smallz), cornerMaterial, (byte)0, Material.AIR, (byte)0)); newElements.add(new VisualizationElement(new Location(world, smallx, 0, smallz + 1), accentMaterial, (byte)0, Material.AIR, (byte)0)); for(int z = smallz + STEP; z < bigz - STEP / 2; z += STEP) { if(z > minz && z < maxz) newElements.add(new VisualizationElement(new Location(world, smallx, 0, z), accentMaterial, (byte)0, Material.AIR, (byte)0)); } newElements.add(new VisualizationElement(new Location(world, smallx, 0, bigz - 1), accentMaterial, (byte)0, Material.AIR, (byte)0)); //right line newElements.add(new VisualizationElement(new Location(world, bigx, 0, smallz), cornerMaterial, (byte)0, Material.AIR, (byte)0)); newElements.add(new VisualizationElement(new Location(world, bigx, 0, smallz + 1), accentMaterial, (byte)0, Material.AIR, (byte)0)); for(int z = smallz + STEP; z < bigz - STEP / 2; z += STEP) { if(z > minz && z < maxz) newElements.add(new VisualizationElement(new Location(world, bigx, 0, z), accentMaterial, (byte)0, Material.AIR, (byte)0)); } newElements.add(new VisualizationElement(new Location(world, bigx, 0, bigz - 1), accentMaterial, (byte)0, Material.AIR, (byte)0)); newElements.add(new VisualizationElement(new Location(world, bigx, 0, bigz), cornerMaterial, (byte)0, Material.AIR, (byte)0)); //remove any out of range elements this.removeElementsOutOfRange(newElements, minx, minz, maxx, maxz); //remove any elements outside the claim for(int i = 0; i < newElements.size(); i++) { VisualizationElement element = newElements.get(i); if(!claim.contains(element.location, true, false)) { newElements.remove(i--); } } //set Y values and real block information for any remaining visualization blocks for(VisualizationElement element : newElements) { Location tempLocation = element.location; element.location = getVisibleLocation(tempLocation.getWorld(), tempLocation.getBlockX(), height, tempLocation.getBlockZ(), waterIsTransparent); height = element.location.getBlockY(); element.realMaterial = element.location.getBlock().getType(); element.realData = element.location.getBlock().getData(); } this.elements.addAll(newElements); } //removes any elements which are out of visualization range private void removeElementsOutOfRange(ArrayList elements, int minx, int minz, int maxx, int maxz) { for(int i = 0; i < elements.size(); i++) { Location location = elements.get(i).location; if(location.getX() < minx || location.getX() > maxx || location.getZ() < minz || location.getZ() > maxz) { elements.remove(i--); } } } //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) { 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 || block.getType() == Material.SIGN || block.getType() == Material.SIGN_POST || block.getType() == Material.WALL_SIGN || (waterIsTransparent && block.getType() == Material.STATIONARY_WATER) || block.getType().isTransparent())); } public static Visualization fromClaims(Iterable claims, int height, VisualizationType type, Location locality) { Visualization visualization = new Visualization(); for(Claim claim : claims) { visualization.addClaimElements(claim, height, type, locality); } return visualization; } }