Changes some configuration keys
Some checks failed
EpicKnarvik97/Blacksmith/pipeline/head There was a failure building this commit

This commit is contained in:
Kristian Knarvik 2023-11-20 13:20:11 +01:00
parent 11d8c74a26
commit 6872dadca8
7 changed files with 191 additions and 173 deletions

View File

@ -15,7 +15,7 @@ fee. Costs are highly customizable.
- This plugin is not directly compatible with the original. If you are using the old one, you will need to set it up
again!
### Dependencies
### Required dependencies
- Citizens2
- Vault
@ -146,7 +146,7 @@ All currently supported presets, and available filters for each preset:
|----------|------------|----------------------------------------------------------------------------------------------|
| language | string | The language used for this plugin. Only "en" is supported, unless you add a custom language. |
### Global-only options
### Blacksmith global-only options
| Key | Value type | Description |
|---------------------------|-------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@ -158,7 +158,7 @@ All currently supported presets, and available filters for each preset:
| chippedAnvilReforgingCost | positive decimal number | The price for reforging a chipped anvil (slightly damaged). No other costs apply! |
| damagedAnvilReforgingCost | positive decimal number | The price for reforging a damaged anvil (very damaged). No other costs apply! |
### Per-npc (with default values set in config.yml)
### Blacksmith per-npc (with default values set in config.yml)
#### Configuration values
@ -179,7 +179,7 @@ All currently supported presets, and available filters for each preset:
| enchantmentBlocklist | string list | A string list of all enchantments a blacksmith should not be allowed to add to items. |
| reforgeAnvils | true/false | Whether to allow the blacksmith to reforge anvils. If enabled, chipped and damaged anvils will be replaced with a normal anvil. |
#### Messages
#### Blacksmith per-npc messages (with default values set in config.yml)
| Message Key | Explanation |
|--------------------------|-----------------------------------------------------------------------------------------------------------------|

