Mostly these are deprecations from the Spigot team which I believe shouldn't be deprecated. For example, players refer to each other by name, not UUID - so there will always be a need for player lookup by name. Also the block IDs are a well-documented standard that everyone understands, even if they're not very human-friendly. Plugins use those IDs and data values to specify block types for example in config files. As for the rest of the ignores, I either decided the warnings are just noise based on the situation, or that I'm comfortable with the risks. Possibly for the first time in 5 years of dev work on this plugin, I just compiled without any warnings. :)
124 lines
4.4 KiB
Java
124 lines
4.4 KiB
Java
/*
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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 java.util.ArrayList;
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import org.bukkit.Chunk;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.block.Block;
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import org.bukkit.block.BlockFace;
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import org.bukkit.entity.Animals;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Hanging;
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import org.bukkit.entity.Player;
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//this main thread task takes the output from the RestoreNatureProcessingTask\
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//and updates the world accordingly
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class RestoreNatureExecutionTask implements Runnable
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{
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//results from processing thread
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//will be applied to the world
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private BlockSnapshot[][][] snapshots;
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//boundaries for changes
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private int miny;
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private Location lesserCorner;
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private Location greaterCorner;
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//player who should be notified about the result (will see a visualization when the restoration is complete)
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private Player player;
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public RestoreNatureExecutionTask(BlockSnapshot[][][] snapshots, int miny, Location lesserCorner, Location greaterCorner, Player player)
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{
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this.snapshots = snapshots;
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this.miny = miny;
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this.lesserCorner = lesserCorner;
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this.greaterCorner = greaterCorner;
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this.player = player;
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}
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@SuppressWarnings("deprecation")
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@Override
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public void run()
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{
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//apply changes to the world, but ONLY to unclaimed blocks
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//note that the edge of the results is not applied (the 1-block-wide band around the outside of the chunk)
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//those data were sent to the processing thread for referernce purposes, but aren't part of the area selected for restoration
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Claim cachedClaim = null;
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for(int x = 1; x < this.snapshots.length - 1; x++)
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{
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for(int z = 1; z < this.snapshots[0][0].length - 1; z++)
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{
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for(int y = this.miny; y < this.snapshots[0].length; y++)
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{
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BlockSnapshot blockUpdate = this.snapshots[x][y][z];
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Block currentBlock = blockUpdate.location.getBlock();
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if(blockUpdate.typeId != currentBlock.getTypeId() || blockUpdate.data != currentBlock.getData())
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{
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Claim claim = GriefPrevention.instance.dataStore.getClaimAt(blockUpdate.location, false, cachedClaim);
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if(claim != null)
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{
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cachedClaim = claim;
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break;
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}
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currentBlock.setTypeId(blockUpdate.typeId);
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currentBlock.setData(blockUpdate.data);
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}
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}
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}
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}
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//clean up any entities in the chunk, ensure no players are suffocated
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Chunk chunk = this.lesserCorner.getChunk();
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Entity [] entities = chunk.getEntities();
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for(int i = 0; i < entities.length; i++)
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{
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Entity entity = entities[i];
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if(!(entity instanceof Player || entity instanceof Animals))
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{
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//hanging entities (paintings, item frames) are protected when they're in land claims
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if(!(entity instanceof Hanging) || GriefPrevention.instance.dataStore.getClaimAt(entity.getLocation(), false, null) == null)
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{
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//everything else is removed
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entity.remove();
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}
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}
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//for players, always ensure there's air where the player is standing
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else
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{
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Block feetBlock = entity.getLocation().getBlock();
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feetBlock.setType(Material.AIR);
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feetBlock.getRelative(BlockFace.UP).setType(Material.AIR);
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}
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}
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//show visualization to player who started the restoration
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if(player != null)
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{
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Claim claim = new Claim(lesserCorner, greaterCorner, null, new ArrayList<String>(), new ArrayList<String>(), new ArrayList<String>(), new ArrayList<String>(), null);
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Visualization visualization = Visualization.FromClaim(claim, player.getLocation().getBlockY(), VisualizationType.RestoreNature, player.getLocation());
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Visualization.Apply(player, visualization);
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}
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}
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}
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