Make tnt only spawn in own region or 100 blocks around you if you are in global region
Alle Prüfungen waren erfolgreich
SteamWarCI Build successful
Alle Prüfungen waren erfolgreich
SteamWarCI Build successful
Signed-off-by: yoyosource <yoyosource@nidido.de>
Dieser Commit ist enthalten in:
Ursprung
1cfa3058f5
Commit
ce2caae9ce
@ -229,9 +229,10 @@ public class TNTSimulator {
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}
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}
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}
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}
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Region region = Region.getRegion(p.getLocation());
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Map<Integer, Map<Integer, Set<Pair<Runnable, Integer>>>> result = new HashMap<>();
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Map<Integer, Map<Integer, Set<Pair<Runnable, Integer>>>> result = new HashMap<>();
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for (SimulatorElement element : tntElementList) {
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for (SimulatorElement element : tntElementList) {
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element.locations(result);
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element.locations(result, region, p.getLocation());
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}
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}
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playerShowMode.forEach((player, simulatorEntityShowMode) -> {
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playerShowMode.forEach((player, simulatorEntityShowMode) -> {
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@ -20,8 +20,10 @@
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package de.steamwar.bausystem.features.simulator.tnt;
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package de.steamwar.bausystem.features.simulator.tnt;
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import de.steamwar.bausystem.features.simulator.show.SimulatorEntityShowMode;
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import de.steamwar.bausystem.features.simulator.show.SimulatorEntityShowMode;
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import de.steamwar.bausystem.region.Region;
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import de.steamwar.bausystem.shared.Pair;
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import de.steamwar.bausystem.shared.Pair;
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import de.steamwar.inventory.SWItem;
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import de.steamwar.inventory.SWItem;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.Material;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Player;
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@ -47,7 +49,7 @@ public interface SimulatorElement {
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void hide(SimulatorEntityShowMode showMode);
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void hide(SimulatorEntityShowMode showMode);
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SWItem menu(Player p);
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SWItem menu(Player p);
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void locations(Map<Integer, Map<Integer, Set<Pair<Runnable, Integer>>>> result); // Ticks to subtick order to spawning runnable to count of activations
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void locations(Map<Integer, Map<Integer, Set<Pair<Runnable, Integer>>>> result, Region region, Location location); // Ticks to subtick order to spawning runnable to count of activations
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// Observer
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// Observer
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default void change() {
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default void change() {
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@ -24,11 +24,15 @@ import de.steamwar.bausystem.features.simulator.AbstractSimulatorEntity;
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import de.steamwar.bausystem.features.simulator.OrderUtils;
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import de.steamwar.bausystem.features.simulator.OrderUtils;
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import de.steamwar.bausystem.features.simulator.SimulatorStorage;
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import de.steamwar.bausystem.features.simulator.SimulatorStorage;
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import de.steamwar.bausystem.features.simulator.show.SimulatorEntityShowMode;
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import de.steamwar.bausystem.features.simulator.show.SimulatorEntityShowMode;
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import de.steamwar.bausystem.region.Region;
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import de.steamwar.bausystem.region.utils.RegionExtensionType;
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import de.steamwar.bausystem.region.utils.RegionType;
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import de.steamwar.bausystem.shared.Pair;
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import de.steamwar.bausystem.shared.Pair;
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import de.steamwar.bausystem.shared.Position;
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import de.steamwar.bausystem.shared.Position;
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import de.steamwar.inventory.SWItem;
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import de.steamwar.inventory.SWItem;
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import lombok.Getter;
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import lombok.Getter;
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import lombok.Setter;
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import lombok.Setter;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.Material;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Player;
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@ -163,12 +167,20 @@ public class TNTElement implements SimulatorElement {
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}
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}
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@Override
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@Override
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public void locations(Map<Integer, Map<Integer, Set<Pair<Runnable, Integer>>>> result) {
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public void locations(Map<Integer, Map<Integer, Set<Pair<Runnable, Integer>>>> result, Region region, Location radius) {
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if (disabled) return;
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if (disabled) return;
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Location location = getPosition().toLocation(SimulatorStorage.WORLD);
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if (region.isGlobal() && location.distanceSquared(radius) > 10000) {
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return;
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}
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if (!region.inRegion(location, RegionType.NORMAL, RegionExtensionType.NORMAL)) {
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return;
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}
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result.computeIfAbsent(getTickOffset(), ignore -> new HashMap<>())
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result.computeIfAbsent(getTickOffset(), ignore -> new HashMap<>())
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.computeIfAbsent(OrderUtils.order(order), ignore -> new HashSet<>())
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.computeIfAbsent(OrderUtils.order(order), ignore -> new HashSet<>())
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.add(new Pair<>(() -> {
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.add(new Pair<>(() -> {
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SimulatorStorage.WORLD.spawn(getPosition().toLocation(SimulatorStorage.WORLD), TNTPrimed.class, tntPrimed -> {
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SimulatorStorage.WORLD.spawn(location, TNTPrimed.class, tntPrimed -> {
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tntPrimed.setFuseTicks(fuseTicks);
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tntPrimed.setFuseTicks(fuseTicks);
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if (!xVelocity) tntPrimed.setVelocity(tntPrimed.getVelocity().setX(0));
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if (!xVelocity) tntPrimed.setVelocity(tntPrimed.getVelocity().setX(0));
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if (!yVelocity) tntPrimed.setVelocity(tntPrimed.getVelocity().setY(0));
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if (!yVelocity) tntPrimed.setVelocity(tntPrimed.getVelocity().setY(0));
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@ -21,9 +21,11 @@ package de.steamwar.bausystem.features.simulator.tnt;
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import de.steamwar.bausystem.BauSystem;
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import de.steamwar.bausystem.BauSystem;
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import de.steamwar.bausystem.features.simulator.show.SimulatorEntityShowMode;
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import de.steamwar.bausystem.features.simulator.show.SimulatorEntityShowMode;
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import de.steamwar.bausystem.region.Region;
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import de.steamwar.bausystem.shared.Pair;
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import de.steamwar.bausystem.shared.Pair;
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import de.steamwar.inventory.SWItem;
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import de.steamwar.inventory.SWItem;
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import lombok.Getter;
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import lombok.Getter;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.Material;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Player;
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@ -137,10 +139,10 @@ public class TNTGroup implements SimulatorElement {
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}
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}
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@Override
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@Override
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public void locations(Map<Integer, Map<Integer, Set<Pair<Runnable, Integer>>>> result) {
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public void locations(Map<Integer, Map<Integer, Set<Pair<Runnable, Integer>>>> result, Region region, Location location) {
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if (disabled) return;
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if (disabled) return;
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elements.forEach(tntElement -> {
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elements.forEach(tntElement -> {
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tntElement.locations(result);
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tntElement.locations(result, region, location);
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});
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});
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}
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}
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