View File

@ -15,14 +15,14 @@ public enum BlacksmithSetting implements Setting {
*
* <p>If set to false, the item will be directly put in the player's inventory instead</p>
*/
DROP_ITEM("dropItem", SettingValueType.BOOLEAN, true, "dropItem", "Whether the " +
DROP_ITEM("dropItem", SettingValueType.BOOLEAN, true, "Whether the " +
"item will drop a reforged item on the ground, instead of putting it into the user's inventory",
true, false),
/**
* The setting for the chance of a reforging to fail
*/
FAIL_CHANCE("failReforgeChance", SettingValueType.PERCENTAGE, 10, "failReforgeChance",
FAIL_CHANCE("failReforgeChance", SettingValueType.PERCENTAGE, 10,
"The chance to fail reforging an item, which only repairs the item a tiny bit or not at all (0-100)",
true, false),
@ -30,51 +30,51 @@ public enum BlacksmithSetting implements Setting {
* The setting for whether failing a reforging should downgrade/remove enchantments as well
*/
FAIL_REMOVE_ENCHANTMENTS("failReforgeRemovesEnchantments", SettingValueType.BOOLEAN, false,
"failReforgeRemovesEnchantments", "Whether failed reforging should remove or " +
"downgrade the item's enchantments", true, false),
"Whether failed reforging should remove or " +
"downgrade the item's enchantments", true, false),
/**
* The setting for the chance of an additional enchantment being added
*/
EXTRA_ENCHANTMENT_CHANCE("extraEnchantmentChance", SettingValueType.PERCENTAGE, 5,
"extraEnchantmentChance", "The chance that an enchantment will be added to the " +
"reforged item (0-100)", true, false),
"The chance that an enchantment will be added to the " +
"reforged item (0-100)", true, false),
/**
* The setting for the maximum amount of enchantments that can be added to an item
*/
MAX_ENCHANTMENTS("maxEnchantments", SettingValueType.POSITIVE_INTEGER, 3,
"maxEnchantments", "The maximum number of enchantments the blacksmith will try to" +
" add", true, false),
"The maximum number of enchantments the blacksmith will try to" +
" add", true, false),
/**
* The maximum amount of seconds a player may need to wait for the reforging to finish
*/
MAX_REFORGE_DELAY("delaysInSeconds.maximum", SettingValueType.POSITIVE_INTEGER, 30,
"maxReforgeDelay", "The maximum time for a reforging to finish",
MAX_REFORGE_DELAY("maxReforgeWaitTimeSeconds", SettingValueType.POSITIVE_INTEGER, 30,
"The maximum time for a reforging to finish",
true, false),
/**
* The minimum amount of seconds a player may need to wait for the reforging to finish
*/
MIN_REFORGE_DELAY("delaysInSeconds.minimum", SettingValueType.POSITIVE_INTEGER, 5,
"minReforgeDelay", "The minimum time for a reforging to finish",
MIN_REFORGE_DELAY("minReforgeWaitTimeSeconds", SettingValueType.POSITIVE_INTEGER, 5,
"The minimum time for a reforging to finish",
true, false),
/**
* The setting for number of seconds a player has to wait between each usage of the blacksmith
*/
REFORGE_COOL_DOWN("delaysInSeconds.reforgeCoolDown", SettingValueType.POSITIVE_INTEGER, 60,
"reforgeCoolDown", "The cool-down period between each reforge",
REFORGE_COOL_DOWN("reforgeCoolDownSeconds", SettingValueType.POSITIVE_INTEGER, 60,
"The cool-down period between each reforge",
true, false),
/**
* The setting for which items the blacksmith is able to reforge
*/
REFORGE_ABLE_ITEMS("reforgeAbleItems", SettingValueType.REFORGE_ABLE_ITEMS, "",
"reforgeAbleItems", "The items a blacksmith is able to reforge. Setting this only " +
"allows NPCs to repair the listed items. This should be set for each individual NPC, and should not be set" +
" here, unless you want to restrict NPCs which have not been set up yet.", true, false),
"The items a blacksmith is able to reforge. Setting this only " +
"allows NPCs to repair the listed items. This should be set for each individual NPC, and should not be set" +
" here, unless you want to restrict NPCs which have not been set up yet.", true, false),
/**
* The setting for the title used to display which kind of blacksmith the NPC is
@ -83,21 +83,20 @@ public enum BlacksmithSetting implements Setting {
* describe the blacksmith's specialization, and thus the range of reforge-able items, is expected.</p>
*/
BLACKSMITH_TITLE("blacksmithTitle", SettingValueType.STRING, "blacksmith",
"blacksmithTitle", "The title describing the blacksmith's usage/speciality",
true, false),
"The title describing the blacksmith's usage/speciality", true, false),
/**
* The setting for the enchantments a blacksmith cannot apply to items
*/
ENCHANTMENT_BLOCKLIST("enchantmentBlocklist", SettingValueType.STRING_LIST, new String[]{"binding_curse",
"mending", "vanishing_curse"}, "enchantmentBlocklist", "The enchantments a " +
"mending", "vanishing_curse"}, "The enchantments a " +
"blacksmith is denied from applying to an item. Disable anything you find too op or annoying.",
true, false),
/**
* Whether to allow this blacksmith to repair anvils
*/
REPAIR_ANVILS("reforgeAnvils", SettingValueType.BOOLEAN, false, "reforgeAnvils",
REPAIR_ANVILS("reforgeAnvils", SettingValueType.BOOLEAN, false,
"Whether the blacksmith will reforge anvils as a special case", true, false),
/*-----------
@ -107,83 +106,83 @@ public enum BlacksmithSetting implements Setting {
/**
* The message displayed when the blacksmith is busy with another player
*/
