Multiverse-Core/src/main/java/com/onarandombox/MultiverseCore/utils/SafeTTeleporter.java

360 lines
13 KiB
Java

/******************************************************************************
* Multiverse 2 Copyright (c) the Multiverse Team 2011. *
* Multiverse 2 is licensed under the BSD License. *
* For more information please check the README.md file included *
* with this project. *
******************************************************************************/
package com.onarandombox.MultiverseCore.utils;
import com.onarandombox.MultiverseCore.MultiverseCore;
import com.onarandombox.MultiverseCore.api.BlockSafety;
import com.onarandombox.MultiverseCore.api.MVDestination;
import com.onarandombox.MultiverseCore.destination.InvalidDestination;
import com.onarandombox.MultiverseCore.enums.TeleportResult;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.command.CommandSender;
import org.bukkit.entity.Entity;
import org.bukkit.entity.Minecart;
import org.bukkit.entity.Player;
import org.bukkit.entity.Vehicle;
import org.bukkit.util.Vector;
import java.util.logging.Level;
/**
* The {@link SafeTTeleporter}.
*
* @deprecated Use instead: {@link com.onarandombox.MultiverseCore.api.SafeTTeleporter} and {@link SimpleSafeTTeleporter}.
*/
@Deprecated
public class SafeTTeleporter {
private MultiverseCore plugin;
private BlockSafety bs;
public SafeTTeleporter(MultiverseCore plugin) {
this.plugin = plugin;
this.bs = plugin.getBlockSafety();
}
private static final int DEFAULT_TOLERANCE = 6;
private static final int DEFAULT_RADIUS = 9;
/**
* Gets the next safe location around the given location.
* @param l A {@link Location}.
* @return A safe {@link Location}.
*/
public Location getSafeLocation(Location l) {
return this.getSafeLocation(l, DEFAULT_TOLERANCE, DEFAULT_RADIUS);
}
/**
* Gets the next safe location around the given location.
* @param l A {@link Location}.
* @param tolerance The tolerance.
* @param radius The radius.
* @return A safe {@link Location}.
*/
public Location getSafeLocation(Location l, int tolerance, int radius) {
// Check around the player first in a configurable radius:
// TODO: Make this configurable
Location safe = checkAboveAndBelowLocation(l, tolerance, radius);
if (safe != null) {
safe.setX(safe.getBlockX() + .5); // SUPPRESS CHECKSTYLE: MagicNumberCheck
safe.setZ(safe.getBlockZ() + .5); // SUPPRESS CHECKSTYLE: MagicNumberCheck
this.plugin.log(Level.FINE, "Hey! I found one: " + plugin.getLocationManipulation().strCoordsRaw(safe));
} else {
this.plugin.log(Level.FINE, "Uh oh! No safe place found!");
}
return safe;
}
private Location checkAboveAndBelowLocation(Location l, int tolerance, int radius) {
// Tolerance must be an even number:
if (tolerance % 2 != 0) {
tolerance += 1;
}
// We want half of it, so we can go up and down
tolerance /= 2;
this.plugin.log(Level.FINER, "Given Location of: " + plugin.getLocationManipulation().strCoordsRaw(l));
this.plugin.log(Level.FINER, "Checking +-" + tolerance + " with a radius of " + radius);
// For now this will just do a straight up block.
Location locToCheck = l.clone();
// Check the main level
Location safe = this.checkAroundLocation(locToCheck, radius);
if (safe != null) {
return safe;
}
// We've already checked zero right above this.
int currentLevel = 1;
while (currentLevel <= tolerance) {
// Check above
locToCheck = l.clone();
locToCheck.add(0, currentLevel, 0);
safe = this.checkAroundLocation(locToCheck, radius);
if (safe != null) {
return safe;
}
// Check below
locToCheck = l.clone();
locToCheck.subtract(0, currentLevel, 0);
safe = this.checkAroundLocation(locToCheck, radius);
if (safe != null) {
return safe;
}
currentLevel++;
}
return null;
}
/*
* For my crappy algorithm, radius MUST be odd.
