Bukkit插件编程之检测玩家受到的伤害是来自投射类武器还是近身武器

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 1 package com.sklm.lhb.listener;
 2 
 3 import org.bukkit.entity.Arrow;
 4 import org.bukkit.entity.Player;
 5 import org.bukkit.entity.Projectile;
 6 import org.bukkit.event.EventHandler;
 7 import org.bukkit.event.Listener;
 8 import org.bukkit.event.entity.EntityDamageByEntityEvent;
 9 
10 
11 import com.sklm.lhb.combat.Combat;
12 public class DamageListener implements Listener {
13     public DamageListener(Combat plugin) {
14         plugin.getServer().getPluginManager().registerEvents(this, plugin);
15     }
16     
17     @EventHandler
18     public void damage(EntityDamageByEntityEvent event) {
19         if((event.getDamager() instanceof Player)&&(event.getEntity() instanceof Player)) {
20                 boolean fb_pvp = DamageUtil.getIsPVP("FB");
21                 Player player = (Player) event.getDamager();
22                 if((player.getWorld().getName()).equals("FB")){
23                     if((event.getDamager() instanceof Player)&&(event.getEntity() instanceof Player)) {
24                         Player player_self = (Player) event.getDamager();
25                         boolean b = DamageUtil.isCommonGroup((Player)event.getEntity(), player_self);
26                         String pvp_world = DamageUtil.getWorld_name();
27                         if(b) {
28                             event.setCancelled(true);
29                             return ;
30                         }else {
31                             event.setCancelled(false);
32                         }
33                     }
34                 }
35                 if((player.getWorld().getName()).equals("ZC")) {
36                     if((event.getDamager() instanceof Player)&&(event.getEntity() instanceof Player)) {
37                         if(event.getDamager() instanceof Arrow) {
38                             event.setCancelled(true);
39                         }
40                         event.setCancelled(true);
41                         return ;
42                     }else {
43                         event.setCancelled(false);
44                     }
45                 }        
46         }else {
47             //检测受到的伤害是否为投射物(弓箭,枪之类的伤害)
48             if(event.getDamager() instanceof Projectile) {
49                 if((event.getDamager() instanceof Projectile)&&(event.getEntity() instanceof Player)) {
50                         boolean fb_pvp = DamageUtil.getIsPVP("FB");
51                         Player player = (Player) ((Projectile) event.getDamager()).getShooter();
52                         if((player.getWorld().getName()).equals("FB")){
53                             if((event.getDamager() instanceof Projectile)&&(event.getEntity() instanceof Player)) {
54                                 Player player_self = (Player) ((Projectile) event.getDamager()).getShooter();
55                                 boolean b = DamageUtil.isCommonGroup((Player)event.getEntity(), player_self);
56                                 String pvp_world = DamageUtil.getWorld_name();
57                                 if(b) {
58                                     event.setCancelled(true);
59                                     return ;
60                                 }else {
61                                     event.setCancelled(false);
62                                 }
63                             }
64                         }
65                         if((player.getWorld().getName()).equals("ZC")) {
66                             if((event.getDamager() instanceof Projectile)&&(event.getEntity() instanceof Player)) {
67                                 event.setCancelled(true);
68                                 return ;
69                             }else {
70                                 event.setCancelled(false);
71                             }
72                         }        
73                 }
74             }
75         }
76         
77     }
78     
79 }

注意在检测玩家受到的伤害时候,近身类武器可以直接通过event.getDamager() instanceof Player 来判断是否受到伤害,但是在检测是否受到投掷类伤害的时候要通过event.getDamager instanceof Projectile来判断是否受到来自投掷类武器的伤害

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