BUSY_WITH_PLAYER_MESSAGE("messages.busyPlayerMessage", SettingValueType.STRING,
"&cI'm busy at the moment. Come back later!", "busyPlayerMessage",
BUSY_WITH_PLAYER_MESSAGE("busyPlayerMessage", SettingValueType.STRING,
"&cI'm busy at the moment. Come back later!",
"The message to display when another player is using the blacksmith", true, true),
/**
* The message displayed when the blacksmith is already reforging something for the player
*/
BUSY_WITH_REFORGE_MESSAGE("messages.busyReforgeMessage", SettingValueType.STRING,
"&cI'm working on it. Be patient! I'll finish {time}!", "busyReforgeMessage",
BUSY_WITH_REFORGE_MESSAGE("busyReforgeMessage", SettingValueType.STRING,
"&cI'm working on it. Be patient! I'll finish {time}!",
"The message to display when the blacksmith is working on the reforging", true, true),
/**
* The message displayed if the player has to wait for the cool-down to expire
*/
COOL_DOWN_UNEXPIRED_MESSAGE("messages.coolDownUnexpiredMessage", SettingValueType.STRING,
COOL_DOWN_UNEXPIRED_MESSAGE("coolDownUnexpiredMessage", SettingValueType.STRING,
"&cYou've already had your chance! Give me a break! I'll be ready {time}!",
"coolDownUnexpiredMessage", "The message to display when the blacksmith is still on" +
" a cool-down from the previous re-forging", true, true),
"The message to display when the blacksmith is still on" +
" a cool-down from the previous re-forging", true, true),
/**
* The message displayed when displaying the cost of reforging the held item to the player
*/
COST_MESSAGE("messages.costMessage", SettingValueType.STRING,
COST_MESSAGE("costMessage", SettingValueType.STRING,
"&eIt will cost &a{cost}&e to reforge that &a{item}&e! Click again to reforge!",
"costMessage", "The message to display when informing a player about the reforging" +
" cost", true, true),
"The message to display when informing a player about the reforging" +
" cost", true, true),
/**
* The message displayed if the blacksmith fails reforging an item
*/
FAIL_MESSAGE("messages.failReforgeMessage", SettingValueType.STRING,
"&cWhoops! Didn't mean to do that! Maybe next time?", "failReforgeMessage",
FAIL_MESSAGE("failReforgeMessage", SettingValueType.STRING,
"&cWhoops! Didn't mean to do that! Maybe next time?",
"The message to display when the blacksmith fails to reforge an item", true, true),
/**
* The message displayed if a player is unable to pay the blacksmith
*/
INSUFFICIENT_FUNDS_MESSAGE("messages.insufficientFundsMessage", SettingValueType.STRING,
"&cYou don't have enough money to reforge that item!", "insufficientFundsMessage",
INSUFFICIENT_FUNDS_MESSAGE("insufficientFundsMessage", SettingValueType.STRING,
"&cYou don't have enough money to reforge that item!",
"The message to display when a player cannot pay for the reforging", true, true),
/**
* The message displayed if the blacksmith encounters an item they cannot reforge
*/
INVALID_ITEM_MESSAGE("messages.invalidItemMessage", SettingValueType.STRING,
INVALID_ITEM_MESSAGE("invalidItemMessage", SettingValueType.STRING,
"&cI'm sorry, but I'm a/an {title}, I don't know how to reforge that!",
"invalidItemMessage", "The message to display when holding an item the blacksmith " +
"is unable to reforge", true, true),
"The message to display when holding an item the blacksmith " +
"is unable to reforge", true, true),
/**
* The message displayed if a player presents a different item after seeing the price to reforge an item
*/
ITEM_UNEXPECTEDLY_CHANGED_MESSAGE("messages.itemChangedMessage", SettingValueType.STRING,
"&cThat's not the item you wanted to reforge before!", "itemChangedMessage",
ITEM_UNEXPECTEDLY_CHANGED_MESSAGE("itemChangedMessage", SettingValueType.STRING,
"&cThat's not the item you wanted to reforge before!",
"The message to display when presenting a different item than the one just evaluated",
true, true),
/**
* The message displayed when the blacksmith starts reforging an item
*/
START_REFORGE_MESSAGE("messages.startReforgeMessage", SettingValueType.STRING,
"&eOk, let's see what I can do...", "startReforgeMessage", "The message to " +
START_REFORGE_MESSAGE("startReforgeMessage", SettingValueType.STRING,
"&eOk, let's see what I can do...", "The message to " +
"display once the blacksmith starts re-forging", true, true),
/**
* The message displayed when the blacksmith successfully finishes reforging an item
*/
SUCCESS_MESSAGE("messages.successMessage", SettingValueType.STRING,
"There you go! All better!", "successMessage", "The message to display once " +
SUCCESS_MESSAGE("successMessage", SettingValueType.STRING,
"There you go! All better!", "The message to display once " +
"the reforging has successfully finished", true, true),
/**
* The message displayed when trying to reforge an item with full durability
*/
NOT_DAMAGED_MESSAGE("messages.notDamagedMessage", SettingValueType.STRING,
"&cThat item is not in need of repair", "notDamagedMessage", "The message to " +
"display if a player is trying to reforge an item with full durability", true, true),
NOT_DAMAGED_MESSAGE("notDamagedMessage", SettingValueType.STRING, "&cThat item is not in need of repair",
"The message to display if a player is trying to reforge an item with full durability",
true, true),
/*------------------
| Global settings |
