public HasPermissionToBuildInRegion ( TSPlayer ply ) : bool | ||
ply | TSPlayer | Player to check permissions with |
return | bool |
public bool CanBuild(int x, int y, TSPlayer ply) { if (!ply.Group.HasPermission(Permissions.canbuild)) { return(false); } Region top = null; for (int i = 0; i < Regions.Count; i++) { if (Regions[i].InArea(x, y)) { if (top == null) { top = Regions[i]; } else { if (Regions[i].Z > top.Z) { top = Regions[i]; } } } } return(top == null || top.HasPermissionToBuildInRegion(ply)); }
/// <summary> /// Checks if a given player can build in a region at the given (x, y) coordinate /// </summary> /// <param name="x">X coordinate</param> /// <param name="y">Y coordinate</param> /// <param name="ply">Player to check permissions with</param> /// <returns>Whether the player can build at the given (x, y) coordinate</returns> public bool CanBuild(int x, int y, TSPlayer ply) { if (!ply.HasPermission(Permissions.canbuild)) { return(false); } Region top = null; foreach (Region region in Regions.ToList()) { if (region.InArea(x, y)) { if (top == null || region.Z > top.Z) { top = region; } } } return(top == null || top.HasPermissionToBuildInRegion(ply)); }