public static bool IsRestrictedForUser(Player player, Region region, Node node) { if (UsingPermissions) { var Allowed = Program.permissionManager.IsPermittedImpl(node.Path, player); if (!Allowed) return region.IsRestrictedForUser(player); return !Allowed; } return region.IsRestrictedForUser(player); }
protected override void Initialized(object state) { if (!Directory.Exists(RegionsFolder)) Directory.CreateDirectory(RegionsFolder); rProperties = new Properties(RegionsFolder + Path.DirectorySeparatorChar + "regions.properties"); rProperties.Load(); rProperties.AddHeaderLine("Use 'rectify=false' to ignore world alterations from"); rProperties.AddHeaderLine("players who are blocked; Possibly saving bandwidth."); rProperties.pushData(); rProperties.Save(false); if (rProperties.RectifyChanges) WorldAlter = HookResult.RECTIFY; SelectorItem = rProperties.SelectionToolID; regionManager = new RegionManager(DataFolder); selection = new Selection(); commands = new Commands(); commands.regionManager = regionManager; commands.RegionsPlugin = this; commands.selection = selection; commands.Node_Create = Node.FromPath("region.create"); commands.Node_Here = Node.FromPath("region.here"); commands.Node_List = Node.FromPath("region.list"); commands.Node_Npcres = Node.FromPath("region.npcres"); commands.Node_Opres = Node.FromPath("region.opres"); commands.Node_Projectile = Node.FromPath("region.projectile"); commands.Node_ProtectAll = Node.FromPath("region.protectall"); commands.Node_Select = Node.FromPath("region.select"); commands.Node_User = Node.FromPath("region.user"); AddCommand("region") .WithAccessLevel(AccessLevel.OP) .WithHelpText("Usage: region [select, create, user, list, npcres, opres]") .WithDescription("Region Management.") .WithPermissionNode("regions") .Calls(commands.Region); AddCommand("regions") .WithAccessLevel(AccessLevel.OP) .WithHelpText("Usage: regions [select, create, user, list, npcres, opres]") .WithDescription("Region Management.") .WithPermissionNode("regions") //Need another method to split the commands up. .Calls(commands.Region); ChestBreak = AddAndCreateNode("region.chestbreak"); ChestOpen = AddAndCreateNode("region.chestopen"); DoorChange = AddAndCreateNode("region.doorchange"); LiquidFlow = AddAndCreateNode("region.liquidflow"); ProjectileUse = AddAndCreateNode("region.projectileuse"); SignEdit = AddAndCreateNode("region.signedit"); TileBreak = AddAndCreateNode("region.tilebreak"); TilePlace = AddAndCreateNode("region.tileplace"); }
public static bool IsRestricted(Node node, Player player) { if (IsRunningPermissions()) { var isPermitted = Program.permissionManager.IsPermittedImpl(node.Path, player); var isOp = player.Op; return !isPermitted && !isOp; } return !player.Op; }
public bool isPermitted(Node node, Player player) { return false; }
/// <summary> /// Permission check function. Use this to check player permissions. /// </summary> /// <param name="node">Permission node to check</param> /// <param name="player">Player to check for permission node</param> /// <returns>True if player is permitted. False if not.</returns> public bool IsPermitted(Node node, Player player) { return IsPermittedImpl(node.Path, player); }
public bool IsRestrictedForUser(Player player, Region region, Node node) { if (UsingPermissions) { return Program.permissionManager.isPermittedImpl(node.Path, player); } return region.IsRestrictedForUser(player); }
protected override void Enabled() { DoorChange = Node.FromPath("regions.doorchange"); LiquidFlow = Node.FromPath("regions.liquidflow"); TileBreak = Node.FromPath("regions.tilebreak"); TilePlace = Node.FromPath("regions.tileplace"); ProjectileUse = Node.FromPath("regions.projectileuse"); ProgramLog.Plugin.Log("Regions for TDSM #{0} enabled.", base.TDSMBuild); }
/* If a Permissions Handler is found, It checks if they are permitted, Else they are not (false). */ public bool IsRestrictedForUser(Player player, Node node) { return (IsRunningPermissions()) ? Program.permissionManager.IsPermittedImpl(node.Path, player) : false; }