@ -194,8 +193,8 @@ public enum BlacksmithSetting implements Setting {
*
* <p>This allows specifying a price for each item, by setting basePrice.item_name.</p>
*/
BASE_PRICE("basePrice.default", SettingValueType.POSITIVE_DOUBLE, 10.0, "basePrice",
"The minimum price of each cost", false, false),
BASE_PRICE("basePrice.default", SettingValueType.POSITIVE_DOUBLE, 10.0, "The minimum price of " +
"each cost", false, false),
/**
* The base price for each durability point
@ -204,9 +203,9 @@ public enum BlacksmithSetting implements Setting {
* this is the cost each present durability point will add to the cost. This allows specifying a price per
* durability point value for each item, by setting pricePerDurabilityPoint.item_name</p>
*/
PRICE_PER_DURABILITY_POINT("pricePerDurabilityPoint.default", SettingValueType.POSITIVE_DOUBLE,
0.005, "pricePerDurabilityPoint", "The additional cost for each durability " +
"point missing (natural cost) or present (not natural cost)", false, false),
PRICE_PER_DURABILITY_POINT("pricePerDurabilityPoint.default", SettingValueType.POSITIVE_DOUBLE, 0.005,
"The additional cost for each durability point missing (natural cost) or present (not natural " +
"cost)", false, false),
/**
* The price increase for each level of each present enchantment
@ -214,37 +213,33 @@ public enum BlacksmithSetting implements Setting {
* <p>This can be specified for each possible enchantment by setting enchantment-cost.enchantment_name</p>
*/
ENCHANTMENT_COST("enchantmentCost.default", SettingValueType.POSITIVE_DOUBLE, 5.0,
"enchantmentCost", "The additional cost for each enchantment level present on an item",
false, false),
"The additional cost for each enchantment level present on an item", false, false),
/**
* Whether the cost should increase for damage taken, as opposed to increase for durability present
*/
NATURAL_COST("useNaturalCost", SettingValueType.BOOLEAN, true, "useNaturalCost",
"Natural cost makes re-forging more expensive the more damaged the item is. Disabling this will " +
"enable the legacy blacksmith behavior instead", false, false),
NATURAL_COST("useNaturalCost", SettingValueType.BOOLEAN, true, "Natural cost makes re-forging " +
"more expensive the more damaged the item is. Disabling this will enable the legacy blacksmith behavior " +
"instead", false, false),
/**
* Whether to show exact time when displaying the wait time for a reforging or the cool-down
*/
SHOW_EXACT_TIME("showExactTime", SettingValueType.BOOLEAN, false, "showExactTime",
"Exact time displays the exact number of seconds and minutes remaining as part of the reforging" +
" cool-down and reforging delay messages, instead of just vaguely hinting at the remaining time.",
false, false),
SHOW_EXACT_TIME("showExactTime", SettingValueType.BOOLEAN, false, "Exact time displays the " +
"exact number of seconds and minutes remaining as part of the reforging cool-down and reforging delay " +
"messages, instead of just vaguely hinting at the remaining time.", false, false),
/**
* The cost for repairing a chipped anvil
*/
ANVIL_CHIPPED_COST("chippedAnvilReforgingCost", SettingValueType.POSITIVE_DOUBLE, 10.0,
"chippedAnvilReforgingCost", "The cost of fully repairing a chipped anvil",
false, false),
"The cost of fully repairing a chipped anvil", false, false),
/**
* The cost for repairing a damaged anvil
*/
ANVIL_DAMAGED_COST("damagedAnvilReforgingCost", SettingValueType.POSITIVE_DOUBLE, 20.0,
"damagedAnvilReforgingCost", "The cost of fully repairing a damaged anvil",
false, false);
"The cost of fully repairing a damaged anvil", false, false);
private final String path;
private final String childPath;
@ -258,26 +253,33 @@ public enum BlacksmithSetting implements Setting {
/**
* Instantiates a new setting
*
* @param path <p>The full config path for this setting</p>
* @param key <p>The configuration key for this setting</p>
* @param valueType <p>The type of value used by this setting</p>
* @param value <p>The default value of this setting</p>
* @param commandName <p>The name of the command used to change this setting</p>
* @param description <p>The description describing this setting</p>
* @param isPerNPC <p>Whether this setting is per-NPC or global</p>
* @param isMessage <p>Whether this option is for an NPC message</p>
*/
BlacksmithSetting(@NotNull String path, @NotNull SettingValueType valueType, @NotNull Object value,
@NotNull String commandName, @NotNull String description, boolean isPerNPC,
boolean isMessage) {
BlacksmithSetting(@NotNull String key, @NotNull SettingValueType valueType, @NotNull Object value,
@NotNull String description, boolean isPerNPC, boolean isMessage) {
if (isPerNPC) {
this.path = "blacksmith.defaults." + path;
if (isMessage) {
this.path = "blacksmith.defaults.messages." + key;
} else {
this.path = "blacksmith.defaults." + key;
}
} else {
this.path = "blacksmith.global." + path;
this.path = "blacksmith.global." + key;
}
this.value = value;
this.valueType = valueType;
this.childPath = path;
this.commandName = commandName;
this.childPath = key;
if (key.contains(".")) {
String[] pathParts = path.split("\\.");
this.commandName = pathParts[0];
} else {
this.commandName = key;
}
this.description = description;
this.isPerNPC = isPerNPC;
this.isMessage = isMessage;

