[Bleeding] Re-arrange move-handling on highest and monitor level.

Remove uncancelling events. Ignore sleeping [might need adaption to
not trigger anything on getting up], account for cancelled events
and reset postions and feed yawrate accordingly.
This commit is contained in:
asofold 2013-01-14 01:09:38 +01:00
parent a158b169d2
commit 0e9826cb14
2 changed files with 57 additions and 38 deletions

View File

@ -358,4 +358,14 @@ public class MovingData extends ACheckData {
setBack = null;
}
/**
* Just set the last "to-coordinates", no world check.
* @param to
*/
public final void setTo(final Location to) {
toX = to.getX();
toY = to.getY();
toZ = to.getZ();
}
}

View File

@ -534,33 +534,33 @@ public class MovingListener extends CheckListener{
CheckUtils.onIllegalMove(player);
}
/**
* A workaround for cancelled PlayerMoveEvents.
*
* @param event
* the event
*/
@EventHandler(priority = EventPriority.HIGHEST)
public void onPlayerMoveHighest(final PlayerMoveEvent event) {
/*
* _____ _ __ __
* | __ \| | | \/ |
* | |__) | | __ _ _ _ ___ _ __ | \ / | _____ _____
* | ___/| |/ _` | | | |/ _ \ '__| | |\/| |/ _ \ \ / / _ \
* | | | | (_| | |_| | __/ | | | | | (_) \ V / __/
* |_| |_|\__,_|\__, |\___|_| |_| |_|\___/ \_/ \___|
* __/ |
* |___/
*/
// No typo here. I really only handle cancelled events and ignore others.
if (!event.isCancelled() || event.getPlayer().isDead())
return;
// Fix a common mistake that other developers make (cancelling move events is crazy, rather set the target
// location to the from location).
event.setCancelled(false);
event.setTo(event.getFrom()); // TODO: revise this (old!) strategy, cancelled events just teleport to from, basically.
}
// /**
// * A workaround for cancelled PlayerMoveEvents.
// *
// * @param event
// * the event
// */
// @EventHandler(priority = EventPriority.HIGHEST)
// public void onPlayerMoveHighest(final PlayerMoveEvent event) {
// /*
// * _____ _ __ __
// * | __ \| | | \/ |
// * | |__) | | __ _ _ _ ___ _ __ | \ / | _____ _____
// * | ___/| |/ _` | | | |/ _ \ '__| | |\/| |/ _ \ \ / / _ \
// * | | | | (_| | |_| | __/ | | | | | (_) \ V / __/
// * |_| |_|\__,_|\__, |\___|_| |_| |_|\___/ \_/ \___|
// * __/ |
// * |___/
// */
// // No typo here. I really only handle cancelled events and ignore others.
// if (!event.isCancelled() || event.getPlayer().isDead())
// return;
//
// // Fix a common mistake that other developers make (cancelling move events is crazy, rather set the target
// // location to the from location).
// event.setCancelled(false);
// event.setTo(event.getFrom()); // TODO: revise this (old!) strategy, cancelled events just teleport to from, basically.
// }
/**
* Monitor level PlayerMoveEvent.
@ -571,24 +571,33 @@ public class MovingListener extends CheckListener{
// TODO: revise: cancelled events.
final long now = System.currentTimeMillis();
final Player player = event.getPlayer();
if (player.isDead()) return;
final Location to = event.getTo(); // player.getLocation();
final String worldName = to.getWorld().getName();
if (player.isDead() || player.isSleeping()) return;
// Feed combined check.
final CombinedData data = CombinedData.getData(player);
data.lastMoveTime = now;
// Just add the yaw to the list.
Combined.feedYawRate(player, to.getYaw(), now, worldName, data);
final Location from = event.getFrom();
// TODO: Might enforce data.teleported (!).
final String fromWorldName = from.getWorld().getName();
// Feed yawrate and reset moving data positions if necessary.
if (!event.isCancelled()){
final Location to = event.getTo();
final String toWorldName = to.getWorld().getName();
Combined.feedYawRate(player, to.getYaw(), now, toWorldName, data);
// TODO: maybe even not count vehicles at all ?
if (!from.getWorld().equals(to.getWorld()) || player.isInsideVehicle()){
if (player.isInsideVehicle() || !fromWorldName.equals(toWorldName)){
MovingData.getData(player).resetPositions(to);
return;
}
else{
// Slightly redundant at present.
MovingData.getData(player).setTo(to);
}
}
else {
// TODO: teleported + other resetting ?
Combined.feedYawRate(player, from.getYaw(), now, fromWorldName, data);
MovingData.getData(player).resetPositions(from);
}
}