bool PlanetManagerImplementation::isCampingPermittedAt(float x, float y, float margin) {
	SortedVector<ManagedReference<ActiveArea* > > activeAreas;

	Vector3 targetPos(x, y, zone->getHeight(x, y));

	zone->getInRangeActiveAreas(x, y, &activeAreas, true);

	for (int i = 0; i < activeAreas.size(); ++i) {
		ActiveArea* area = activeAreas.get(i);

		// Skip areas explicitly marked as camping allowed
		if (area->isCampingPermitted()) {
			continue;
		}

		// Honor no-build after checking for areas that camping is explicitly allowed
		if (area->isNoBuildArea()) {
				return false;
		}
	}

	if (isInWater(x, y)) {
		return false;
	}

	if (isInRangeWithPoi(x, y, 150))
		return false;

	return true;
}
bool PlanetManagerImplementation::isBuildingPermittedAt(float x, float y, SceneObject* object, float margin) {
	SortedVector<ManagedReference<ActiveArea* > > activeAreas;

	Vector3 targetPos(x, y, zone->getHeight(x, y));

	zone->getInRangeActiveAreas(x, y, &activeAreas, true);

	for (int i = 0; i < activeAreas.size(); ++i) {
		ActiveArea* area = activeAreas.get(i);

		if (area->isNoBuildArea()) {
			return false;
		}
	}

	if (isInObjectsNoBuildZone(x, y, margin)) {
		return false;
	}

	if (isInWater(targetPos.getX(), targetPos.getY())) {
		return false;
	}

	if (isInRangeWithPoi(targetPos.getX(), targetPos.getY(), 150))
		return false;

	return true;
}
bool PlanetManagerImplementation::isBuildingPermittedAt(float x, float y, SceneObject* object, float margin) {
	SortedVector<ActiveArea*> activeAreas;

	Vector3 targetPos(x, y, 0);

	if (!zone->isWithinBoundaries(targetPos))
		return false;

	//targetPos.setZ(zone->getHeight(x, y)); not needed

	zone->getInRangeActiveAreas(x, y, &activeAreas, true);

	for (int i = 0; i < activeAreas.size(); ++i) {
		ActiveArea* area = activeAreas.get(i);

		if (area->isNoBuildArea()) {
			return false;
		}
	}

	if (isInObjectsNoBuildZone(x, y, margin)) {
		return false;
	}

	if (isInWater(x, y)) {
		return false;
	}

	if (isInRangeWithPoi(x, y, 150))
		return false;

	return true;
}
int EventPerkDeedImplementation::handleObjectMenuSelect(CreatureObject* player, byte selectedID) {

	if (selectedID == 20) {
		if (generated) {
			return 1;
		}

		Zone* zone = player->getZone();

		if (zone == NULL) {
			return 1;
		}

		PlanetManager* planetManager = zone->getPlanetManager();
		if (planetManager == NULL) {
			return 1;
		}

		EventPerkDeedTemplate* deedTemplate = cast<EventPerkDeedTemplate*>(getObjectTemplate());
		if (deedTemplate == NULL) {
			return 1;
		}

		if (zone->getZoneName().contains("space_")) {
			player->sendSystemMessage("@event_perk:not_in_space"); // You may not deploy a Rental in space. Return to the ground first.
			return 1;
		}

		if (!deedTemplate->isAllowedZone(zone->getZoneName())) {
			player->sendSystemMessage("@event_perk:not_on_this_planet"); // You cannot deploy this rental on this planet. Examine the deed to determine the intended planet for this rental.
			return 1;
		}

		if (!isASubChildOf(player)) {
			player->sendSystemMessage("@event_perk:from_inventory_only"); // This rental must be in your inventory in order to be deployed.
			return 1;
		}

		if (player->getParent() != NULL) {
			player->sendSystemMessage("@event_perk:not_inside"); // You cannot deploy a Rental indoors. You must move outside.
			return 1;
		}

		if (player->isInCombat()) {
			player->sendSystemMessage("@event_perk:not_in_combat"); // You cannot deploy a Rental while in combat.
			return 1;
		}

		if (player->isSwimming()) {
			player->sendSystemMessage("@event_perk:not_while_swimming"); // You cannot deploy a Rental while swimming.
			return 1;
		}

		ManagedReference<CityRegion*> city = player->getCityRegion().get();

		if (city != NULL) {
			if (city->isClientRegion()) {
				player->sendSystemMessage("@event_perk:not_in_municipal_zone"); // You may not place a Rental in a municipal zone.
				return 1;
			}

			if (city->isZoningEnabled() && !city->hasZoningRights(player->getObjectID())) {
				player->sendSystemMessage("@event_perk:no_zoning_rights"); // You must have zoning rights to place a Rental in this city.
				return 1;
			}
		}

		int x = player->getWorldPositionX();
		int y = player->getWorldPositionY();
		int nearbyPerks = 0;