View File

@ -140,7 +140,7 @@ public class ScrapperNPCSettings implements TraitSettings<ScrapperSetting> {
* @return <p>Whether to drop reforged items on the ground</p>
*/
public boolean getDropItem() {
return asBoolean(ScrapperSetting.DROP_ITEM);
return ConfigHelper.asBoolean(getValue(ScrapperSetting.DROP_ITEM));
}
@Override
@ -179,16 +179,6 @@ public class ScrapperNPCSettings implements TraitSettings<ScrapperSetting> {
return getValue(setting).toString();
}
/**
* Gets the boolean value of the given setting
*
* @param setting <p>The setting to get the value of</p>
* @return <p>The value of the given setting as a boolean</p>
*/
private boolean asBoolean(ScrapperSetting setting) {
return ConfigHelper.asBoolean(getValue(setting));
}
/**
* Gets the value of a setting, using the default if not set
*

View File

@ -15,7 +15,7 @@ public enum ScrapperSetting implements Setting {
*
* <p>If set to false, the item will be directly put in the player's inventory instead</p>
*/
DROP_ITEM("dropItem", SettingValueType.BOOLEAN, true, "dropItem", "Whether the " +
DROP_ITEM("dropItem", SettingValueType.BOOLEAN, true, "Whether the " +
"item will drop materials resulting from scrapping on the ground, instead of putting them into the user's" +
" inventory", true, false),
@ -23,38 +23,47 @@ public enum ScrapperSetting implements Setting {
* The chance of a scrapper returning no salvage, regardless of item condition
*/
FAIL_SALVAGE_CHANCE("failSalvageChance", SettingValueType.POSITIVE_DOUBLE, 0,
"failSalvageChance", "The chance to fail a salvage, thus destroying the item (0-100)",
"The chance to fail a salvage, thus destroying the item (0-100)",
true, false),
/**
* The setting for which items a scrapper is able to salvage
*/
SALVAGE_ABLE_ITEMS("salvageAbleItems", SettingValueType.REFORGE_ABLE_ITEMS, "",
"salvageAbleItems", "The items a blacksmith is able to salvage. Setting this only " +
"allows NPCs to repair the listed items. This should be set for each individual NPC, and should not be " +
"set here, unless you want to restrict NPCs which have not been set up yet", true, false),
"The items a blacksmith is able to salvage. Setting this only " +
"allows NPCs to repair the listed items. This should be set for each individual NPC, and should not be " +
"set here, unless you want to restrict NPCs which have not been set up yet", true, false),
/**
* The maximum amount of seconds a player may need to wait for the reforging to finish
*/
MAX_SALVAGE_DELAY("delaysInSeconds.maximum", SettingValueType.POSITIVE_INTEGER, 30,
"maxReforgeDelay", "The maximum time for a salvaging to finish",
MAX_SALVAGE_DELAY("maxSalvageWaitTimeSeconds", SettingValueType.POSITIVE_INTEGER, 30,
"The maximum time for a salvaging to finish",
true, false),
/**
* The minimum amount of seconds a player may need to wait for the reforging to finish
*/
MIN_SALVAGE_DELAY("delaysInSeconds.minimum", SettingValueType.POSITIVE_INTEGER, 5,
"minReforgeDelay", "The minimum time for a salvaging to finish",
MIN_SALVAGE_DELAY("minSalvageWaitTimeSeconds", SettingValueType.POSITIVE_INTEGER, 5,
"The minimum time for a salvaging to finish",
true, false),
/**
* The setting for number of seconds a player has to wait between each usage of the blacksmith
*/
SALVAGE_COOL_DOWN("delaysInSeconds.salvageCoolDown", SettingValueType.POSITIVE_INTEGER, 60,
"salvageCoolDown", "The cool-down period between each salvage",
SALVAGE_COOL_DOWN("salvageCoolDownSeconds", SettingValueType.POSITIVE_INTEGER, 60,
"The cool-down period between each salvage",
true, false),
/**
* The setting for the title used to display which kind of scrapper the NPC is
*
* <p>While this should be entirely configurable, values such as armor-scrapper, sword-scrapper and similar, which
* describe the scrapper's specialization, and thus the range of salvageable items, is expected.</p>
*/
SCRAPPER_TITLE("scrapperTitle", SettingValueType.STRING, "scrapper",
"The title describing the scrapper's usage/speciality", true, false),
/*-----------
| Messages |
-----------*/
@ -62,62 +71,64 @@ public enum ScrapperSetting implements Setting {
/**
