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https://github.com/EngineHub/WorldGuard.git
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Improved the entry/exit flags so that it's harder to break it. Thanks to Siriuo.
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0fa43ee287
commit
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@ -22,6 +22,7 @@
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import java.util.HashMap;
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import java.util.Map;
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import org.bukkit.entity.Player;
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import org.bukkit.World;
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import com.sk89q.worldedit.Vector;
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import com.sk89q.worldguard.protection.ApplicableRegionSet;
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import com.sk89q.worldguard.protection.flags.DefaultFlag;
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@ -153,8 +154,12 @@ public static class PlayerFlagState {
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public String lastGreeting;
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public String lastFarewell;
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public Boolean lastExitAllowed = null;
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public Boolean notifiedForEnter = false;
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public Boolean notifiedForLeave = false;
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public Boolean notifiedForEnter = false;
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public World lastWorld;
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public int lastBlockX;
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public int lastBlockY;
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public int lastBlockZ;
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}
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}
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@ -133,6 +133,7 @@ public void onPlayerLogin(PlayerLoginEvent event) {
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@Override
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public void onPlayerJoin(PlayerJoinEvent event) {
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Player player = event.getPlayer();
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World world = player.getWorld();
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ConfigurationManager cfg = plugin.getGlobalStateManager();
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WorldConfiguration wcfg = cfg.get(player.getWorld());
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@ -171,6 +172,15 @@ public void onPlayerJoin(PlayerJoinEvent event) {
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if (plugin.inGroup(player, "wg-amphibious")) {
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cfg.enableAmphibiousMode(player);
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}
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if (wcfg.useRegions) {
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PlayerFlagState state = plugin.getFlagStateManager().getState(player);
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Location loc = player.getLocation();
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state.lastWorld = loc.getWorld();
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state.lastBlockX = loc.getBlockX();
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state.lastBlockY = loc.getBlockY();
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state.lastBlockZ = loc.getBlockZ();
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}
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}
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/**
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@ -179,8 +189,41 @@ public void onPlayerJoin(PlayerJoinEvent event) {
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@Override
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public void onPlayerQuit(PlayerQuitEvent event) {
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Player player = event.getPlayer();
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World world = player.getWorld();
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ConfigurationManager cfg = plugin.getGlobalStateManager();
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WorldConfiguration wcfg = cfg.get(world);
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// This is to make the enter/exit flags accurate -- move events are not
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// sent constantly, so it is possible to move just a little enough to
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// not trigger the event and then rejoin so that you are then considered
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// outside the border. This should work around that.
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if (wcfg.useRegions) {
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boolean hasBypass = plugin.getGlobalRegionManager().hasBypass(player, world);
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PlayerFlagState state = plugin.getFlagStateManager().getState(player);
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if (state.lastWorld != null && !hasBypass) {
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LocalPlayer localPlayer = plugin.wrapPlayer(player);
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RegionManager mgr = plugin.getGlobalRegionManager().get(world);
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Location loc = player.getLocation();
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Vector pt = new Vector(loc.getBlockX(), loc.getBlockY(), loc.getBlockZ());
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ApplicableRegionSet set = mgr.getApplicableRegions(pt);
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if (state.lastExitAllowed == null) {
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state.lastExitAllowed = set.allows(DefaultFlag.EXIT, localPlayer);
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}
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if (!state.lastExitAllowed || !set.allows(DefaultFlag.ENTRY, localPlayer)) {
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// Only if we have the last location cached
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if (state.lastWorld.equals(world)) {
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Location newLoc = new Location(world, state.lastBlockX + 0.5,
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state.lastBlockY, state.lastBlockZ + 0.5);
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player.teleport(newLoc);
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}
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}
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}
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}
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cfg.forgetPlayer(plugin.wrapPlayer(player));
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plugin.forgetPlayer(player);
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}
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@ -320,6 +363,10 @@ public void onPlayerMove(PlayerMoveEvent event) {
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state.notifiedForEnter = notifyEnter;
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state.notifiedForLeave = notifyLeave;
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state.lastExitAllowed = exitAllowed;
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state.lastWorld = event.getTo().getWorld();
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state.lastBlockX = event.getTo().getBlockX();
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state.lastBlockY = event.getTo().getBlockY();
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state.lastBlockZ = event.getTo().getBlockZ();
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}
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}
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}
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