Cancel EntityTargetEvent for when an entity wishes to target a party member without the friendly fire permission being enabled for both.

Not sure this can happen except for when an entity is made agressive to a player, then friendly fire is removed later and the player returns in range of the agressive tamed entity.

Thought: Move the permissions check for friendly fire into isFriendlyPet?  Not sure where else this is used, but if we always do a permissions check for friendly fire afterwards, it would make sense to move that check.
This commit is contained in:
NuclearW 2013-02-07 18:56:38 -05:00
parent af1288b6f8
commit 911f036723

View File

@ -23,6 +23,7 @@ import org.bukkit.event.entity.EntityDamageEvent.DamageCause;
import org.bukkit.event.entity.EntityDeathEvent;
import org.bukkit.event.entity.EntityExplodeEvent;
import org.bukkit.event.entity.EntityTameEvent;
import org.bukkit.event.entity.EntityTargetEvent;
import org.bukkit.event.entity.ExplosionPrimeEvent;
import org.bukkit.event.entity.FoodLevelChangeEvent;
@ -350,4 +351,22 @@ public class EntityListener implements Listener {
TamingManager tamingManager = new TamingManager(Users.getPlayer(player));
tamingManager.awardTamingXP(event);
}
@EventHandler (ignoreCancelled = true)
public void onEntityTarget(EntityTargetEvent event) {
if (event.getEntity() instanceof Tameable && event.getTarget() instanceof Player) {
Player player = (Player) event.getTarget();
Tameable tameable = (Tameable) event.getEntity();
if (Misc.isFriendlyPet(player, tameable)) {
// isFriendlyPet ensures that the Tameable is: Tamed, owned by a player, and the owner is in the same party
// So we can make some assumptions here, about our casting and our check
Player owner = (Player) tameable.getOwner();
if (!(Permissions.friendlyFire(player) && Permissions.friendlyFire(owner))) {
event.setCancelled(true);
return;
}
}
}
}
}