* The message displayed when the scrapper is busy with another player
*/
BUSY_WITH_PLAYER_MESSAGE("messages.busyPlayerMessage", SettingValueType.STRING,
"&cI'm busy at the moment. Come back later!", "busyPlayerMessage",
"The message to display when another player is using the scrapper", true, true),
BUSY_WITH_PLAYER_MESSAGE("busyPlayerMessage", SettingValueType.STRING, "&cI'm busy at the moment. Come " +
"back later!", "The message to display when another player is using the scrapper",
true, true),
/**
* The message displayed when the scrapper is busy salvaging the player's item
*/
BUSY_WITH_SALVAGE_MESSAGE("messages.busySalvageMessage", SettingValueType.STRING,
"&cI'm working on it. Be patient! I'll finish {time}!", "busySalvageMessage",
"The message to display when the blacksmith is working on the salvaging",
true, true),
BUSY_WITH_SALVAGE_MESSAGE("busySalvageMessage", SettingValueType.STRING, "&cI'm working on it. Be " +
"patient! I'll finish {time}!", "The message to display when the blacksmith is working on the " +
"salvaging", true, true),
/**
* The message displayed if the player needs to wait for the cool-down to expire
*/
COOL_DOWN_UNEXPIRED_MESSAGE("messages.coolDownUnexpiredMessage", SettingValueType.STRING,
COOL_DOWN_UNEXPIRED_MESSAGE("coolDownUnexpiredMessage", SettingValueType.STRING,
"&cYou've already had your chance! Give me a break! I'll be ready {time}!",
"coolDownUnexpiredMessage", "The message to display when the blacksmith is still " +
"on a cool-down from the previous re-forging", true, true),
"The message to display when the blacksmith is still " +
"on a cool-down from the previous re-forging", true, true),
/**
* The message displayed if presented with an item that cannot be salvaged by the NPC
*/
CANNOT_SALVAGE_MESSAGE("messages.cannotSalvageMessage", SettingValueType.STRING,
"&cI'm unable to salvage that item", "cannotSalvageMessage", "The message to " +
"display if the player tries to salvage an item the blacksmith cannot salvage", true, true),
CANNOT_SALVAGE_MESSAGE("cannotSalvageMessage", SettingValueType.STRING,
"&cI'm unable to salvage that item", "The message to display if the player tries to salvage" +
" an item the blacksmith cannot salvage", true, true),
/**
* The message displayed if salvaging an item would return in no items
*/
TOO_DAMAGED_FOR_SALVAGE_MESSAGE("messages.tooDamagedForSalvageMessage", SettingValueType.STRING,
"&cThat item is too damaged to be salvaged into anything useful",
"tooDamagedForSalvageMessage", "The message to display if salvaging the player's " +
"item would result in no salvage", true, true),
TOO_DAMAGED_FOR_SALVAGE_MESSAGE("tooDamagedForSalvageMessage", SettingValueType.STRING,
"&cThat item is too damaged to be salvaged into anything useful", "The message to display " +
"if salvaging the player's item would result in no salvage", true, true),
/**
* The message displayed if a salvage is successful
*/
SUCCESS_SALVAGE_MESSAGE("messages.successSalvagedMessage", SettingValueType.STRING, "&cThere you go!",
"successSalvagedMessage", "The message to display when an item is successfully " +
"salvaged", true, true),
SUCCESS_SALVAGE_MESSAGE("successSalvagedMessage", SettingValueType.STRING, "&cThere you go!",
"The message to display when an item is successfully salvaged", true, true),
/**
* The message displayed if a salvage is unsuccessful
*/
FAIL_SALVAGE_MESSAGE("failSalvageMessage", SettingValueType.STRING, "&cWhoops! The item broke! Maybe " +
"next time?", "The message to display when a scrapper fails to salvage an item because of the " +
"fail chance.", true, true),
/**
* The message displayed if a player presents a different item after seeing the price to reforge an item
*/
ITEM_UNEXPECTEDLY_CHANGED_MESSAGE("messages.itemChangedMessage", SettingValueType.STRING,
"&cThat's not the item you wanted to reforge before!", "itemChangedMessage",
"The message to display when presenting a different item than the one just evaluated",
true, true),
ITEM_UNEXPECTEDLY_CHANGED_MESSAGE("itemChangedMessage", SettingValueType.STRING, "&cThat's not the item" +
