Factions3/src/main/java/com/massivecraft/factions/entity/MFlag.java

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package com.massivecraft.factions.entity;
import java.util.List;
import com.massivecraft.massivecore.PredictateIsRegistered;
import com.massivecraft.massivecore.Prioritized;
import com.massivecraft.massivecore.Registerable;
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import com.massivecraft.massivecore.collections.MassiveList;
import com.massivecraft.massivecore.store.Entity;
import com.massivecraft.massivecore.util.Txt;
public class MFlag extends Entity<MFlag> implements Prioritized, Registerable
{
// -------------------------------------------- //
// CONSTANTS
// -------------------------------------------- //
public final static transient String ID_OPEN = "open";
public final static transient String ID_MONSTERS = "monsters";
public final static transient String ID_POWERLOSS = "powerloss";
public final static transient String ID_PVP = "pvp";
public final static transient String ID_FRIENDLYFIRE = "friendlyfire";
public final static transient String ID_EXPLOSIONS = "explosions";
public final static transient String ID_OFFLINEEXPLOSIONS = "offlineexplosions";
public final static transient String ID_FIRESPREAD = "firespread";
public final static transient String ID_ENDERGRIEF = "endergrief";
public final static transient String ID_PERMANENT = "permanent";
public final static transient String ID_PEACEFUL = "peaceful";
public final static transient String ID_INFPOWER = "infpower";
public final static transient int PRIORITY_OPEN = 1000;
public final static transient int PRIORITY_MONSTERS = 2000;
public final static transient int PRIORITY_POWERLOSS = 3000;
public final static transient int PRIORITY_PVP = 4000;
public final static transient int PRIORITY_FRIENDLYFIRE = 5000;
public final static transient int PRIORITY_EXPLOSIONS = 6000;
public final static transient int PRIORITY_OFFLINEEXPLOSIONS = 7000;
public final static transient int PRIORITY_FIRESPREAD = 8000;
public final static transient int PRIORITY_ENDERGRIEF = 9000;
public final static transient int PRIORITY_PERMANENT = 10000;
public final static transient int PRIORITY_PEACEFUL = 11000;
public final static transient int PRIORITY_INFPOWER = 12000;
// -------------------------------------------- //
// META: CORE
// -------------------------------------------- //
public static MFlag get(Object oid)
{
return MFlagColl.get().get(oid);
}
public static List<MFlag> getAll()
{
return MFlagColl.get().getAll(PredictateIsRegistered.get());
}
public static void setupStandardFlags()
{
getFlagOpen();
getFlagMonsters();
getFlagPowerloss();
getFlagPvp();
getFlagFriendlyire();
getFlagExplosions();
getFlagOfflineexplosions();
getFlagFirespread();
getFlagEndergrief();
getFlagPermanent();
getFlagPeaceful();
getFlagInfpower();
}
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public static MFlag getFlagOpen() { return getCreative(PRIORITY_OPEN, ID_OPEN, ID_OPEN, "Can the faction be joined without an invite?", "An invite is required to join.", "Anyone can join. No invite required.", false, true, true); }
public static MFlag getFlagMonsters() { return getCreative(PRIORITY_MONSTERS, ID_MONSTERS, ID_MONSTERS, "Can monsters spawn in this territory?", "Monsters can spawn in this territory.", "Monsters can NOT spawn in this territory.", false, true, true); }
public static MFlag getFlagPowerloss() { return getCreative(PRIORITY_POWERLOSS, ID_POWERLOSS, ID_POWERLOSS, "Is power lost on death in this territory?", "Power is lost on death in this territory.", "Power is NOT lost on death in this territory.", true, false, true); }
public static MFlag getFlagPvp() { return getCreative(PRIORITY_PVP, ID_PVP, ID_PVP, "Can you PVP in territory?", "You can PVP in this territory.", "You can NOT PVP in this territory.", true, false, true); }
public static MFlag getFlagFriendlyire() { return getCreative(PRIORITY_FRIENDLYFIRE, ID_FRIENDLYFIRE, ID_FRIENDLYFIRE, "Can friends hurt eachother in this territory?", "Friends can hurt eachother in this territory.", "Friends can NOT hurt eachother in this territory.", false, false, true); }
