Gutted ApplicableRegionSet.

This commit is contained in:
sk89q 2013-02-05 20:29:11 -08:00
parent 4e008f6c52
commit 8f73a15ba3

View File

@ -1,362 +1,51 @@
// $Id$
/*
* WorldGuard
* Copyright (C) 2010 sk89q <http://www.sk89q.com>
* This file is a part of WorldGuard.
* Copyright (c) sk89q <http://www.sk89q.com>
* Copyright (c) the WorldGuard team and contributors
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.sk89q.worldguard.region;
import com.sk89q.worldguard.LocalPlayer;
import com.sk89q.worldguard.region.flags.*;
import com.sk89q.worldguard.region.flags.StateFlag.State;
import java.util.Collection;
import java.util.Iterator;
import java.util.*;
import com.sk89q.worldguard.region.indices.RegionIndex;
/**
* Represents a set of regions for a particular point or area and the rules
* that are represented by that set. An instance of this can be used to
* query the value of a flag or check if a player can build in the respective
* region or point. This object contains the list of applicable regions and so
* the expensive search of regions that are in the desired area has already
* been completed.
*
* @author sk89q
* Container for the results of region queries issued to {@link RegionIndex}es.
*/
public class ApplicableRegionSet implements Iterable<Region> {
private Collection<Region> applicable;
private Region globalRegion;
private Collection<Region> regions;
/**
* Construct the object.
*
* @param applicable The regions contained in this set
* @param globalRegion The global region, set aside for special handling.
* @param regions the regions contained in this set
*/
public ApplicableRegionSet(Collection<Region> applicable,
Region globalRegion) {
this.applicable = applicable;
this.globalRegion = globalRegion;
}
/**
* Checks if a player can build in an area.
*
* @param player The player to chec
* @return build ability
*/
public boolean canBuild(LocalPlayer player) {
return internalGetState(DefaultFlag.BUILD, player, null);
}
public boolean canConstruct(LocalPlayer player) {
final RegionGroup flag = getFlag(DefaultFlag.CONSTRUCT, player);
return RegionGroupFlag.isMember(this, flag, player);
}
/**
* Checks if a player can use buttons and such in an area.
*
* @param player The player to check
* @return able to use items
* @deprecated This method seems to be the opposite of its name
*/
@Deprecated
public boolean canUse(LocalPlayer player) {
return !allows(DefaultFlag.USE, player)
&& !canBuild(player);
}
/**
* Gets the state of a state flag. This cannot be used for the build flag.
*
* @param flag flag to check
* @return whether it is allowed
* @throws IllegalArgumentException if the build flag is given
*/
public boolean allows(StateFlag flag) {
if (flag == DefaultFlag.BUILD) {
throw new IllegalArgumentException("Can't use build flag with allows()");
}
return internalGetState(flag, null, null);
}
/**
* Gets the state of a state flag. This cannot be used for the build flag.
*
* @param flag flag to check
* @param player player (used by some flags)
* @return whether the state is allows for it
* @throws IllegalArgumentException if the build flag is given
*/
public boolean allows(StateFlag flag, LocalPlayer player) {
if (flag == DefaultFlag.BUILD) {
throw new IllegalArgumentException("Can't use build flag with allows()");
}
return internalGetState(flag, null, player);
}
/**
* Checks to see if a flag is permitted.
*
* @param flag flag to check
* @param player null to not check owners and members
* @param groupPlayer player to use for the group flag check
* @return the allow/deny state for the flag
*/
private boolean internalGetState(StateFlag flag, LocalPlayer player,
LocalPlayer groupPlayer) {
boolean found = false;
boolean hasFlagDefined = false;
boolean allowed = false; // Used for ALLOW override
boolean def = flag.getDefault();
// Handle defaults
if (globalRegion != null) {
State globalState = globalRegion.getFlag(flag);
// The global region has this flag set
if (globalState != null) {
// Build flag is very special
if (player != null && globalRegion.hasMembersOrOwners()) {
def = globalRegion.isMember(player) && (globalState == State.ALLOW);
} else {
def = (globalState == State.ALLOW);
}
} else {
// Build flag is very special
if (player != null && globalRegion.hasMembersOrOwners()) {
def = globalRegion.isMember(player);
}
}
}
// The player argument is used if and only if the flag is the build
// flag -- in which case, if there are any regions in this area, we
// default to FALSE, otherwise true if there are no defined regions.
// However, other flags are different -- if there are regions defined,
// we default to the global region value.
if (player == null) {
allowed = def;
}
int lastPriority = Integer.MIN_VALUE;
// The algorithm is as follows:
// While iterating through the list of regions, if an entry disallows
// the flag, then put it into the needsClear set. If an entry allows
// the flag and it has a parent, then its parent is put into hasCleared.
// In the situation that the child is reached before the parent, upon
// the parent being reached, even if the parent disallows, because the
