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. :)
308 lines
13 KiB
Java
308 lines
13 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.Location;
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import org.bukkit.Material;
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import org.bukkit.World;
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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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//represents a visualization sent to a player
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//FEATURE: to show players visually where claim boundaries are, we send them fake block change packets
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//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.
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public class Visualization
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{
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public ArrayList<VisualizationElement> elements = new ArrayList<VisualizationElement>();
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//sends a visualization to a player
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public static void Apply(Player player, Visualization visualization)
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{
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PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(player.getUniqueId());
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//if he has any current visualization, clear it first
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if(playerData.currentVisualization != null)
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{
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Visualization.Revert(player);
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}
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//if he's online, create a task to send him the visualization
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if(player.isOnline() && visualization.elements.size() > 0 && visualization.elements.get(0).location.getWorld().equals(player.getWorld()))
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{
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GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(GriefPrevention.instance, new VisualizationApplicationTask(player, playerData, visualization), 1L);
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}
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}
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//reverts a visualization by sending another block change list, this time with the real world block values
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@SuppressWarnings("deprecation")
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public static void Revert(Player player)
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{
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if(!player.isOnline()) return;
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PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(player.getUniqueId());
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Visualization visualization = playerData.currentVisualization;
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if(playerData.currentVisualization != null)
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{
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//locality
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int minx = player.getLocation().getBlockX() - 100;
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int minz = player.getLocation().getBlockZ() - 100;
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int maxx = player.getLocation().getBlockX() + 100;
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int maxz = player.getLocation().getBlockZ() + 100;
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//remove any elements which are too far away
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visualization.removeElementsOutOfRange(visualization.elements, minx, minz, maxx, maxz);
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//send real block information for any remaining elements
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for(int i = 0; i < visualization.elements.size(); i++)
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{
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VisualizationElement element = visualization.elements.get(i);
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//check player still in world where visualization exists
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if(i == 0)
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{
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if(!player.getWorld().equals(element.location.getWorld())) return;
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}
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player.sendBlockChange(element.location, element.realMaterial, element.realData);
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}
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playerData.currentVisualization = null;
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}
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}
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//convenience method to build a visualization from a claim
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//visualizationType determines the style (gold blocks, silver, red, diamond, etc)
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public static Visualization FromClaim(Claim claim, int height, VisualizationType visualizationType, Location locality)
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{
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//visualize only top level claims
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if(claim.parent != null)
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{
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return FromClaim(claim.parent, height, visualizationType, locality);
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}
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Visualization visualization = new Visualization();
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//add subdivisions first
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for(int i = 0; i < claim.children.size(); i++)
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{
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Claim child = claim.children.get(i);
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if(!child.inDataStore) continue;
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visualization.addClaimElements(child, height, VisualizationType.Subdivision, locality);
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}
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//special visualization for administrative land claims
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if(claim.isAdminClaim() && visualizationType == VisualizationType.Claim)
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{
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visualizationType = VisualizationType.AdminClaim;
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}
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//add top level last so that it takes precedence (it shows on top when the child claim boundaries overlap with its boundaries)
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visualization.addClaimElements(claim, height, visualizationType, locality);
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return visualization;
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}
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//adds a claim's visualization to the current visualization
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//handy for combining several visualizations together, as when visualization a top level claim with several subdivisions inside
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//locality is a performance consideration. only create visualization blocks for around 100 blocks of the locality
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@SuppressWarnings("deprecation")
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private void addClaimElements(Claim claim, int height, VisualizationType visualizationType, Location locality)
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{
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Location smallXsmallZ = claim.getLesserBoundaryCorner();
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Location bigXbigZ = claim.getGreaterBoundaryCorner();
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World world = smallXsmallZ.getWorld();
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boolean waterIsTransparent = locality.getBlock().getType() == Material.STATIONARY_WATER;
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int smallx = smallXsmallZ.getBlockX();
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int smallz = smallXsmallZ.getBlockZ();
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int bigx = bigXbigZ.getBlockX();
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int bigz = bigXbigZ.getBlockZ();
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Material cornerMaterial;
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Material accentMaterial;
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ArrayList<VisualizationElement> newElements = new ArrayList<VisualizationElement>();
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if(visualizationType == VisualizationType.Claim)
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{
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cornerMaterial = Material.GLOWSTONE;
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accentMaterial = Material.GOLD_BLOCK;
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}
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else if(visualizationType == VisualizationType.AdminClaim)
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{
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cornerMaterial = Material.GLOWSTONE;
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accentMaterial = Material.PUMPKIN;
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}
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else if(visualizationType == VisualizationType.Subdivision)
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{
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cornerMaterial = Material.IRON_BLOCK;
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accentMaterial = Material.WOOL;
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}
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else if(visualizationType == VisualizationType.RestoreNature)
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{
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cornerMaterial = Material.DIAMOND_BLOCK;
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accentMaterial = Material.DIAMOND_BLOCK;
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}
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else
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{
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cornerMaterial = Material.GLOWING_REDSTONE_ORE;
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accentMaterial = Material.NETHERRACK;