public static MFlag getFlagExplosions() { return getCreative(PRIORITY_EXPLOSIONS, ID_EXPLOSIONS, ID_EXPLOSIONS, "Can explosions occur in this territory?", "Explosions can occur in this territory.", "Explosions can NOT occur in this territory.", true, false, true); }
public static MFlag getFlagOfflineexplosions() { return getCreative(PRIORITY_OFFLINEEXPLOSIONS, ID_OFFLINEEXPLOSIONS, ID_OFFLINEEXPLOSIONS, "Can explosions occur if faction is offline?", "Explosions can occur if faction is offline.", "Explosions can NOT occur if faction is offline.", false, false, true); }
public static MFlag getFlagFirespread() { return getCreative(PRIORITY_FIRESPREAD, ID_FIRESPREAD, ID_FIRESPREAD, "Can fire spread in territory?", "Fire can spread in this territory.", "Fire can NOT spread in this territory.", true, false, true); }
public static MFlag getFlagEndergrief() { return getCreative(PRIORITY_ENDERGRIEF, ID_ENDERGRIEF, ID_ENDERGRIEF, "Can endermen grief in this territory?", "Endermen can grief in this territory", "Endermen can NOT grief in this territory.", false, false, true); }
public static MFlag getFlagPermanent() { return getCreative(PRIORITY_PERMANENT, ID_PERMANENT, ID_PERMANENT, "Is the faction immune to deletion?", "The faction can NOT be deleted.", "The faction can be deleted.", false, false, true); }
public static MFlag getFlagPeaceful() { return getCreative(PRIORITY_PEACEFUL, ID_PEACEFUL, ID_PEACEFUL, "Is the faction in truce with everyone?", "The faction is in truce with everyone.", "The faction relations work as usual.", false, false, true); }
public static MFlag getFlagInfpower() { return getCreative(PRIORITY_INFPOWER, ID_INFPOWER, ID_INFPOWER, "Does the faction have infinite power?", "The faction has infinite power.", "The faction power works as usual.", false, false, true); }
public static MFlag getCreative(int priority, String id, String name, String desc, String descYes, String descNo, boolean standard, boolean editable, boolean visible)
{
MFlag ret = MFlagColl.get().get(id, false);
if (ret != null)
{
ret.setRegistered(true);
return ret;
}
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ret = new MFlag(priority, name, desc, descYes, descNo, standard, editable, visible);
MFlagColl.get().attach(ret, id);
ret.setRegistered(true);
ret.sync();
return ret;
}
// -------------------------------------------- //
// OVERRIDE
// -------------------------------------------- //
@Override
public MFlag load(MFlag that)
{
this.priority = that.priority;
this.name = that.name;
this.desc = that.desc;
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this.descYes = that.descYes;
this.descNo = that.descNo;
this.standard = that.standard;
this.editable = that.editable;
this.visible = that.visible;
return this;
}
// -------------------------------------------- //
// TRANSIENT FIELDS (Registered)
// -------------------------------------------- //
private transient boolean registered = false;
public boolean isRegistered() { return this.registered; }
public void setRegistered(boolean registered) { this.registered = registered; }
// -------------------------------------------- //
// FIELDS
// -------------------------------------------- //
// The sort priority. Low values appear first in sorted lists.
// 1 is high up, 99999 is far down.
// Standard Faction flags use "thousand values" like 1000, 2000, 3000 etc to allow adding new flags inbetween.
// So 1000 might sound like a lot but it's actually the priority for the first flag.
private int priority = 0;
@Override public int getPriority() { return this.priority; }
public MFlag setPriority(int priority) { this.priority = priority; this.changed(); return this; }
// The name of the flag. According to standard it should be fully lowercase just like the flag id.
// In fact the name and the id of all standard flags are the same.
// I just added the name in case anyone feel like renaming their flags for some reason.
