public static void addDisguise(UUID entityId, TargetedDisguise disguise) { if (!getDisguises().containsKey(entityId)) { getDisguises().put(entityId, new HashSet<TargetedDisguise>()); } getDisguises().get(entityId).add(disguise); checkConflicts(disguise, null); if (disguise.getDisguiseTarget() == TargetType.SHOW_TO_EVERYONE_BUT_THESE_PLAYERS && disguise.isModifyBoundingBox()) { doBoundingBox(disguise); } }
public static TargetedDisguise getMainDisguise(UUID entityId) { TargetedDisguise toReturn = null; if (getDisguises().containsKey(entityId)) { for (TargetedDisguise disguise : getDisguises().get(entityId)) { if (disguise.getDisguiseTarget() == TargetType.SHOW_TO_EVERYONE_BUT_THESE_PLAYERS) { return disguise; } toReturn = disguise; } } return toReturn; }
public static boolean removeDisguise(TargetedDisguise disguise) { UUID entityId = disguise.getEntity().getUniqueId(); if (getDisguises().containsKey(entityId) && getDisguises().get(entityId).remove(disguise)) { if (getDisguises().get(entityId).isEmpty()) { getDisguises().remove(entityId); } if (disguise.getDisguiseTarget() == TargetType.SHOW_TO_EVERYONE_BUT_THESE_PLAYERS && disguise.isModifyBoundingBox()) { doBoundingBox(disguise); } return true; } return false; }
/** * If name isn't null. Make sure that the name doesn't see any other disguise. Else if name is * null. Make sure that the observers in the disguise don't see any other disguise. */ public static void checkConflicts(TargetedDisguise disguise, String name) { // If the disguise is being used.. Else we may accidentally undisguise something else if (DisguiseAPI.isDisguiseInUse(disguise)) { Iterator<TargetedDisguise> disguiseItel = getDisguises().get(disguise.getEntity().getUniqueId()).iterator(); // Iterate through the disguises while (disguiseItel.hasNext()) { TargetedDisguise d = disguiseItel.next(); // Make sure the disguise isn't the same thing if (d != disguise) { // If the loop'd disguise is hiding the disguise to everyone in its list if (d.getDisguiseTarget() == TargetType.HIDE_DISGUISE_TO_EVERYONE_BUT_THESE_PLAYERS) { // If player is a observer in the loop if (disguise.getDisguiseTarget() == TargetType.HIDE_DISGUISE_TO_EVERYONE_BUT_THESE_PLAYERS) { // If player is a observer in the disguise // Remove them from the loop if (name != null) { d.removePlayer(name); } else { for (String playername : disguise.getObservers()) { d.silentlyRemovePlayer(playername); } } } else if (disguise.getDisguiseTarget() == TargetType.SHOW_TO_EVERYONE_BUT_THESE_PLAYERS) { // If player is not a observer in the loop if (name != null) { if (!disguise.getObservers().contains(name)) { d.removePlayer(name); } } else { for (String playername : new ArrayList<String>(d.getObservers())) { if (!disguise.getObservers().contains(playername)) { d.silentlyRemovePlayer(playername); } } } } } else if (d.getDisguiseTarget() == TargetType.SHOW_TO_EVERYONE_BUT_THESE_PLAYERS) { // Here you add it to the loop if they see the disguise if (disguise.getDisguiseTarget() == TargetType.HIDE_DISGUISE_TO_EVERYONE_BUT_THESE_PLAYERS) { // Everyone who is in the disguise needs to be added to the loop if (name != null) { d.addPlayer(name); } else { for (String playername : disguise.getObservers()) { d.silentlyAddPlayer(playername); } } } else if (disguise.getDisguiseTarget() == TargetType.SHOW_TO_EVERYONE_BUT_THESE_PLAYERS) { // This here is a paradox. // If fed a name. I can do this. // But the rest of the time.. Its going to conflict. // The below is debug output. Most people wouldn't care for it. // System.out.print("Cannot set more than one " + // TargetType.SHOW_TO_EVERYONE_BUT_THESE_PLAYERS // + " on a entity. Removed the old disguise."); disguiseItel.remove(); d.removeDisguise(); } } } } } }