Enable protecting chests and people being able to open them and not.
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4eae8778ea
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@ -27,6 +27,7 @@ public enum Settings {
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JAILEDSTOREINVENTORY("jailing.jail.storeInventory"),
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JAILEDSTOREINVENTORY("jailing.jail.storeInventory"),
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LOGJAILING("jailing.jail.logToConsole"),
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LOGJAILING("jailing.jail.logToConsole"),
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MAXAFKTIME("jailing.during.maxAFKTime"),
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MAXAFKTIME("jailing.during.maxAFKTime"),
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OPENCHEST("jailing.during.openChest"),
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RECIEVEMESSAGES("jailing.during.recieveMessages"),
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RECIEVEMESSAGES("jailing.during.recieveMessages"),
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RELEASETOPREVIOUSPOSITION("jailing.release.backToPreviousPosition"),
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RELEASETOPREVIOUSPOSITION("jailing.release.backToPreviousPosition"),
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RESTOREPREVIOUSGAMEMODE("jailing.release.restorePreviousGameMode"),
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RESTOREPREVIOUSGAMEMODE("jailing.release.restorePreviousGameMode"),
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@ -2,11 +2,14 @@ package com.graywolf336.jail.listeners;
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import java.util.concurrent.TimeUnit;
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import java.util.concurrent.TimeUnit;
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import org.bukkit.Material;
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import org.bukkit.event.EventHandler;
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import org.bukkit.event.EventHandler;
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import org.bukkit.event.Listener;
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import org.bukkit.event.Listener;
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import org.bukkit.event.block.Action;
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import org.bukkit.event.block.BlockBreakEvent;
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import org.bukkit.event.block.BlockBreakEvent;
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import org.bukkit.event.block.BlockPlaceEvent;
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import org.bukkit.event.block.BlockPlaceEvent;
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import org.bukkit.event.player.PlayerCommandPreprocessEvent;
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import org.bukkit.event.player.PlayerCommandPreprocessEvent;
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import org.bukkit.event.player.PlayerInteractEvent;
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import com.graywolf336.jail.JailMain;
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import com.graywolf336.jail.JailMain;
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import com.graywolf336.jail.Util;
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import com.graywolf336.jail.Util;
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@ -136,4 +139,49 @@ public class ProtectionListener implements Listener {
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}
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}
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}
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}
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}
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}
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@EventHandler(ignoreCancelled=true)
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public void chestProtection(PlayerInteractEvent event) {
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//First thing is first, let's be sure the player we're dealing with is in jail
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if(pl.getJailManager().isPlayerJailed(event.getPlayer().getName())) {
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//Next, let's check if it is a chest and if they're in a cell
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//If they are in a cell and are opening a chest, then we check
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//the config to see if they can open the chests
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if(event.getAction() == Action.RIGHT_CLICK_BLOCK && event.getClickedBlock().getType() == Material.CHEST) {
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//Let's get the cell the player is in, then check if it is null or not.
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if(pl.getJailManager().getJailPlayerIsIn(event.getPlayer().getName()).isJailedInACell(event.getPlayer().getName())) {
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if(pl.getConfig().getBoolean(Settings.OPENCHEST.getPath())) {
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//The prisoner is in a cell, so let's check if it is a couple chest.
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Material bpos1 = event.getClickedBlock().getLocation().add(-1, 0, 0).getBlock().getType();
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Material bpos2 = event.getClickedBlock().getLocation().add(+1, 0, 0).getBlock().getType();
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Material bpos3 = event.getClickedBlock().getLocation().add(0, 0, -1).getBlock().getType();
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Material bpos4 = event.getClickedBlock().getLocation().add(0, 0, +1).getBlock().getType();
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boolean pos1 = bpos1 == Material.CHEST || bpos1 == Material.TRAPPED_CHEST;
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boolean pos2 = bpos2 == Material.CHEST || bpos2 == Material.TRAPPED_CHEST;
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boolean pos3 = bpos3 == Material.CHEST || bpos3 == Material.TRAPPED_CHEST;
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boolean pos4 = bpos4 == Material.CHEST || bpos4 == Material.TRAPPED_CHEST;
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if(pos1 || pos2 || pos3 || pos4) {
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//it is a double chest, so they're free to go!
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if(pl.inDebug()) event.getPlayer().sendMessage("[Jail Debug]: You're opening up a double chest.");
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}else {
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//it is not a double chest, so we won't be allowing it.
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event.setCancelled(true);
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return;
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}
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}else {
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//the config has opening chests disabled
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event.setCancelled(true);
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return;
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}
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}else {
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//The prisoner is not in a cell, so let's not allow it. IF we get feedback from people who
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//use the plugin, this might get removed or permission node might be added.
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event.setCancelled(true);
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return;
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}
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}
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}
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}
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}
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}
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