*/
private Location checkAroundLocation(Location l, int diameter) {
if (diameter % 2 == 0) {
diameter += 1;
}
Location checkLoc = l.clone();
// Start at 3, the min diameter around a block
int loopcounter = 3;
while (loopcounter <= diameter) {
boolean foundSafeArea = checkAroundSpecificDiameter(checkLoc, loopcounter);
// If a safe area was found:
if (foundSafeArea) {
// Return the checkLoc, it is the safe location.
return checkLoc;
}
// Otherwise, let's reset our location
checkLoc = l.clone();
// And increment the radius
loopcounter += 2;
}
return null;
}
private boolean checkAroundSpecificDiameter(Location checkLoc, int circle) {
// Adjust the circle to get how many blocks to step out.
// A radius of 3 makes the block step 1
// A radius of 5 makes the block step 2
// A radius of 7 makes the block step 3
// ...
int adjustedCircle = ((circle - 1) / 2);
checkLoc.add(adjustedCircle, 0, 0);
if (this.bs.playerCanSpawnHereSafely(checkLoc)) {
return true;
}
// Now we go to the right that adjustedCircle many
for (int i = 0; i < adjustedCircle; i++) {
checkLoc.add(0, 0, 1);
if (this.bs.playerCanSpawnHereSafely(checkLoc)) {
return true;
}
}
// Then down adjustedCircle *2
for (int i = 0; i < adjustedCircle * 2; i++) {
checkLoc.add(-1, 0, 0);
if (this.bs.playerCanSpawnHereSafely(checkLoc)) {
return true;
}
}
// Then left adjustedCircle *2
for (int i = 0; i < adjustedCircle * 2; i++) {
checkLoc.add(0, 0, -1);
if (this.bs.playerCanSpawnHereSafely(checkLoc)) {
return true;
}
}
// Then up Then left adjustedCircle *2
for (int i = 0; i < adjustedCircle * 2; i++) {
checkLoc.add(1, 0, 0);
if (this.bs.playerCanSpawnHereSafely(checkLoc)) {
return true;
}
}
// Then finish up by doing adjustedCircle - 1
for (int i = 0; i < adjustedCircle - 1; i++) {
checkLoc.add(0, 0, 1);
if (this.bs.playerCanSpawnHereSafely(checkLoc)) {
return true;
}
}
return false;
}
/**
* Safely teleport the entity to the MVDestination. This will perform checks to see if the place is safe, and if
* it's not, will adjust the final destination accordingly.
*
* @param teleporter Person who performed the teleport command.
* @param teleportee Entity to teleport
* @param d Destination to teleport them to
* @return true for success, false for failure
*/
public TeleportResult safelyTeleport(CommandSender teleporter, Entity teleportee, MVDestination d) {
if (d instanceof InvalidDestination) {
this.plugin.log(Level.FINER, "Entity tried to teleport to an invalid destination");
return TeleportResult.FAIL_INVALID;
}
Player teleporteePlayer = null;
if (teleportee instanceof Player) {
teleporteePlayer = ((Player) teleportee);
} else if (teleportee.getPassenger() instanceof Player) {
teleporteePlayer = ((Player) teleportee.getPassenger());
}
if (teleporteePlayer == null) {
return TeleportResult.FAIL_INVALID;
}
MultiverseCore.addPlayerToTeleportQueue(teleporter.getName(), teleporteePlayer.getName());
Location safeLoc = d.getLocation(teleportee);
if (d.useSafeTeleporter()) {
safeLoc = this.getSafeLocation(teleportee, d);
}
if (safeLoc != null) {
if (teleportee.teleport(safeLoc)) {
if (!d.getVelocity().equals(new Vector(0, 0, 0))) {
teleportee.setVelocity(d.getVelocity());
}
return TeleportResult.SUCCESS;
}
return TeleportResult.FAIL_OTHER;
}
return TeleportResult.FAIL_UNSAFE;
}
/**
* Safely teleport the entity to the Location. This may perform checks to
* see if the place is safe, and if
* it's not, will adjust the final destination accordingly.
*
* @param teleporter Person who issued the teleport command.
