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package com.massivecraft.factions ;
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import java.io.File ;
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import java.util.* ;
import org.bukkit.* ;
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import org.bukkit.entity.CreatureType ;
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import com.massivecraft.factions.util.DiscUtil ;
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public class Conf {
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public static final transient File file = new File ( Factions . instance . getDataFolder ( ) , " conf.json " ) ;
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// Colors
public static ChatColor colorMember = ChatColor . GREEN ;
public static ChatColor colorAlly = ChatColor . LIGHT_PURPLE ;
public static ChatColor colorNeutral = ChatColor . WHITE ;
public static ChatColor colorEnemy = ChatColor . RED ;
public static ChatColor colorSystem = ChatColor . YELLOW ;
public static ChatColor colorChrome = ChatColor . GOLD ;
public static ChatColor colorCommand = ChatColor . AQUA ;
public static ChatColor colorParameter = ChatColor . DARK_AQUA ;
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//Money
public static boolean bankEnabled = true ;
public static boolean bankMembersCanWithdraw = false ; //Have to be at least moderator to withdraw or pay money to another faction
public static boolean bankFactionPaysCosts = true ; //The faction pays for faction command costs, such as sethome
public static boolean bankFactionPaysLandCosts = true ; //The faction pays for land claiming costs.
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// Power
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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public static double powerPlayerMax = 10 . 0 ;
public static double powerPlayerMin = - 10 . 0 ;
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public static double powerPerMinute = 0 . 2 ; // Default health rate... it takes 5 min to heal one power
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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public static double powerPerDeath = 4 . 0 ; // A death makes you lose 4 power
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public static boolean powerRegenOffline = false ; // does player power regenerate even while they're offline?
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public static double powerOfflineLossPerDay = 1 . 0 ; // players will lose this much power per day offline
public static double powerOfflineLossLimit = 0 . 0 ; // players will no longer lose power from being offline once their power drops to this amount or less
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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public static double powerFactionMax = 0 . 0 ; // if greater than 0, the cap on how much power a faction can have (additional power from players beyond that will act as a "buffer" of sorts)
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public static String prefixAdmin = " ** " ;
public static String prefixMod = " * " ;
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public static int factionTagLengthMin = 3 ;
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public static int factionTagLengthMax = 10 ;
public static boolean factionTagForceUpperCase = false ;
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public static boolean newFactionsDefaultOpen = true ;
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// what faction ID to start new players in when they first join the server; default is 0, "no faction"
public static int newPlayerStartingFactionID = 0 ;
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public static boolean showMapFactionKey = true ;
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public static boolean showNeutralFactionsOnMap = true ;
public static boolean showEnemyFactionsOnMap = true ;
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// Disallow joining/leaving/kicking while power is negative
public static boolean CanLeaveWithNegativePower = true ;
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// Configuration for faction-only chat
public static boolean factionOnlyChat = true ;
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// Configuration on the Faction tag in chat messages.
public static boolean chatTagEnabled = true ;
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public static transient boolean chatTagHandledByAnotherPlugin = false ;
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public static boolean chatTagRelationColored = true ;
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public static String chatTagReplaceString = " {FACTION} " ;
public static String chatTagInsertAfterString = " " ;
public static String chatTagInsertBeforeString = " " ;
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public static int chatTagInsertIndex = 1 ;
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public static boolean chatTagPadBefore = false ;
public static boolean chatTagPadAfter = true ;
public static String chatTagFormat = " %s " + ChatColor . WHITE ;
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public static String factionChatFormat = " %s " + ChatColor . WHITE + " %s " ;
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public static boolean allowNoSlashCommand = true ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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public static double autoLeaveAfterDaysOfInactivity = 14 . 0 ;
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public static boolean worldGuardChecking = false ;
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public static boolean homesEnabled = true ;
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public static boolean homesMustBeInClaimedTerritory = true ;
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public static boolean homesTeleportToOnDeath = true ;
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public static boolean homesRespawnFromNoPowerLossWorlds = true ;
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public static boolean homesTeleportCommandEnabled = true ;
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public static boolean homesTeleportAllowedFromEnemyTerritory = true ;
