303 lines
13 KiB
Java
303 lines
13 KiB
Java
package com.massivecraft.factions.entity;
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import java.util.List;
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import com.massivecraft.factions.event.EventFactionsCreateFlags;
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import com.massivecraft.massivecore.Named;
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import com.massivecraft.massivecore.PredicateIsRegistered;
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import com.massivecraft.massivecore.Prioritized;
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import com.massivecraft.massivecore.PriorityComparator;
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import com.massivecraft.massivecore.Registerable;
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import com.massivecraft.massivecore.collections.MassiveList;
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import com.massivecraft.massivecore.store.Entity;
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import com.massivecraft.massivecore.util.Txt;
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public class MFlag extends Entity<MFlag> implements Prioritized, Registerable, Named
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{
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// -------------------------------------------- //
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// CONSTANTS
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// -------------------------------------------- //
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public final static transient String ID_OPEN = "open";
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public final static transient String ID_MONSTERS = "monsters";
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public final static transient String ID_ANIMALS = "animals";
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public final static transient String ID_POWERLOSS = "powerloss";
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public final static transient String ID_PVP = "pvp";
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public final static transient String ID_FRIENDLYFIRE = "friendlyfire";
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public final static transient String ID_EXPLOSIONS = "explosions";
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public final static transient String ID_OFFLINEEXPLOSIONS = "offlineexplosions";
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public final static transient String ID_FIRESPREAD = "firespread";
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public final static transient String ID_ENDERGRIEF = "endergrief";
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public final static transient String ID_PERMANENT = "permanent";
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public final static transient String ID_PEACEFUL = "peaceful";
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public final static transient String ID_INFPOWER = "infpower";
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public final static transient int PRIORITY_OPEN = 1000;
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public final static transient int PRIORITY_MONSTERS = 2000;
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public final static transient int PRIORITY_ANIMALS = 2500;
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public final static transient int PRIORITY_POWERLOSS = 3000;
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public final static transient int PRIORITY_PVP = 4000;
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public final static transient int PRIORITY_FRIENDLYFIRE = 5000;
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public final static transient int PRIORITY_EXPLOSIONS = 6000;
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public final static transient int PRIORITY_OFFLINEEXPLOSIONS = 7000;
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public final static transient int PRIORITY_FIRESPREAD = 8000;
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public final static transient int PRIORITY_ENDERGRIEF = 9000;
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public final static transient int PRIORITY_PERMANENT = 10000;
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public final static transient int PRIORITY_PEACEFUL = 11000;
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public final static transient int PRIORITY_INFPOWER = 12000;
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// -------------------------------------------- //
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// META: CORE
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// -------------------------------------------- //
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public static MFlag get(Object oid)
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{
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return MFlagColl.get().get(oid);
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}
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public static List<MFlag> getAll()
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{
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return getAll(false);
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}
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public static List<MFlag> getAll(boolean isAsync)
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{
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setupStandardFlags();
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new EventFactionsCreateFlags(isAsync).run();
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return MFlagColl.get().getAll(PredicateIsRegistered.get(), PriorityComparator.get());
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}
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public static void setupStandardFlags()
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{
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getFlagOpen();
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getFlagMonsters();
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getFlagAnimals();
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getFlagPowerloss();
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getFlagPvp();
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getFlagFriendlyire();
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getFlagExplosions();
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getFlagOfflineexplosions();
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getFlagFirespread();
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getFlagEndergrief();
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getFlagPermanent();
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getFlagPeaceful();
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getFlagInfpower();
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}
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public static MFlag getFlagOpen() { return getCreative(PRIORITY_OPEN, ID_OPEN, ID_OPEN, "Can the faction be joined without an invite?", "Anyone can join. No invite required.", "An invite is required to join.", false, true, true); }
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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); }
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public static MFlag getFlagAnimals() { return getCreative(PRIORITY_ANIMALS, ID_ANIMALS, ID_ANIMALS, "Can animals spawn in this territory?", "Animals can spawn in this territory.", "Animals can NOT spawn in this territory.", true, true, true); }
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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); }
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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); }
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public static MFlag getFlagFriendlyire() { return getCreative(PRIORITY_FRIENDLYFIRE, ID_FRIENDLYFIRE, ID_FRIENDLYFIRE, "Can friends hurt eachother in this territory?", "Friendly fire is on here.", "Friendly fire is off here.", false, false, true); }
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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); }
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public static MFlag getFlagOfflineexplosions() { return getCreative(PRIORITY_OFFLINEEXPLOSIONS, ID_OFFLINEEXPLOSIONS, ID_OFFLINEEXPLOSIONS, "Can explosions occur if faction is offline?", "Explosions if faction is offline.", "No explosions if faction is offline.", false, false, true); }
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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); }
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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); }
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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); }
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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); }
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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); }
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public static MFlag getCreative(int priority, String id, String name, String desc, String descYes, String descNo, boolean standard, boolean editable, boolean visible)
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{
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MFlag ret = MFlagColl.get().get(id, false);
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if (ret != null)
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{
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ret.setRegistered(true);
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return ret;
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}
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ret = new MFlag(priority, name, desc, descYes, descNo, standard, editable, visible);
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MFlagColl.get().attach(ret, id);
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ret.setRegistered(true);
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ret.sync();
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return ret;
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}
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// -------------------------------------------- //
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// OVERRIDE
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// -------------------------------------------- //
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@Override
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public MFlag load(MFlag that)
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{
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this.priority = that.priority;
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this.name = that.name;
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this.desc = that.desc;
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this.descYes = that.descYes;
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this.descNo = that.descNo;
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this.standard = that.standard;
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this.editable = that.editable;
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this.visible = that.visible;
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return this;
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}
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// -------------------------------------------- //
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// TRANSIENT FIELDS (Registered)
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// -------------------------------------------- //
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private transient boolean registered = false;
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public boolean isRegistered() { return this.registered; }
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public void setRegistered(boolean registered) { this.registered = registered; }
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// -------------------------------------------- //
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// FIELDS
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// -------------------------------------------- //
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// The sort priority. Low values appear first in sorted lists.