" you wanted to reforge before!", "The message to display when presenting a different item than" +
" the one just evaluated", true, true),
/**
* The message displayed when the scrapper starts salvaging an item
*/
START_SALVAGE_MESSAGE("messages.startSalvageMessage", SettingValueType.STRING,
"&eOk, let's see what I can do...", "startSalvageMessage", "The message to " +
"display once the blacksmith starts re-forging", true, true),
START_SALVAGE_MESSAGE("startSalvageMessage", SettingValueType.STRING, "&eOk, let's see what I can do...",
"The message to display once the blacksmith starts re-forging", true, true),
/*------------------
| Global settings |
@ -126,17 +137,15 @@ public enum ScrapperSetting implements Setting {
/**
* Whether to display exact time in minutes and seconds when displaying a remaining cool-down
*/
SHOW_EXACT_TIME("showExactTime", SettingValueType.BOOLEAN, "false",
"showExactTime", "Exact time displays the exact number of seconds and minutes " +
"remaining as part of the scrapping cool-down and scrapping delay messages, instead of just vaguely " +
"hinting at the remaining time.", false, false),
SHOW_EXACT_TIME("showExactTime", SettingValueType.BOOLEAN, "false", "Exact time displays the " +
"exact number of seconds and minutes remaining as part of the scrapping cool-down and scrapping delay " +
"messages, instead of just vaguely hinting at the remaining time.", false, false),
/**
* Whether to give experience back when salvaging an enchanted item
*/
GIVE_EXPERIENCE("giveExperience", SettingValueType.BOOLEAN, "true", "giveExperience",
"Whether enchanted salvaged items should return some amount of exp upon salvage",
false, false),
GIVE_EXPERIENCE("giveExperience", SettingValueType.BOOLEAN, "true", "Whether enchanted " +
"salvaged items should return some amount of exp upon salvage", false, false),
;
private final String path;
@ -151,25 +160,33 @@ public enum ScrapperSetting implements Setting {
/**
* Instantiates a new setting
*
* @param path <p>The full config path for this setting</p>
* @param key <p>The configuration key for this setting</p>
* @param valueType <p>The type of value used by this setting</p>
* @param value <p>The default value of this setting</p>
* @param commandName <p>The name of the command used to change this setting</p>
* @param description <p>The description describing this setting</p>
* @param isPerNPC <p>Whether this setting is per-NPC or global</p>
* @param isMessage <p>Whether this option is for an NPC message</p>
*/
ScrapperSetting(String path, SettingValueType valueType, Object value, String commandName,
ScrapperSetting(String key, SettingValueType valueType, Object value,
@NotNull String description, boolean isPerNPC, boolean isMessage) {
if (isPerNPC) {
this.path = "scrapper.defaults." + path;
if (isMessage) {
this.path = "scrapper.defaults.messages." + key;
} else {
this.path = "scrapper.defaults." + key;
}
} else {
this.path = "scrapper.global." + path;
this.path = "scrapper.global." + key;
}
this.value = value;
this.valueType = valueType;
this.childPath = path;
this.commandName = commandName;
this.childPath = key;
if (key.contains(".")) {
String[] pathParts = path.split("\\.");
this.commandName = pathParts[0];
} else {
this.commandName = key;
}
this.description = description;
this.isPerNPC = isPerNPC;
this.isMessage = isMessage;
@ -177,22 +194,22 @@ public enum ScrapperSetting implements Setting {
@Override
public @NotNull String getPath() {
return path;
return this.path;
}
@Override
public @NotNull String getChildPath() {
return childPath;
return this.childPath;
}
@Override
public @NotNull Object getDefaultValue() {
return value;
return this.value;
}
@Override
public @NotNull String getCommandName() {
return commandName;
return this.commandName;
}
@Override
@ -223,7 +240,7 @@ public enum ScrapperSetting implements Setting {
*/
public static @Nullable ScrapperSetting getSetting(@NotNull String input) {
for (ScrapperSetting scrapperSetting : ScrapperSetting.values()) {
if (input.equalsIgnoreCase(scrapperSetting.commandName)) {
if (input.equalsIgnoreCase(scrapperSetting.getCommandName())) {
return scrapperSetting;
}
}