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public static boolean homesTeleportAllowedFromDifferentWorld = true ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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public static double homesTeleportAllowedEnemyDistance = 32 . 0 ;
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public static boolean homesTeleportIgnoreEnemiesIfInOwnTerritory = true ;
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public static boolean disablePVPBetweenNeutralFactions = false ;
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public static boolean disablePVPForFactionlessPlayers = false ;
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public static boolean enablePVPAgainstFactionlessInAttackersLand = false ;
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public static int noPVPDamageToOthersForXSecondsAfterLogin = 3 ;
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public static boolean peacefulTerritoryDisablePVP = true ;
public static boolean peacefulTerritoryDisableMonsters = false ;
public static boolean peacefulMembersDisablePowerLoss = true ;
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public static boolean claimsMustBeConnected = false ;
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public static boolean claimsCanBeUnconnectedIfOwnedByOtherFaction = true ;
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public static int claimsRequireMinFactionMembers = 1 ;
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Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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public static double considerFactionsReallyOfflineAfterXMinutes = 0 . 0 ;
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public static int actionDeniedPainAmount = 1 ;
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// commands which will be prevented when in claimed territory of another faction
public static Set < String > territoryNeutralDenyCommands = new HashSet < String > ( ) ;
public static Set < String > territoryEnemyDenyCommands = new HashSet < String > ( ) ;
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public static double territoryShieldFactor = 0 . 3 ;
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public static boolean territoryDenyBuild = true ;
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public static boolean territoryDenyBuildWhenOffline = true ;
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public static boolean territoryPainBuild = false ;
public static boolean territoryPainBuildWhenOffline = false ;
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public static boolean territoryDenyUseage = true ;
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public static boolean territoryEnemyDenyBuild = true ;
public static boolean territoryEnemyDenyBuildWhenOffline = true ;
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public static boolean territoryEnemyPainBuild = false ;
public static boolean territoryEnemyPainBuildWhenOffline = false ;
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public static boolean territoryEnemyDenyUseage = true ;
public static boolean territoryEnemyProtectMaterials = true ;
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public static boolean territoryAllyDenyBuild = true ;
public static boolean territoryAllyDenyBuildWhenOffline = true ;
public static boolean territoryAllyPainBuild = false ;
public static boolean territoryAllyPainBuildWhenOffline = false ;
public static boolean territoryAllyDenyUseage = true ;
public static boolean territoryAllyProtectMaterials = true ;
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public static boolean territoryBlockCreepers = false ;
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public static boolean territoryBlockCreepersWhenOffline = false ;
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public static boolean territoryBlockFireballs = false ;
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public static boolean territoryBlockFireballsWhenOffline = false ;
New boolean config options territoryBlockTNT (default false), safeZoneDenyBuild (default true), safeZoneDenyUseage (default true), safeZoneBlockTNT (default true). territoryBlockTNT prevents TNT explosions inside faction territory, which defaults to false (same as before). It prevents TNT cannons from being a viable tactic, and I think for most people it would be an undesirable option. safeZoneBlockTNT prevents TNT explosions inside safe zone areas, which defaults to true (new behavior). I think most server operators would prefer safe zones to be safe from TNT, from TNT cannons or otherwise. safeZoneDenyBuild prevents players from building inside safe zone areas, which defaults to true (same as before). This option is added for server admins who, for whatever reason, want to let their players build and break inside safe zone areas. safeZoneDenyUseage prevents players from using items in the territoryDenyUseageMaterials list, which defaults to true (new behavior). This will (with the default list) prevent players from dumping/using buckets inside safe zone areas.
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public static boolean territoryBlockTNT = false ;
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public static boolean territoryBlockTNTWhenOffline = false ;
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public static boolean territoryDenyEndermanBlocks = true ;
New boolean config options territoryBlockTNT (default false), safeZoneDenyBuild (default true), safeZoneDenyUseage (default true), safeZoneBlockTNT (default true). territoryBlockTNT prevents TNT explosions inside faction territory, which defaults to false (same as before). It prevents TNT cannons from being a viable tactic, and I think for most people it would be an undesirable option. safeZoneBlockTNT prevents TNT explosions inside safe zone areas, which defaults to true (new behavior). I think most server operators would prefer safe zones to be safe from TNT, from TNT cannons or otherwise. safeZoneDenyBuild prevents players from building inside safe zone areas, which defaults to true (same as before). This option is added for server admins who, for whatever reason, want to let their players build and break inside safe zone areas. safeZoneDenyUseage prevents players from using items in the territoryDenyUseageMaterials list, which defaults to true (new behavior). This will (with the default list) prevent players from dumping/using buckets inside safe zone areas.