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}
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//initialize visualization elements without Y values and real data
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//that will be added later for only the visualization elements within visualization range
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//locality
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int minx = locality.getBlockX() - 75;
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int minz = locality.getBlockZ() - 75;
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int maxx = locality.getBlockX() + 75;
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int maxz = locality.getBlockZ() + 75;
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final int STEP = 10;
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//top line
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newElements.add(new VisualizationElement(new Location(world, smallx, 0, bigz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
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newElements.add(new VisualizationElement(new Location(world, smallx + 1, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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for(int x = smallx + STEP; x < bigx - STEP / 2; x += STEP)
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{
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if(x > minx && x < maxx)
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newElements.add(new VisualizationElement(new Location(world, x, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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}
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newElements.add(new VisualizationElement(new Location(world, bigx - 1, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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//bottom line
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newElements.add(new VisualizationElement(new Location(world, smallx + 1, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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for(int x = smallx + STEP; x < bigx - STEP / 2; x += STEP)
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{
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if(x > minx && x < maxx)
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newElements.add(new VisualizationElement(new Location(world, x, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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}
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newElements.add(new VisualizationElement(new Location(world, bigx - 1, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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//left line
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newElements.add(new VisualizationElement(new Location(world, smallx, 0, smallz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
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newElements.add(new VisualizationElement(new Location(world, smallx, 0, smallz + 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
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for(int z = smallz + STEP; z < bigz - STEP / 2; z += STEP)
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{
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if(z > minz && z < maxz)
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newElements.add(new VisualizationElement(new Location(world, smallx, 0, z), accentMaterial, (byte)0, Material.AIR, (byte)0));
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}
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newElements.add(new VisualizationElement(new Location(world, smallx, 0, bigz - 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
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//right line
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newElements.add(new VisualizationElement(new Location(world, bigx, 0, smallz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
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newElements.add(new VisualizationElement(new Location(world, bigx, 0, smallz + 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
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for(int z = smallz + STEP; z < bigz - STEP / 2; z += STEP)
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{
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if(z > minz && z < maxz)
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newElements.add(new VisualizationElement(new Location(world, bigx, 0, z), accentMaterial, (byte)0, Material.AIR, (byte)0));
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}
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newElements.add(new VisualizationElement(new Location(world, bigx, 0, bigz - 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
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newElements.add(new VisualizationElement(new Location(world, bigx, 0, bigz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
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//remove any out of range elements
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this.removeElementsOutOfRange(newElements, minx, minz, maxx, maxz);
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//remove any elements outside the claim
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for(int i = 0; i < newElements.size(); i++)
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{
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VisualizationElement element = newElements.get(i);
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if(!claim.contains(element.location, true, false))
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{
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newElements.remove(i--);
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}
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}
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//set Y values and real block information for any remaining visualization blocks
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for(VisualizationElement element : newElements)
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{
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Location tempLocation = element.location;
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element.location = getVisibleLocation(tempLocation.getWorld(), tempLocation.getBlockX(), height, tempLocation.getBlockZ(), waterIsTransparent);
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height = element.location.getBlockY();
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element.realMaterial = element.location.getBlock().getType();
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element.realData = element.location.getBlock().getData();
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}
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this.elements.addAll(newElements);
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}
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//removes any elements which are out of visualization range
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private void removeElementsOutOfRange(ArrayList<VisualizationElement> elements, int minx, int minz, int maxx, int maxz)
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{
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for(int i = 0; i < elements.size(); i++)
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{
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Location location = elements.get(i).location;
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if(location.getX() < minx || location.getX() > maxx || location.getZ() < minz || location.getZ() > maxz)
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{
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elements.remove(i--);
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}
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}
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}
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//finds a block the player can probably see. this is how visualizations "cling" to the ground or ceiling
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private static Location getVisibleLocation(World world, int x, int y, int z, boolean waterIsTransparent)
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{
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Block block = world.getBlockAt(x, y, z);
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BlockFace direction = (isTransparent(block, waterIsTransparent)) ? BlockFace.DOWN : BlockFace.UP;
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while( block.getY() >= 1 &&
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block.getY() < world.getMaxHeight() - 1 &&
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(!isTransparent(block.getRelative(BlockFace.UP), waterIsTransparent) || isTransparent(block, waterIsTransparent)))
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{
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block = block.getRelative(direction);
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}
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return block.getLocation();
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}
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//helper method for above. allows visualization blocks to sit underneath partly transparent blocks like grass and fence
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private static boolean isTransparent(Block block, boolean waterIsTransparent)
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{
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return ( block.getType() != Material.SNOW && (
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block.getType() == Material.AIR ||
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block.getType() == Material.FENCE ||
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block.getType() == Material.SIGN ||
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block.getType() == Material.SIGN_POST ||
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block.getType() == Material.WALL_SIGN ||
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(waterIsTransparent && block.getType() == Material.STATIONARY_WATER) ||
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block.getType().isTransparent()));
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}
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public static Visualization fromClaims(Iterable<Claim> claims, int height, VisualizationType type, Location locality)
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{
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Visualization visualization = new Visualization();
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for(Claim claim : claims)
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{
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visualization.addClaimElements(claim, height, type, locality);
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}
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return visualization;
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}
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}
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