package com.massivecraft.factions.integration; import com.massivecraft.factions.P; import com.sk89q.worldedit.BlockVector; import com.sk89q.worldedit.Vector; import com.sk89q.worldguard.bukkit.WorldGuardPlugin; import com.sk89q.worldguard.protection.ApplicableRegionSet; import com.sk89q.worldguard.protection.flags.DefaultFlag; import com.sk89q.worldguard.protection.managers.RegionManager; import com.sk89q.worldguard.protection.regions.ProtectedCuboidRegion; import com.sk89q.worldguard.protection.regions.ProtectedRegion; import org.bukkit.Chunk; import org.bukkit.Location; import org.bukkit.World; import org.bukkit.entity.Player; import org.bukkit.plugin.Plugin; import java.util.ArrayList; import java.util.Collection; import java.util.List; import java.util.Map; import static com.sk89q.worldguard.bukkit.BukkitUtil.toVector; /* * Worldguard Region Checking * Author: Spathizilla */ public class Worldguard { private static WorldGuardPlugin wg; private static boolean enabled = false; public static void init(Plugin plugin) { Plugin wgplug = plugin.getServer().getPluginManager().getPlugin("WorldGuard"); if (wgplug == null || !(wgplug instanceof WorldGuardPlugin)) { enabled = false; wg = null; P.p.log("Could not hook to WorldGuard. WorldGuard checks are disabled."); } else { wg = (WorldGuardPlugin) wgplug; enabled = true; P.p.log("Successfully hooked to WorldGuard."); } } public static boolean isEnabled() { return enabled; } // PVP Flag check // Returns: // True: PVP is allowed // False: PVP is disallowed public static boolean isPVP(Player player) { if (!enabled) { // No WG hooks so we'll always bypass this check. return true; } Location loc = player.getLocation(); World world = loc.getWorld(); Vector pt = toVector(loc); RegionManager regionManager = wg.getRegionManager(world); ApplicableRegionSet set = regionManager.getApplicableRegions(pt); return set.allows(DefaultFlag.PVP); } // Check if player can build at location by worldguards rules. // Returns: // True: Player can build in the region. // False: Player can not build in the region. public static boolean playerCanBuild(Player player, Location loc) { if (!enabled) { // No WG hooks so we'll always bypass this check. return false; } World world = loc.getWorld(); Vector pt = toVector(loc); if (wg.getRegionManager(world).getApplicableRegions(pt).size() > 0) { return wg.canBuild(player, loc); } return false; } // Check for Regions in chunk the chunk // Returns: // True: Regions found within chunk // False: No regions found within chunk public static boolean checkForRegionsInChunk(Location loc) { if (!enabled) { // No WG hooks so we'll always bypass this check. return false; } World world = loc.getWorld(); Chunk chunk = world.getChunkAt(loc); int minChunkX = chunk.getX() << 4; int minChunkZ = chunk.getZ() << 4; int maxChunkX = minChunkX + 15; int maxChunkZ = minChunkZ + 15; int worldHeight = world.getMaxHeight(); // Allow for heights other than default BlockVector minChunk = new BlockVector(minChunkX, 0, minChunkZ); BlockVector maxChunk = new BlockVector(maxChunkX, worldHeight, maxChunkZ); RegionManager regionManager = wg.getRegionManager(world); ProtectedCuboidRegion region = new ProtectedCuboidRegion("wgfactionoverlapcheck", minChunk, maxChunk); Map allregions = regionManager.getRegions(); Collection allregionslist = new ArrayList(allregions.values()); List overlaps; boolean foundregions = false; try { overlaps = region.getIntersectingRegions(allregionslist); if (overlaps == null || overlaps.isEmpty()) { foundregions = false; } else { foundregions = true; } } catch (Exception e) { e.printStackTrace(); } return foundregions; } }