// parent will be in hasCleared, permission will be allowed. In the
// other case, where the parent is reached first, if it does not allow
// permissions, it will be placed into needsClear. If a child of
// the parent is reached later, the parent will be removed from
// needsClear. At the end, if needsClear is not empty, that means that
// permission should not be given. If a parent has multiple children
// and one child does not allow permissions, then it will be placed into
// needsClear just like as if was a parent.
Set<Region> needsClear = new HashSet<Region>();
Set<Region> hasCleared = new HashSet<Region>();
for (Region region : applicable) {
// Ignore lower priority regions
if (hasFlagDefined && region.getPriority() < lastPriority) {
break;
}
lastPriority = region.getPriority();
// Ignore non-build regions
if (player != null
&& region.getFlag(DefaultFlag.PASSTHROUGH) == State.ALLOW) {
continue;
}
// Check group permissions
if (groupPlayer != null && flag.getRegionGroupFlag() != null) {
RegionGroup group = region.getFlag(flag.getRegionGroupFlag());
if (group == null) {
group = flag.getRegionGroupFlag().getDefault();
}
if (!RegionGroupFlag.isMember(region, group, groupPlayer)) {
continue;
}
}
State v = region.getFlag(flag);
// Allow DENY to override everything
if (v == State.DENY) {
return false;
}
// Forget about regions that allow it, although make sure the
// default state is now to allow
if (v == State.ALLOW) {
allowed = true;
found = true;
hasFlagDefined = true;
continue;
}
// For the build flag, the flags are conditional and are based
// on membership, so we have to check for parent-child
// relationships
if (player != null) {
hasFlagDefined = true;
if (hasCleared.contains(region)) {
// Already cleared, so do nothing
} else {
if (!region.isMember(player)) {
needsClear.add(region);
} else {
// Need to clear all parents
clearParents(needsClear, hasCleared, region);
}
}
}
found = true;
}
return !found ? def :
(allowed || (player != null && needsClear.size() == 0));
}
/**
* Clear a region's parents for isFlagAllowed().
*
* @param needsClear The regions that should be cleared
* @param hasCleared The regions already cleared
* @param region The region to start from
*/
private void clearParents(Set<Region> needsClear,
Set<Region> hasCleared, Region region) {
Region parent = region.getParent();
while (parent != null) {
if (!needsClear.remove(parent)) {
hasCleared.add(parent);
}
parent = parent.getParent();
}
}
/**
* @see #getFlag(com.sk89q.worldguard.region.flags.Flag, com.sk89q.worldguard.LocalPlayer)
* @param flag flag to check
* @return value of the flag
*/
public <T extends Flag<V>, V> V getFlag(T flag) {
return getFlag(flag, null);
}
/**
* Gets the value of a flag. Do not use this for state flags
* (use {@link #allows(StateFlag, LocalPlayer)} for that).
*
* @param flag flag to check
* @param groupPlayer player to check {@link RegionGroup}s against
* @return value of the flag
* @throws IllegalArgumentException if a StateFlag is given
*/
public <T extends Flag<V>, V> V getFlag(T flag, LocalPlayer groupPlayer) {
/*
if (flag instanceof StateFlag) {
throw new IllegalArgumentException("Cannot use StateFlag with getFlag()");
}
*/
int lastPriority = 0;
boolean found = false;
Map<Region, V> needsClear = new HashMap<Region, V>();
Set<Region> hasCleared = new HashSet<Region>();
for (Region region : applicable) {
// Ignore lower priority regions
if (found && region.getPriority() < lastPriority) {
break;
}
// Check group permissions
if (groupPlayer != null && flag.getRegionGroupFlag() != null) {
RegionGroup group = region.getFlag(flag.getRegionGroupFlag());
if (group == null) {
group = flag.getRegionGroupFlag().getDefault();
}
if (!RegionGroupFlag.isMember(region, group, groupPlayer)) {
continue;
}
}
if (hasCleared.contains(region)) {
// Already cleared, so do nothing
} else if (region.getFlag(flag) != null) {
clearParents(needsClear, hasCleared, region);
needsClear.put(region, region.getFlag(flag));
found = true;
}
lastPriority = region.getPriority();
}
try {
return needsClear.values().iterator().next();
} catch (NoSuchElementException e) {
if (globalRegion != null) {
V gFlag = globalRegion.getFlag(flag);
if (gFlag != null) return gFlag;
}
return null;
}
}
/**
* Clear a region's parents for getFlag().
*
* @param needsClear The regions that should be cleared
* @param hasCleared The regions already cleared
* @param region The region to start from
*/
private void clearParents(Map<Region, ?> needsClear,
Set<Region> hasCleared, Region region) {
Region parent = region.getParent();
while (parent != null) {
if (needsClear.remove(parent) == null) {
hasCleared.add(parent);
}
parent = parent.getParent();
}
public ApplicableRegionSet(Collection<Region> regions) {
this.regions = regions;
}
/**
* Get the number of regions that are included.
*
* @return the size of this ApplicbleRegionSet
* @return the size of this set
*/
public int size() {
return applicable.size();
return regions.size();
}
/**
@ -364,6 +53,6 @@ public int size() {
*/
@Override
public Iterator<Region> iterator() {
return applicable.iterator();
return regions.iterator();
}
}