LimboManager/src/main/java/wtf/beatrice/limbomanager/objects/LocationCheckRunnable.java

72 lines
2.5 KiB
Java

package wtf.beatrice.limbomanager.objects;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.entity.Player;
import org.bukkit.scheduler.BukkitTask;
import wtf.beatrice.limbomanager.Cache;
import wtf.beatrice.limbomanager.utils.LocationUtils;
import java.util.ArrayList;
import java.util.List;
public class LocationCheckRunnable implements Runnable
{
public BukkitTask task;
List<Player> playersToCheck = new ArrayList<>();
// we give players a distanceMax block range to move in.
// if they go out, we teleport them back to their island's spawnpoint.
@Override
public void run()
{
// if we checked all players, refill the list and skip the check for this time (in case server is empty).
if(playersToCheck.isEmpty()) {
playersToCheck.addAll(Bukkit.getServer().getOnlinePlayers());
return;
}
// load the player
Player player = null;
while(player == null || !player.isOnline()) // check if player left and in case, move to next one
{
if(!playersToCheck.isEmpty()) player = playersToCheck.get(0);
if(player != null) playersToCheck.remove(player);
}
if(!Cache.playerIslands.containsKey(player.getName()))
return; //it means the player just joined and still didn't get an island (reminder that this is async)
Location playerLocation = player.getLocation();
int spawnOffsetX = Cache.getConfiguration().getInt("island.spawn-offset.x");
int spawnOffsetZ = Cache.getConfiguration().getInt("island.spawn-offset.z");
// we are copying the object because otherwise we'd be directly editing the reference in the hashmap
// and causing a lot of trouble by moving the spawnpoint itself.
Coordinates islandSpawnCoordinates = new Coordinates(Cache.playerIslands.get(player.getName()));
islandSpawnCoordinates.setX(islandSpawnCoordinates.getX() + spawnOffsetX);
islandSpawnCoordinates.setZ(islandSpawnCoordinates.getZ() + spawnOffsetZ);
// calculate absolute distance from spawnpoint
int distanceX = Math.abs(playerLocation.getBlockX() - islandSpawnCoordinates.getX());
int distanceZ = Math.abs(playerLocation.getBlockZ() - islandSpawnCoordinates.getZ());
// check if player is inside bounds
if(distanceX > Cache.islandWalkingRange || distanceZ > Cache.islandWalkingRange)
{
LocationUtils.teleportToOwnIsland(player);
player.sendMessage("Out of bounds");
}
}
}