* @param teleportee Entity to teleport.
* @param location Location to teleport them to.
* @param safely Should the destination be checked for safety before teleport?
* @return true for success, false for failure.
*/
public TeleportResult safelyTeleport(CommandSender teleporter, Entity teleportee, Location location, boolean safely) {
if (safely) {
location = this.getSafeLocation(location);
}
if (location != null) {
if (teleportee.teleport(location)) {
return TeleportResult.SUCCESS;
}
return TeleportResult.FAIL_OTHER;
}
return TeleportResult.FAIL_UNSAFE;
}
/**
* Returns a safe location for the entity to spawn at.
*
* @param e The entity to spawn
* @param d The MVDestination to take the entity to.
* @return A new location to spawn the entity at.
*/
public Location getSafeLocation(Entity e, MVDestination d) {
Location l = d.getLocation(e);
if (this.bs.playerCanSpawnHereSafely(l)) {
plugin.log(Level.FINE, "The first location you gave me was safe.");
return l;
}
if (e instanceof Minecart) {
Minecart m = (Minecart) e;
if (!this.bs.canSpawnCartSafely(m)) {
return null;
}
} else if (e instanceof Vehicle) {
Vehicle v = (Vehicle) e;
if (!this.bs.canSpawnVehicleSafely(v)) {
return null;
}
}
Location safeLocation = this.getSafeLocation(l);
if (safeLocation != null) {
// Add offset to account for a vehicle on dry land!
if (e instanceof Minecart && !this.bs.isEntitiyOnTrack(safeLocation)) {
safeLocation.setY(safeLocation.getBlockY() + .5);
this.plugin.log(Level.FINER, "Player was inside a minecart. Offsetting Y location.");
}
this.plugin.log(Level.FINE, "Had to look for a bit, but I found a safe place for ya!");
return safeLocation;
}
if (e instanceof Player) {
Player p = (Player) e;
this.plugin.getMessaging().sendMessage(p, "No safe locations found!", false);
this.plugin.log(Level.FINER, "No safe location found for " + p.getName());
} else if (e.getPassenger() instanceof Player) {
Player p = (Player) e.getPassenger();
this.plugin.getMessaging().sendMessage(p, "No safe locations found!", false);
this.plugin.log(Level.FINER, "No safe location found for " + p.getName());
}
this.plugin.log(Level.FINE, "Sorry champ, you're basically trying to teleport into a minefield. I should just kill you now.");
return null;
}
/**
* Finds a portal-block next to the specified {@link Location}.
* @param l The {@link Location}
* @return The next portal-block's {@link Location}.
*/
public static Location findPortalBlockNextTo(Location l) {
Block b = l.getWorld().getBlockAt(l);
Location foundLocation = null;
if (b.getType() == Material.PORTAL) {
return l;
}
if (b.getRelative(BlockFace.NORTH).getType() == Material.PORTAL) {
foundLocation = getCloserBlock(l, b.getRelative(BlockFace.NORTH).getLocation(), foundLocation);
}
if (b.getRelative(BlockFace.SOUTH).getType() == Material.PORTAL) {
foundLocation = getCloserBlock(l, b.getRelative(BlockFace.SOUTH).getLocation(), foundLocation);
}
if (b.getRelative(BlockFace.EAST).getType() == Material.PORTAL) {
foundLocation = getCloserBlock(l, b.getRelative(BlockFace.EAST).getLocation(), foundLocation);
}
if (b.getRelative(BlockFace.WEST).getType() == Material.PORTAL) {
foundLocation = getCloserBlock(l, b.getRelative(BlockFace.WEST).getLocation(), foundLocation);
}
return foundLocation;
}
private static Location getCloserBlock(Location source, Location blockA, Location blockB) {
// If B wasn't given, return a.
if (blockB == null) {
return blockA;
}
// Center our calculations
blockA.add(.5, 0, .5);
blockB.add(.5, 0, .5);
// Retrieve the distance to the normalized blocks
double testA = source.distance(blockA);
double testB = source.distance(blockB);
// Compare and return
if (testA <= testB) {
return blockA;
}
return blockB;
}
}