88 lines
3.0 KiB
Java
88 lines
3.0 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 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.Player;
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//players can be "trapped" in a portal frame if they don't have permission to break
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//solid blocks blocking them from exiting the frame
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//if that happens, we detect the problem and send them back through the portal.
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class CheckForPortalTrapTask implements Runnable
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{
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//player who recently teleported via nether portal
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private Player player;
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//where to send the player back to if he hasn't left the portal frame
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private Location returnLocation;
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public CheckForPortalTrapTask(Player player, Location location)
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{
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this.player = player;
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this.returnLocation = location;
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}
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@Override
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public void run()
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{
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//if player has logged out, do nothing
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if(!player.isOnline()) return;
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Block playerBlock = this.player.getLocation().getBlock();
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//if still standing in a portal frame, teleport him back through
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if(playerBlock.getType() == Material.PORTAL || isInNonOccludingBlock(playerBlock))
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{
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this.player.teleport(this.returnLocation);
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}
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//otherwise, note that he 'escaped' the portal frame
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else
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{
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PlayerEventHandler.portalReturnMap.remove(player.getUniqueId());
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}
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}
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boolean isInNonOccludingBlock(Block block)
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{
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Material playerBlock = block.getType();
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//Most blocks you can "stand" inside but cannot pass through (isSolid) usually can be seen through (!isOccluding)
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//This can cause players to technically be considered not in a portal block, yet in reality is still stuck in the portal animation.
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if ((!playerBlock.isSolid() || playerBlock.isOccluding())) //If it is _not_ such a block,
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{
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//Check the block above
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playerBlock = block.getRelative(BlockFace.UP).getType();
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if ((!playerBlock.isSolid() || playerBlock.isOccluding()))
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return false; //player is not stuck
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}
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//Check if this block is also adjacent to a portal
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if (block.getRelative(BlockFace.EAST).getType() == Material.PORTAL
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|| block.getRelative(BlockFace.WEST).getType() == Material.PORTAL
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|| block.getRelative(BlockFace.NORTH).getType() == Material.PORTAL
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|| block.getRelative(BlockFace.SOUTH).getType() == Material.PORTAL)
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return true;
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return false;
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}
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}
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