Fix broken island spot finder
continuous-integration/drone/push Build is passing Details

It was working as long as the coordinates in the map were ordered, but since this is not ensured, we need a more complex way of checking for them.
This commit is contained in:
Bea 2022-11-12 04:34:00 +01:00
parent 7abfb4d536
commit 09884f1646
1 changed files with 37 additions and 23 deletions

View File

@ -32,6 +32,8 @@ import wtf.beatrice.limbomanager.utils.LocationUtils;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.util.ArrayList;
import java.util.UUID;
public class PlayerTeleporter implements Listener
{
@ -76,7 +78,6 @@ public class PlayerTeleporter implements Listener
// configure here
.build();
Operations.complete(operation);
editSession.flushSession();
} catch (WorldEditException e) {
throw new RuntimeException(e);
}
@ -116,22 +117,40 @@ public class PlayerTeleporter implements Listener
islandSpawnLocation.getWorld().getMaxHeight(),
islandSpawnLocation.getZ() + maxRange);
// announce area cleanup
LimboManager.getInstance().getLogger().info("Player " + playerName + " quit, clearing region...");
// WorldEdit API integration for faster area cleanup
World weWorld = BukkitAdapter.adapt(islandSpawnLocation.getWorld());
try(EditSession editSession = WorldEdit.getInstance().newEditSession(weWorld))
{
// we only need to set everything to air
BlockState air = BukkitAdapter.adapt(Material.AIR.createBlockData());
// convert our area borders to WE blockvectors
BlockVector3 min = BlockVector3.at(startFrom.getBlockX(), startFrom.getBlockY(), startFrom.getBlockZ());
BlockVector3 max = BlockVector3.at(endAt.getBlockX(), endAt.getBlockY(), endAt.getBlockZ());
// create a cuboid region
CuboidRegion cuboidRegion = new CuboidRegion(weWorld, min, max);
// do the cleaning
editSession.setBlocks(cuboidRegion, air);
// set that island spot to "cool-down mode"
String randUUID = UUID.randomUUID().toString();
Coordinates islandCoords = new Coordinates(Cache.playerIslands.get(playerName));
Cache.playerIslands.put(randUUID, islandCoords);
Cache.playerIslands.remove(playerName);
// start a timer to set the spot to free after X time.
Bukkit.getScheduler().runTaskLater(LimboManager.getInstance(), () -> {
LimboManager.getInstance().getLogger().info("Region for " + playerName + " is now available again.");
Cache.playerIslands.remove(playerName);
LimboManager.getInstance().getLogger().info("Region [" + randUUID + ", "
+ islandCoords.getX() + ", "
+ islandCoords.getZ()
+ "] of " + playerName + " is now available again.");
Cache.playerIslands.remove(randUUID);
}, 60 * 20L);
@ -150,31 +169,26 @@ public class PlayerTeleporter implements Listener
*/
Coordinates islandCoords = new Coordinates(Cache.baseCoords);
for(Coordinates currentCoords : Cache.playerIslands.values()) {
ArrayList<Coordinates> playerIslands = new ArrayList<>(Cache.playerIslands.values());
// if the two are not the same, it means we found a free spot.
// we can thus quit the loop and keep the current coords as valid.
if(!islandCoords.equals(currentCoords)) break;
for(int i = 0; i < playerIslands.size(); i++)
{
Coordinates checkCoords = playerIslands.get(i);
// else, if they are the same,
// we have to either increase X or move to a new row and reset X, in case it's over 10000.
if(islandCoords.getX() >= 10000) // if we need to create a new row
if(islandCoords.equals(checkCoords))
{
islandCoords.setX(1000);
islandCoords.setZ(islandCoords.getZ() + Cache.islandsDistance);
} else { // if we just need to increase the column
islandCoords.setX(islandCoords.getX() + Cache.islandsDistance);
// we have to either increase X or move to a new row and reset X, in case it's over 10000.
if(islandCoords.getX() >= 10000) // if we need to create a new row
{
islandCoords.setX(1000);
islandCoords.setZ(islandCoords.getZ() + Cache.islandsDistance);
} else { // if we just need to increase the column
islandCoords.setX(islandCoords.getX() + Cache.islandsDistance);
}
i = 0; // restart the loop and check again (ugh)
}
}
} // at the end of the loop, we should have unique coordinates.
return islandCoords;
}
}
/*
player joins -> we look for the first free space -> we add it to the list and generate the island
*/