package net.knarcraft.blacksmith.config.scrapper; import net.knarcraft.blacksmith.config.Setting; import net.knarcraft.blacksmith.config.SettingValueType; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; /** * An enum representing all scrapper-related settings */ public enum ScrapperSetting implements Setting { /** * The setting for whether the NPC should drop an item to the ground when finished * *
If set to false, the item will be directly put in the player's inventory instead
*/ DROP_ITEM("dropItem", SettingValueType.BOOLEAN, true, "dropItem", "Whether the " + "item will drop materials resulting from scrapping on the ground, instead of putting them into the user's" + " inventory", true, false), /** * 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)", 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 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", 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", 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", true, false), /*----------- | Messages | -----------*/ /** * 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), /** * 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), /** * The message displayed if the player needs to wait for the cool-down to expire */ COOL_DOWN_UNEXPIRED_MESSAGE("messages.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 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), /** * 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 reforging 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), /** * 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), /** * 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), /*------------------ | Global settings | ------------------*/ /** * 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), /** * 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), ; private final String path; private final String childPath; private final Object value; private final String commandName; private final SettingValueType valueType; private final String description; private final boolean isPerNPC; private final boolean isMessage; /** * Instantiates a new setting * * @param pathThe full config path for this setting
* @param valueTypeThe type of value used by this setting
* @param valueThe default value of this setting
* @param commandNameThe name of the command used to change this setting
* @param descriptionThe description describing this setting
* @param isPerNPCWhether this setting is per-NPC or global
* @param isMessageWhether this option is for an NPC message
*/ ScrapperSetting(String path, SettingValueType valueType, Object value, String commandName, @NotNull String description, boolean isPerNPC, boolean isMessage) { if (isPerNPC) { this.path = "scrapper.defaults." + path; } else { this.path = "scrapper.global." + path; } this.value = value; this.valueType = valueType; this.childPath = path; this.commandName = commandName; this.description = description; this.isPerNPC = isPerNPC; this.isMessage = isMessage; } @Override public @NotNull String getPath() { return path; } @Override public @NotNull String getChildPath() { return childPath; } @Override public @NotNull Object getDefaultValue() { return value; } @Override public @NotNull String getCommandName() { return commandName; } @Override public @NotNull SettingValueType getValueType() { return this.valueType; } @Override public @NotNull String getDescription() { return this.description; } @Override public boolean isPerNPC() { return this.isPerNPC; } @Override public boolean isMessage() { return this.isMessage; } /** * Gets the scrapper setting specified by the input string * * @param inputThe input to check
* @returnThe matching scrapper setting, or null if not found
*/ public static @Nullable ScrapperSetting getSetting(@NotNull String input) { for (ScrapperSetting scrapperSetting : ScrapperSetting.values()) { if (input.equalsIgnoreCase(scrapperSetting.commandName)) { return scrapperSetting; } } return null; } }