Fix %volume% for polygon regions

- WorldGuard does not implement volume() for Polygon regions, always returns 0
- Volume result is cached, calculating it for polygon regions could be slow
This commit is contained in:
Thijs Wiefferink 2017-10-05 16:53:42 +02:00
parent 234e4b6261
commit 33ddb8ae88

View File

@ -1,6 +1,9 @@
package me.wiefferink.areashop.regions;
import com.sk89q.worldedit.BlockVector;
import com.sk89q.worldedit.BlockVector2D;
import com.sk89q.worldguard.protection.flags.DefaultFlag;
import com.sk89q.worldguard.protection.regions.ProtectedPolygonalRegion;
import com.sk89q.worldguard.protection.regions.ProtectedRegion;
import me.wiefferink.areashop.AreaShop;
import me.wiefferink.areashop.events.NotifyRegionEvent;
@ -45,6 +48,7 @@ public abstract class GeneralRegion implements GeneralRegionInterface, Comparabl
YamlConfiguration config;
private boolean saveRequired = false;
private boolean deleted = false;
private long volume = -1;
private Map<Class<? extends RegionFeature>, RegionFeature> features;
@ -579,7 +583,7 @@ public abstract class GeneralRegion implements GeneralRegionInterface, Comparabl
case AreaShop.tagLandlordUUID:
return getLandlord();
case AreaShop.tagVolume:
return getRegion().volume();
return getVolume();
// Date/time
case AreaShop.tagEpoch:
@ -1459,6 +1463,76 @@ public abstract class GeneralRegion implements GeneralRegionInterface, Comparabl
}
runCommands(Bukkit.getConsoleSender(), commands);
}
/**
* Get the volume of the region (number of blocks inside it).
* @return Number of blocks in the region
*/
public long getVolume() {
// Cache volume, important for polygon regions
if(volume < 0) {
volume = calculateVolume();
}
return volume;
}
/**
* Calculate the volume of the region (could be expensive for polygon regions).
* @return Number of blocks in the region
*/
private long calculateVolume() {
// Use own calculation for polygon regions, as WorldGuard does not implement it and returns 0
ProtectedRegion region = getRegion();
if(region instanceof ProtectedPolygonalRegion) {
BlockVector min = region.getMinimumPoint();
BlockVector max = region.getMaximumPoint();
// Exact, but slow algorithm
if(getWidth() * getDepth() < 100) {
long surface = 0;
for (int x = min.getBlockX(); x <= max.getBlockX(); x++) {
for (int z = min.getBlockZ(); z <= max.getBlockZ(); z++) {
if (region.contains(x, min.getBlockY(), z)) {
surface++;
}
}
}
return surface * getHeight();
}
// Estimate, but quick algorithm
else {
List<BlockVector2D> points = region.getPoints();
int numPoints = points.size();
if(numPoints < 3) {
return 0;
}
double area = 0;
int x1, x2, z1, z2;
for(int i = 0; i <= numPoints - 2; i++) {
x1 = points.get(i).getBlockX();
z1 = points.get(i).getBlockZ();
x2 = points.get(i + 1).getBlockX();
z2 = points.get(i + 1).getBlockZ();
area = area + ((z1 + z2) * (x1 - x2));
}
x1 = points.get(numPoints - 1).getBlockX();
z1 = points.get(numPoints - 1).getBlockZ();
x2 = points.get(0).getBlockX();
z2 = points.get(0).getBlockZ();
area = area + ((z1 + z2) * (x1 - x2));
area = Math.ceil(Math.abs(area) / 2);
return (long)(area * getHeight());
}
} else {
return region.volume();
}
}
}