		TerrainManager* terrainManager = planetManager->getTerrainManager();
		if ( terrainManager == NULL || terrainManager->getHighestHeightDifference(x - 10, y - 10, x + 10, y + 10) > 15.0) {
			player->sendSystemMessage("@event_perk:bad_area"); // This rental could not be deployed due to the surrounding terrain. Please move to another area and try again.
			return 1;
		}

		SortedVector<ManagedReference<QuadTreeEntry* > >* closeObjects = player->getCloseObjects();

		if (closeObjects == NULL) {
			error("Player has NULL closeObjectsVector in EventPerkDeedImplementation::handleObjectMenuSelect");
			return 1;
		}

		for (int i = 0; i < closeObjects->size(); ++i) {
			SceneObject* obj = cast<SceneObject*>(closeObjects->get(i).get());

			if (obj == NULL) {
				continue;
			}

			SharedObjectTemplate* objectTemplate = obj->getObjectTemplate();
			if (objectTemplate == NULL) {
				continue;
			}

			float radius = objectTemplate->getNoBuildRadius();

			if (obj->isLairObject() && player->isInRange(obj, radius)) {
				player->sendSystemMessage("@event_perk:too_close_lair"); // You cannot place a Rental this close to a lair.
				return 1;
			}

			if (obj->isCampStructure() && player->isInRange(obj, radius)) {
				player->sendSystemMessage("@event_perk:too_close_camp"); // You cannot place a Rental this close to a camp.
				return 1;
			}

			if (radius > 0 && player->isInRange(obj, radius)) {
				player->sendSystemMessage("@event_perk:too_close_something"); // You are too close to an object to deploy your Rental here. Move away from it.
				return 1;
			}

			if (objectTemplate->isSharedStructureObjectTemplate()) {
				if (StructureManager::instance()->isInStructureFootprint(cast<StructureObject*>(obj), x, y, 0)) {
					player->sendSystemMessage("@event_perk:too_close_building"); // You may not place a Rental this close to a building.
					return 1;
				}
			}

			if (obj->isEventPerk() && player->isInRange(obj, 32) && ++nearbyPerks > 2) {
				player->sendSystemMessage("@event_perk:too_many_perks"); // There are too many Rentals already deployed in this area. Please move to another location.
				return 1;
			}
		}

		SortedVector<ManagedReference<ActiveArea* > > activeAreas;
		zone->getInRangeActiveAreas(x, y, &activeAreas, true);

		for (int i = 0; i < activeAreas.size(); ++i) {
			ActiveArea* area = activeAreas.get(i);

			if (area->isNoBuildArea()) {
				player->sendSystemMessage("@event_perk:too_close_something"); // You are too close to an object to deploy your Rental here. Move away from it.
				return 1;
			}
		}

		if (planetManager->isInRangeWithPoi(x, y, 150)) {
			player->sendSystemMessage("@event_perk:too_close_something"); // You are too close to an object to deploy your Rental here. Move away from it.
			return 1;
		}

		if (perkType != EventPerkDeedTemplate::STATIC) {
			player->sendSystemMessage("This type of event perk deed is not functional yet.");
			return 1;
		}

		ManagedReference<TangibleObject*> object = generatedObject.get();

		if (object == NULL) {
			object = (server->getZoneServer()->createObject(generatedObjectTemplate.hashCode(), "playerstructures", 1)).castTo<TangibleObject*>();

			if (object == NULL) {
				player->sendSystemMessage("Error generating object. Wrong generatedObjectTemplate or is not a tangible object.");
				return 1;
			}

			generatedObject = object;
		}

		EventPerkDataComponent* data = cast<EventPerkDataComponent*>(object->getDataObjectComponent()->get());

		if (data == NULL) {
			player->sendSystemMessage("Error: no dataObjectComponent.");
			object->destroyObjectFromDatabase();
			return 1;
		}

		data->setDeed(_this.get());

		object->initializePosition(player->getPositionX(), player->getPositionZ(), player->getPositionY());
		object->setDirection(Math::deg2rad(player->getDirectionAngle()));
		zone->transferObject(object, -1, true);

		generated = true;
		destroyObjectFromWorld(true);

		return 0;
	}

	return DeedImplementation::handleObjectMenuSelect(player, selectedID);
}