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public static boolean safeZoneDenyBuild = true ;
public static boolean safeZoneDenyUseage = true ;
public static boolean safeZoneBlockTNT = true ;
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public static boolean safeZonePreventAllDamageToPlayers = false ;
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public static boolean safeZoneDenyEndermanBlocks = true ;
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public static boolean warZoneDenyBuild = true ;
public static boolean warZoneDenyUseage = true ;
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public static boolean warZoneBlockCreepers = false ;
public static boolean warZoneBlockFireballs = false ;
public static boolean warZoneBlockTNT = true ;
public static boolean warZonePowerLoss = true ;
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public static boolean warZoneFriendlyFire = false ;
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public static boolean warZoneDenyEndermanBlocks = true ;
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public static boolean wildernessDenyBuild = false ;
public static boolean wildernessDenyUseage = false ;
public static boolean wildernessBlockCreepers = false ;
public static boolean wildernessBlockFireballs = false ;
public static boolean wildernessBlockTNT = false ;
public static boolean wildernessPowerLoss = true ;
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public static boolean wildernessDenyEndermanBlocks = false ;
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// for claimed areas where further faction-member ownership can be defined
public static boolean ownedAreasEnabled = true ;
public static int ownedAreasLimitPerFaction = 0 ;
public static boolean ownedAreasModeratorsCanSet = false ;
public static boolean ownedAreaModeratorsBypass = true ;
public static boolean ownedAreaDenyBuild = true ;
public static boolean ownedAreaPainBuild = false ;
public static boolean ownedAreaProtectMaterials = true ;
public static boolean ownedAreaDenyUseage = true ;
public static String ownedLandMessage = " Owner(s): " ;
public static String publicLandMessage = " Public faction land. " ;
public static boolean ownedMessageOnBorder = true ;
public static boolean ownedMessageInsideTerritory = true ;
public static boolean ownedMessageByChunk = false ;
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public static boolean pistonProtectionThroughDenyBuild = true ;
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public static Set < Material > territoryProtectedMaterials = EnumSet . noneOf ( Material . class ) ;
public static Set < Material > territoryDenyUseageMaterials = EnumSet . noneOf ( Material . class ) ;
public static Set < Material > territoryProtectedMaterialsWhenOffline = EnumSet . noneOf ( Material . class ) ;
public static Set < Material > territoryDenyUseageMaterialsWhenOffline = EnumSet . noneOf ( Material . class ) ;
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public static transient Set < CreatureType > safeZoneNerfedCreatureTypes = EnumSet . noneOf ( CreatureType . class ) ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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// Spout features
public static boolean spoutFactionTagsOverNames = true ;
public static boolean spoutFactionTitlesOverNames = true ;
public static boolean spoutFactionAdminCapes = true ;
public static boolean spoutFactionModeratorCapes = true ;
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public static String capeAlly = " https://github.com/MassiveCraft/Factions/raw/master/capes/ally.png " ;
public static String capeEnemy = " https://github.com/MassiveCraft/Factions/raw/master/capes/enemy.png " ;
public static String capeMember = " https://github.com/MassiveCraft/Factions/raw/master/capes/member.png " ;
public static String capeNeutral = " https://github.com/MassiveCraft/Factions/raw/master/capes/neutral.png " ;
public static String capePeaceful = " https://github.com/MassiveCraft/Factions/raw/master/capes/peaceful.png " ;
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Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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// Economy settings
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public static boolean econRegisterEnabled = false ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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public static boolean econIConomyEnabled = false ;
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public static boolean econEssentialsEcoEnabled = false ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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public static double econCostClaimWilderness = 30 . 0 ;
public static double econCostClaimFromFactionBonus = 30 . 0 ;
public static double econClaimAdditionalMultiplier = 0 . 5 ;
public static double econClaimRefundMultiplier = 0 . 7 ;
public static double econCostCreate = 100 . 0 ;
public static double econCostOwner = 15 . 0 ;
public static double econCostSethome = 30 . 0 ;
public static double econCostJoin = 0 . 0 ;
public static double econCostLeave = 0 . 0 ;
public static double econCostKick = 0 . 0 ;
public static double econCostInvite = 0 . 0 ;
public static double econCostHome = 0 . 0 ;
public static double econCostTag = 0 . 0 ;
public static double econCostDesc = 0 . 0 ;
public static double econCostTitle = 0 . 0 ;
public static double econCostList = 0 . 0 ;
public static double econCostMap = 0 . 0 ;
public static double econCostPower = 0 . 0 ;
public static double econCostShow = 0 . 0 ;
public static double econCostOpen = 0 . 0 ;
public static double econCostAlly = 0 . 0 ;
public static double econCostEnemy = 0 . 0 ;
public static double econCostNeutral = 0 . 0 ;
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public static double econCostNoBoom = 0 . 0 ;
