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