// Example: "monsters"
private String name = "defaultName";
public String getName() { return this.name; }
public MFlag setName(String name) { this.name = name; this.changed(); return this; }
// The flag function described as a question.
// Example: "Can monsters spawn in this territory?"
private String desc = "defaultDesc";
public String getDesc() { return this.desc; }
public MFlag setDesc(String desc) { this.desc = desc; this.changed(); return this; }
// The flag function described when true.
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// Example: "Monsters can spawn in this territory."
private String descYes = "defaultDescYes";
public String getDescYes() { return this.descYes; }
public MFlag setDescYes(String descYes) { this.descYes = descYes; this.changed(); return this; }
// The flag function described when false.
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// Example: "Monsters can NOT spawn in this territory."
private String descNo = "defaultDescNo";
public String getDescNo() { return this.descNo; }
public MFlag setDescNo(String descNo) { this.descNo = descNo; this.changed(); return this; }
// What is the standard (aka default) flag value?
// This value will be set for factions from the beginning.
// Example: false (per default monsters do not spawn in faction territory)
private boolean standard = true;
public boolean isStandard() { return this.standard; }
public MFlag setStandard(boolean standard) { this.standard = standard; this.changed(); return this; }
// Is this flag editable by players?
// With this we mean standard non administrator players.
// All flags can be changed using /f admin.
// Example: true (if players want to turn mob spawning on I guess they should be able to)
private boolean editable = false;
public boolean isEditable() { return this.editable; }
public MFlag setEditable(boolean editable) { this.editable = editable; this.changed(); return this; }
// Is this flag visible to players?
// With this we mean standard non administrator players.
// All flags can be seen using /f admin.
// Some flags can be rendered meaningless by settings in Factions or external plugins.
// Say we set "editable" to false and "standard" to true for the "open" flag to force all factions being open.
// In such case we might want to hide the open flag by setting "visible" false.
// If it can't be changed, why bother showing it?
// Example: true (yeah we need to see this flag)
private boolean visible = true;
public boolean isVisible() { return this.visible; }
public MFlag setVisible(boolean visible) { this.visible = visible; this.changed(); return this; }
// -------------------------------------------- //
// CONSTRUCT
// -------------------------------------------- //
public MFlag()
{
// No argument constructor for GSON
}
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public MFlag(int priority, String name, String desc, String descYes, String descNo, boolean standard, boolean editable, boolean visible)
{
this.priority = priority;
this.name = name;
this.desc = desc;
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this.descYes = descYes;
this.descNo = descNo;
this.standard = standard;
this.editable = editable;
this.visible = visible;
}
// -------------------------------------------- //
// EXTRAS
// -------------------------------------------- //
public boolean isInteresting(boolean value)
{
if ( ! this.isVisible()) return false;
if (this.isEditable()) return true;
return this.isStandard() != value;
}
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public String getStateDesc(boolean value, boolean withValue, boolean monospaceValue, boolean withName, boolean withDesc, boolean specificDesc)
{
List<String> parts = new MassiveList<String>();
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if (withValue)
{
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if (monospaceValue)
{
parts.add(Txt.parse(value ? "<g>YES" : "<b>NOO"));
}
else
{
parts.add(Txt.parse(value ? "<g>YES" : "<b>NO"));
}
}
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if (withName)
{
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String nameFormat;
if ( ! this.isVisible())
{
nameFormat = "<silver>%s";
}
else if (this.isEditable())
{
nameFormat = "<pink>%s";
}
else
{
nameFormat = "<aqua>%s";
}
String name = this.getName();
String nameDesc = Txt.parse(nameFormat, name);
parts.add(nameDesc);
}
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if (withDesc)
{
String desc;
if (specificDesc)
{
desc = value ? this.getDescYes() : this.getDescNo();
}
else
{
desc = this.getDesc();
}
String descDesc = Txt.parse("<i>%s", desc);
parts.add(descDesc);
}
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return Txt.implode(parts, " ");
}
@Deprecated
public String getStateInfo(boolean value, boolean withDesc)
{
return this.getStateDesc(value, true, true, true, true, false);
}
}