78 lines
2.3 KiB
Java
78 lines
2.3 KiB
Java
package wtf.beatrice.limbomanager.listeners;
|
|
|
|
import org.bukkit.Location;
|
|
import org.bukkit.Material;
|
|
import org.bukkit.entity.Player;
|
|
import org.bukkit.event.EventHandler;
|
|
import org.bukkit.event.Listener;
|
|
import org.bukkit.event.player.PlayerJoinEvent;
|
|
import org.bukkit.event.player.PlayerQuitEvent;
|
|
import wtf.beatrice.limbomanager.Cache;
|
|
import wtf.beatrice.limbomanager.objects.Coordinates;
|
|
|
|
public class PlayerTeleporter implements Listener
|
|
{
|
|
|
|
@EventHandler
|
|
public void onPlayerJoin(PlayerJoinEvent event)
|
|
{
|
|
Player player = event.getPlayer();
|
|
String playerName = player.getName();
|
|
|
|
Coordinates islandCoords = calcNewCoordinates();
|
|
Cache.playerIslands.put(playerName, islandCoords);
|
|
|
|
Location islandLocation = new Location(player.getWorld(), islandCoords.getX(), 64, islandCoords.getZ());
|
|
islandLocation.getBlock().setType(Material.BEDROCK);
|
|
|
|
islandLocation.setY(islandLocation.getY() + 2);
|
|
player.teleport(islandLocation);
|
|
|
|
}
|
|
|
|
|
|
@EventHandler
|
|
public void onPlayerQuit(PlayerQuitEvent event)
|
|
{
|
|
String playerName = event.getPlayer().getName();
|
|
|
|
Cache.playerIslands.remove(playerName);
|
|
}
|
|
|
|
|
|
private Coordinates calcNewCoordinates() {
|
|
|
|
/*
|
|
how are islands laid out?
|
|
we start from (1000, 1000) and we put islands at 500 blocks distance up to 10000. then we move to a new row.
|
|
*/
|
|
|
|
Coordinates islandCoords = new Coordinates(1000, 1000);
|
|
for(Coordinates currentCoords : 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;
|
|
|
|
// else, if they are the same,
|
|
// we have to either increase X or move to a new row, 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() + 500);
|
|
} else { // if we just need to increase the column
|
|
islandCoords.setX(islandCoords.getX() + 500);
|
|
}
|
|
|
|
}
|
|
|
|
return islandCoords;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
player joins -> we look for the first free space -> we add it to the list and generate the island
|
|
|
|
|
|
*/ |