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// 1 is high up, 99999 is far down.
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// Standard Faction flags use "thousand values" like 1000, 2000, 3000 etc to allow adding new flags inbetween.
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// So 1000 might sound like a lot but it's actually the priority for the first flag.
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private int priority = 0;
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@Override public int getPriority() { return this.priority; }
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public MFlag setPriority(int priority) { this.priority = priority; this.changed(); return this; }
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// The name of the flag. According to standard it should be fully lowercase just like the flag id.
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// In fact the name and the id of all standard flags are the same.
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// I just added the name in case anyone feel like renaming their flags for some reason.
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// Example: "monsters"
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private String name = "defaultName";
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@Override public String getName() { return this.name; }
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public MFlag setName(String name) { this.name = name; this.changed(); return this; }
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// The flag function described as a question.
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// Example: "Can monsters spawn in this territory?"
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private String desc = "defaultDesc";
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public String getDesc() { return this.desc; }
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public MFlag setDesc(String desc) { this.desc = desc; this.changed(); return this; }
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// The flag function described when true.
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// Example: "Monsters can spawn in this territory."
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private String descYes = "defaultDescYes";
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public String getDescYes() { return this.descYes; }
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public MFlag setDescYes(String descYes) { this.descYes = descYes; this.changed(); return this; }
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// The flag function described when false.
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// Example: "Monsters can NOT spawn in this territory."
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private String descNo = "defaultDescNo";
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public String getDescNo() { return this.descNo; }
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public MFlag setDescNo(String descNo) { this.descNo = descNo; this.changed(); return this; }
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// What is the standard (aka default) flag value?
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// This value will be set for factions from the beginning.
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// Example: false (per default monsters do not spawn in faction territory)
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private boolean standard = true;
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public boolean isStandard() { return this.standard; }
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public MFlag setStandard(boolean standard) { this.standard = standard; this.changed(); return this; }
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// Is this flag editable by players?
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// With this we mean standard non administrator players.
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// All flags can be changed using /f admin.
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// Example: true (if players want to turn mob spawning on I guess they should be able to)
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private boolean editable = false;
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public boolean isEditable() { return this.editable; }
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public MFlag setEditable(boolean editable) { this.editable = editable; this.changed(); return this; }
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// Is this flag visible to players?
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// With this we mean standard non administrator players.
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// All flags can be seen using /f admin.
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// Some flags can be rendered meaningless by settings in Factions or external plugins.
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// Say we set "editable" to false and "standard" to true for the "open" flag to force all factions being open.
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// In such case we might want to hide the open flag by setting "visible" false.
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// If it can't be changed, why bother showing it?
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// Example: true (yeah we need to see this flag)
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private boolean visible = true;
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public boolean isVisible() { return this.visible; }
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public MFlag setVisible(boolean visible) { this.visible = visible; this.changed(); return this; }
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// -------------------------------------------- //
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// CONSTRUCT
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// -------------------------------------------- //
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public MFlag()
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{
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// No argument constructor for GSON
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}
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public MFlag(int priority, String name, String desc, String descYes, String descNo, boolean standard, boolean editable, boolean visible)
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{
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this.priority = priority;
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this.name = name;
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this.desc = desc;
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this.descYes = descYes;
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this.descNo = descNo;
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this.standard = standard;
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this.editable = editable;
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this.visible = visible;
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}
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// -------------------------------------------- //
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// EXTRAS
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// -------------------------------------------- //
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public boolean isInteresting(boolean value)
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{
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if ( ! this.isVisible()) return false;
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if (this.isEditable()) return true;
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return this.isStandard() != value;
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}
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public String getStateDesc(boolean value, boolean withValue, boolean monospaceValue, boolean withName, boolean withDesc, boolean specificDesc)
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{
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List<String> parts = new MassiveList<String>();
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if (withValue)
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{
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if (monospaceValue)
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{
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parts.add(Txt.parse(value ? "<g>YES" : "<b>NOO"));
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}
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else
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{
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parts.add(Txt.parse(value ? "<g>YES" : "<b>NO"));
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}
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}
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if (withName)
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{
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String nameFormat;
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if ( ! this.isVisible())
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{
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nameFormat = "<silver>%s";
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}
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else if (this.isEditable())
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{
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nameFormat = "<pink>%s";
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}
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else
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{
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nameFormat = "<aqua>%s";
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}
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String name = this.getName();
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String nameDesc = Txt.parse(nameFormat, name);
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parts.add(nameDesc);
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}
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if (withDesc)
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{
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String desc;
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if (specificDesc)
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{
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desc = value ? this.getDescYes() : this.getDescNo();
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}
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else
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{
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desc = this.getDesc();
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}
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String descDesc = Txt.parse("<i>%s", desc);
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parts.add(descDesc);
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}
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return Txt.implode(parts, " ");
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}
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@Deprecated
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public String getStateInfo(boolean value, boolean withDesc)
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{
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return this.getStateDesc(value, true, true, true, true, false);
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}
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}
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