111 lines
3.5 KiB
Java
111 lines
3.5 KiB
Java
/*
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GriefPrevention Server Plugin for Minecraft
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Copyright (C) 2011 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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//checks to see whether or not a siege should end based on the locations of the players
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//for example, defender escaped or attacker gave up and left
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class SiegeCheckupTask implements Runnable
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{
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private SiegeData siegeData;
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public SiegeCheckupTask(SiegeData siegeData)
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{
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this.siegeData = siegeData;
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}
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@Override
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public void run()
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{
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DataStore dataStore = GriefPrevention.instance.dataStore;
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Player defender = this.siegeData.defender;
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Player attacker = this.siegeData.attacker;
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//where is the defender?
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Claim defenderClaim = dataStore.getClaimAt(defender.getLocation(), false, null);
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//if this is a new claim and he has some permission there, extend the siege to include it
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if(defenderClaim != null)
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{
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String noAccessReason = defenderClaim.allowAccess(defender);
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if(defenderClaim.canSiege(defender) && noAccessReason == null)
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{
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this.siegeData.claims.add(defenderClaim);
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defenderClaim.siegeData = this.siegeData;
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}
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}
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//determine who's close enough to the siege area to be considered "still here"
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boolean attackerRemains = this.playerRemains(attacker);
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boolean defenderRemains = this.playerRemains(defender);
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//if they're both here, just plan to come check again later
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if(attackerRemains && defenderRemains)
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{
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this.scheduleAnotherCheck();
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}
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//otherwise attacker wins if the defender runs away
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else if(attackerRemains && !defenderRemains)
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{
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dataStore.endSiege(this.siegeData, attacker.getName(), defender.getName(), false);
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}
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//or defender wins if the attacker leaves
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else if(!attackerRemains && defenderRemains)
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{
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dataStore.endSiege(this.siegeData, defender.getName(), attacker.getName(), false);
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}
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//if they both left, but are still close together, the battle continues (check again later)
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else if(attacker.getLocation().distanceSquared(defender.getLocation()) < 2500) //50-block radius for chasing
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{
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this.scheduleAnotherCheck();
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}
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//otherwise they both left and aren't close to each other, so call the attacker the winner (defender escaped, possibly after a chase)
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else
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{
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dataStore.endSiege(this.siegeData, attacker.getName(), defender.getName(), false);
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}
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}
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//a player has to be within 25 blocks of the edge of a besieged claim to be considered still in the fight
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private boolean playerRemains(Player player)
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{
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for(int i = 0; i < this.siegeData.claims.size(); i++)
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{
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Claim claim = this.siegeData.claims.get(i);
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if(claim.isNear(player.getLocation(), 25))
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{
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return true;
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}
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}
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return false;
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}
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//schedules another checkup later
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private void scheduleAnotherCheck()
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{
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this.siegeData.checkupTaskID = GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(GriefPrevention.instance, this, 20L * 30);
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}
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}
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