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public static Set < String > worldsNoClaiming = new HashSet < String > ( ) ;
public static Set < String > worldsNoPowerLoss = new HashSet < String > ( ) ;
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public static Set < String > worldsIgnorePvP = new HashSet < String > ( ) ;
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public static Set < String > worldsNoWildernessProtection = new HashSet < String > ( ) ;
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public static transient int mapHeight = 8 ;
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public static transient int mapWidth = 39 ;
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public static transient char [ ] mapKeyChrs = " \\ /#?$%=&^ABCDEFGHJKLMNOPQRSTUVWXYZ1234567890abcdeghjmnopqrsuvwxyz " . toCharArray ( ) ;
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static {
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territoryEnemyDenyCommands . add ( " home " ) ;
territoryEnemyDenyCommands . add ( " sethome " ) ;
territoryEnemyDenyCommands . add ( " spawn " ) ;
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territoryProtectedMaterials . add ( Material . WOODEN_DOOR ) ;
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territoryProtectedMaterials . add ( Material . TRAP_DOOR ) ;
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territoryProtectedMaterials . add ( Material . DISPENSER ) ;
territoryProtectedMaterials . add ( Material . CHEST ) ;
territoryProtectedMaterials . add ( Material . FURNACE ) ;
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territoryProtectedMaterials . add ( Material . BURNING_FURNACE ) ;
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territoryProtectedMaterials . add ( Material . DIODE_BLOCK_OFF ) ;
territoryProtectedMaterials . add ( Material . DIODE_BLOCK_ON ) ;
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territoryDenyUseageMaterials . add ( Material . FLINT_AND_STEEL ) ;
territoryDenyUseageMaterials . add ( Material . BUCKET ) ;
territoryDenyUseageMaterials . add ( Material . WATER_BUCKET ) ;
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territoryDenyUseageMaterials . add ( Material . LAVA_BUCKET ) ;
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territoryProtectedMaterialsWhenOffline . add ( Material . WOODEN_DOOR ) ;
territoryProtectedMaterialsWhenOffline . add ( Material . TRAP_DOOR ) ;
territoryProtectedMaterialsWhenOffline . add ( Material . DISPENSER ) ;
territoryProtectedMaterialsWhenOffline . add ( Material . CHEST ) ;
territoryProtectedMaterialsWhenOffline . add ( Material . FURNACE ) ;
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territoryProtectedMaterialsWhenOffline . add ( Material . BURNING_FURNACE ) ;
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territoryProtectedMaterialsWhenOffline . add ( Material . DIODE_BLOCK_OFF ) ;
territoryProtectedMaterialsWhenOffline . add ( Material . DIODE_BLOCK_ON ) ;
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territoryDenyUseageMaterialsWhenOffline . add ( Material . FLINT_AND_STEEL ) ;
territoryDenyUseageMaterialsWhenOffline . add ( Material . BUCKET ) ;
territoryDenyUseageMaterialsWhenOffline . add ( Material . WATER_BUCKET ) ;
territoryDenyUseageMaterialsWhenOffline . add ( Material . LAVA_BUCKET ) ;
2011-03-30 06:37:32 +02:00
2011-03-23 17:39:56 +01:00
safeZoneNerfedCreatureTypes . add ( CreatureType . CREEPER ) ;
safeZoneNerfedCreatureTypes . add ( CreatureType . GHAST ) ;
safeZoneNerfedCreatureTypes . add ( CreatureType . PIG_ZOMBIE ) ;
safeZoneNerfedCreatureTypes . add ( CreatureType . SKELETON ) ;
safeZoneNerfedCreatureTypes . add ( CreatureType . SPIDER ) ;
safeZoneNerfedCreatureTypes . add ( CreatureType . SLIME ) ;
safeZoneNerfedCreatureTypes . add ( CreatureType . ZOMBIE ) ;
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}
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// track players with admin access who have enabled "admin bypass" mode, and should therefore be able to build anywhere
// not worth saving between server restarts, I think
public static transient Set < String > adminBypassPlayers = Collections . synchronizedSet ( new HashSet < String > ( ) ) ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
2011-08-02 01:05:01 +02:00
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// -------------------------------------------- //
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// Persistance
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// -------------------------------------------- //
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public static boolean save ( ) {
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//Factions.log("Saving config to disk.");
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try {
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DiscUtil . write ( file , Factions . instance . gson . toJson ( new Conf ( ) ) ) ;
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} catch ( Exception e ) {
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e . printStackTrace ( ) ;
Factions . log ( " Failed to save the config to disk. " ) ;
return false ;
}
return true ;
}
public static boolean load ( ) {
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Factions . log ( " Loading conf from disk " ) ;
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if ( ! file . exists ( ) ) {
Factions . log ( " No conf to load from disk. Creating new file. " ) ;
save ( ) ;
return true ;
}
try {
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Factions . instance . gson . fromJson ( DiscUtil . read ( file ) , Conf . class ) ;
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} catch ( Exception e ) {
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e . printStackTrace ( ) ;
Factions . log ( " Failed to load the config from disk. " ) ;
return false ;
}
return true ;
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}
}
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