/**
   * We listen to BlockPlace events for obvious reasons.
   *
   * @param event the event
   */
  @EventHandler(ignoreCancelled = true, priority = EventPriority.LOWEST)
  public void onBlockPlace(final BlockPlaceEvent event) {
    /*
     *  ____  _            _      ____  _
     * | __ )| | ___   ___| | __ |  _ \| | __ _  ___ ___
     * |  _ \| |/ _ \ / __| |/ / | |_) | |/ _` |/ __/ _ \
     * | |_) | | (_) | (__|   <  |  __/| | (_| | (_|  __/
     * |____/|_|\___/ \___|_|\_\ |_|   |_|\__,_|\___\___|
     */

    final Block block = event.getBlockPlaced();
    final Block blockAgainst = event.getBlockAgainst();
    // We don't care about null blocks.
    if (block == null || blockAgainst == null) return;

    final Material mat = block.getType();
    final Player player = event.getPlayer();
    boolean cancelled = false;

    // Check if the block may be placed against a certain material.
    // TODO: Maybe make it an extra check after all.
    final int againstId = blockAgainst.getTypeId();
    if (BlockProperties.isLiquid(againstId)) {
      if ((mat != Material.WATER_LILY
              || !BlockProperties.isLiquid(block.getRelative(BlockFace.DOWN).getTypeId()))
          && !player.hasPermission(Permissions.BLOCKPLACE_AGAINST_LIQUIDS)) cancelled = true;
    } else if (againstId == Material.AIR.getId()) {
      if (!player.hasPermission(Permissions.BLOCKPLACE_AGAINST_AIR)) cancelled = true;
    }

    // First, the fast place check.
    if (fastPlace.isEnabled(player)) {
      if (fastPlace.check(player, block)) cancelled = true;
      else // Combined speed:
      if (Improbable.check(player, 1f, System.currentTimeMillis())) cancelled = true;
    }

    // Second, the no swing check (player doesn't swing his arm when placing a lily pad).
    if (!cancelled
        && mat != Material.WATER_LILY
        && noSwing.isEnabled(player)
        && noSwing.check(player)) cancelled = true;

    // Third, the reach check.
    if (!cancelled && reach.isEnabled(player) && reach.check(player, block.getLocation()))
      cancelled = true;

    // Fourth, the direction check.
    if (!cancelled
        && direction.isEnabled(player)
        && direction.check(player, block.getLocation(), blockAgainst.getLocation()))
      cancelled = true;

    // If one of the checks requested to cancel the event, do so.
    if (cancelled) event.setCancelled(cancelled);
  }
  /**
   * We listen to ProjectileLaunch events to prevent players from launching projectiles too quickly.
   *
   * @param event the event
   */
  @EventHandler(ignoreCancelled = true, priority = EventPriority.LOWEST)
  public void onProjectileLaunch(final ProjectileLaunchEvent event) {
    /*
     *  ____            _           _   _ _        _                           _
     * |  _ \ _ __ ___ (_) ___  ___| |_(_) | ___  | |    __ _ _   _ _ __   ___| |__
     * | |_) | '__/ _ \| |/ _ \/ __| __| | |/ _ \ | |   / _` | | | | '_ \ / __| '_ \
     * |  __/| | | (_) | |  __/ (__| |_| | |  __/ | |__| (_| | |_| | | | | (__| | | |
     * |_|   |_|  \___// |\___|\___|\__|_|_|\___| |_____\__,_|\__,_|_| |_|\___|_| |_|
     *               |__/
     */
    // The shooter needs to be a player.
    if (!(event.getEntity().getShooter() instanceof Player)) return;

    // And the projectile must be one the following:
    switch (event.getEntityType()) {
      case ENDER_PEARL:
        break;
      case ENDER_SIGNAL:
        break;
      case EGG:
        break;
      case SNOWBALL:
        break;
      case THROWN_EXP_BOTTLE:
        break;
      case SPLASH_POTION:
        break;
      default:
        return;
    }

    final Player player = (Player) event.getEntity().getShooter();

    // Do the actual check...
    if (speed.isEnabled(player)) {
      final long now = System.currentTimeMillis();
      final Location loc = player.getLocation();
      if (Combined.checkYawRate(player, loc.getYaw(), now, loc.getWorld().getName()))
        event.setCancelled(true);
      if (speed.check(player))
        // If the check was positive, cancel the event.
        event.setCancelled(true);
      else if (Improbable.check(player, 1f, now))
        // COmbined fighting speed.
        event.setCancelled(true);
    }
  }
Beispiel #3
0
 /**
  * Return if t cancel.
  *
  * @param player
  * @param weights
  * @param now
  * @return
  */
 public static final boolean check(final Player player, final float weight, final long now) {
   return instance.checkImprobable(player, weight, now);
 }