View File

@ -35,7 +35,7 @@ public class NPCClickListener implements Listener {
* @param event <p>The NPC click event performed</p>
* @param customTrait <p>The NPC's custom trait</p>
*/
private void handleNPCClick(@NotNull NPCRightClickEvent event, @Nullable CustomTrait customTrait) {
private void handleNPCClick(@NotNull NPCRightClickEvent event, @Nullable CustomTrait<?> customTrait) {
if (customTrait == null) {
BlacksmithPlugin.getInstance().getLogger().log(Level.WARNING, "Could not get trait from NPC!");
return;

View File

@ -1,2 +1,8 @@
defaults=blacksmith.defaults
global=blacksmith.global
scrapper.defaults.delaysInSeconds.minimum=scrapper.defaults.minSalvageWaitTimeSeconds
scrapper.defaults.delaysInSeconds.maximum=scrapper.defaults.maxSalvageWaitTimeSeconds
scrapper.defaults.delaysInSeconds.salvageCoolDown=scrapper.defaults.salvageCoolDownSeconds
blacksmith.defaults.delaysInSeconds.minimum=blacksmith.defaults.minReforgeWaitTimeSeconds
blacksmith.defaults.delaysInSeconds.maximum=blacksmith.defaults.maxReforgeWaitTimeSeconds
blacksmith.defaults.delaysInSeconds.reforgeCoolDown=blacksmith.defaults.reforgeCoolDownSeconds

View File

@ -65,18 +65,16 @@ blacksmith:
# Whether the blacksmith will reforge anvils as a special case
reforgeAnvils: false
# All settable delays
delaysInSeconds:
# The maximum time for a reforging to finish
maximum: 30
# The minimum time for a reforging to finish
minReforgeWaitTimeSeconds: 5
# The minimum time for a reforging to finish
minimum: 5
# The maximum time for a reforging to finish
maxReforgeWaitTimeSeconds: 30
# The cool-down period between each reforge
reforgeCoolDown: 60
# The cool-down period between each reforge
reforgeCoolDownSeconds: 60
# The title describing the blacksmith's usage/speciality
# The title describing the blacksmith's usage/speciality (e.x: armor-smith, tool-smith, weapon-smith)
blacksmithTitle: "blacksmith"
# All messages used by the NPC
@ -124,9 +122,11 @@ scrapper:
# Whether enchanted salvaged items should return some amount of exp upon salvage
giveExperience: true
# The settings which are set to any new scrapper NPC. To change any of these settings for an existing NPC, you must
# change the Citizens NPC file, or use the /scrapper command
defaults:
# Whether the item will drop materials resulting from scrapping on the ground, instead of putting them into the user's inventory
dropItems: true
@ -138,16 +138,19 @@ scrapper:
# up yet.
salvageAbleItems: [ ]
# All settable delays
delaysInSeconds:
# The maximum time for a salvaging to finish
maximum: 30
# The minimum time for a salvaging to finish
minSalvageWaitTimeSeconds: 5
# The minimum time for a salvaging to finish
minimum: 5
# The maximum time for a salvaging to finish
maxSalvageWaitTimeSeconds: 30
# The cool-down period between each salvage
salvageCoolDown: 60
# The cool-down period between each salvage
salvageCoolDownSeconds: 60
# The title describing the scrapper's usage/speciality (e.x armor-scrapper, tool-scrapper, weapon-scrapper)
scrapperTitle: "scrapper"
# Default values for messages used by NPCs
messages:
# The message to display when another player is using the scrapper
busyPlayerMessage: "&cI'm busy at the moment. Come back later!"
@ -155,10 +158,10 @@ scrapper:
# The message to display when the blacksmith is working on the salvaging
busySalvageMessage: "&cI'm working on it. Be patient! I'll finish {time}!"
# The message to display when the blacksmith is still on a cool-down from the previous re-forging
# The message to display when the scrapper is still on a cool-down from the previous salvaging
coolDownUnexpiredMessage: "&cYou've already had your chance! Give me a break! I'll be ready {time}!"
# The message to display if the player tries to salvage an item the blacksmith cannot salvage
# The message to display if the player tries to salvage an item the scrapper cannot salvage
cannotSalvageMessage: "&cI'm unable to salvage that item"
# The message to display if salvaging the player's item would result in no salvage
@ -167,11 +170,11 @@ scrapper:
# The message to display when an item is successfully salvaged
successSalvagedMessage: "&cThere you go!"
# The message to display when the blacksmith fails to reforge an item
# The message to display when the scrapper fails to salvage an item
failSalvageMessage: "&cWhoops! The item broke! Maybe next time?"
# The message to display when presenting a different item than the one just evaluated
itemChangedMessage: "&cThat's not the item you wanted to salvage before!"
# The message to display once the blacksmith starts re-forging
# The message to display once the scrapper starts salvaging
startSalvageMessage: "&eOk, let's see what I can do..."