Factions3/src/com/massivecraft/factions/FPlayer.java
Brettflan 3e0a68fd6e Performance overhaul sponsored by rockxz3, using his large server's data for reference to help with testing and tuning. Timing numbers below are based on this data set on my test server.
* PlayerMoveEvent performance boost (from 0.047ms to 0.015ms in testing, ~313% as fast): now more thrifty in determining whether player has actually moved between chunks before doing anything else; important since this event triggers extremely quickly
* PlayerInteractEvent performance boost (from 0.068ms to 0.034ms in testing, ~200% as fast): now ignores left-clicks for interaction checks, since in CraftBukkit 1.4 left-clicks no longer open doors or activate buttons/levers/etc.; not as important as above, but still triggers quite often as people are digging or interacting with blocks
* "/f list" command performance boost (from 234ms to 30ms in testing, ~780% as fast): code was getting information for all factions, narrowed it down to only getting info for displayed page range
* "/f show" command performance boost (from 132ms to 28ms in testing, ~470% as fast): tweaked the ally & enemy listing code used
2012-11-06 09:43:27 -06:00

696 lines
20 KiB
Java

package com.massivecraft.factions;
import java.util.HashSet;
import java.util.Set;
import org.bukkit.Bukkit;
import org.bukkit.ChatColor;
import org.bukkit.Location;
import org.bukkit.entity.Player;
import com.massivecraft.factions.event.FPlayerLeaveEvent;
import com.massivecraft.factions.event.LandClaimEvent;
import com.massivecraft.factions.iface.EconomyParticipator;
import com.massivecraft.factions.iface.RelationParticipator;
import com.massivecraft.factions.integration.Econ;
import com.massivecraft.factions.integration.LWCFeatures;
import com.massivecraft.factions.integration.SpoutFeatures;
import com.massivecraft.factions.integration.Worldguard;
import com.massivecraft.factions.struct.FFlag;
import com.massivecraft.factions.struct.FPerm;
import com.massivecraft.factions.struct.Rel;
import com.massivecraft.factions.util.RelationUtil;
import com.massivecraft.factions.zcore.persist.PlayerEntity;
/**
* Logged in players always have exactly one FPlayer instance.
* Logged out players may or may not have an FPlayer instance. They will always have one if they are part of a faction.
* This is because only players with a faction are saved to disk (in order to not waste disk space).
*
* The FPlayer is linked to a minecraft player using the player name.
*
* The same instance is always returned for the same player.
* This means you can use the == operator. No .equals method necessary.
*/
// TODO: The players are saved in non order.
public class FPlayer extends PlayerEntity implements EconomyParticipator
{
// FIELD: lastStoodAt
private transient FLocation lastStoodAt = new FLocation(); // Where did this player stand the last time we checked?
public FLocation getLastStoodAt() { return this.lastStoodAt; }
public void setLastStoodAt(FLocation flocation) { this.lastStoodAt = flocation; }
// FIELD: factionId
private String factionId;
public Faction getFaction() { if(this.factionId == null) {return null;} return Factions.i.get(this.factionId); }
public String getFactionId() { return this.factionId; }
public boolean hasFaction() { return ! factionId.equals("0"); }
public void setFaction(Faction faction)
{
Faction oldFaction = this.getFaction();
if (oldFaction != null) oldFaction.removeFPlayer(this);
faction.addFPlayer(this);
this.factionId = faction.getId();
SpoutFeatures.updateTitle(this, null);
SpoutFeatures.updateTitle(null, this);
}
// FIELD: role
private Rel role;
public Rel getRole() { return this.role; }
public void setRole(Rel role) { this.role = role; SpoutFeatures.updateTitle(this, null); }
// FIELD: title
private String title;
public String getTitle() { return this.title; }
public void setTitle(String title) { this.title = title; }
// FIELD: power
private double power;
// FIELD: powerBoost
// special increase/decrease to min and max power for this player
private double powerBoost;
public double getPowerBoost() { return this.powerBoost; }
public void setPowerBoost(double powerBoost) { this.powerBoost = powerBoost; }
// FIELD: lastPowerUpdateTime
private long lastPowerUpdateTime;
// FIELD: lastLoginTime
private long lastLoginTime;
// FIELD: mapAutoUpdating
private transient boolean mapAutoUpdating;
public void setMapAutoUpdating(boolean mapAutoUpdating) { this.mapAutoUpdating = mapAutoUpdating; }
public boolean isMapAutoUpdating() { return mapAutoUpdating; }
// FIELD: autoClaimEnabled
private transient Faction autoClaimFor;
public Faction getAutoClaimFor() { return autoClaimFor; }
public void setAutoClaimFor(Faction faction) { this.autoClaimFor = faction; }
private transient boolean hasAdminMode = false;
public boolean hasAdminMode() { return this.hasAdminMode; }
public void setHasAdminMode(boolean val) { this.hasAdminMode = val; }
// FIELD: loginPvpDisabled
private transient boolean loginPvpDisabled;
// FIELD: account
public String getAccountId() { return this.getId(); }
// -------------------------------------------- //
// Construct
// -------------------------------------------- //
// GSON need this noarg constructor.
public FPlayer()
{
this.resetFactionData(false);
this.power = Conf.powerPlayerStarting;
this.lastPowerUpdateTime = System.currentTimeMillis();
this.lastLoginTime = System.currentTimeMillis();
this.mapAutoUpdating = false;
this.autoClaimFor = null;
this.loginPvpDisabled = (Conf.noPVPDamageToOthersForXSecondsAfterLogin > 0) ? true : false;
this.powerBoost = 0.0;
if ( ! Conf.newPlayerStartingFactionID.equals("0") && Factions.i.exists(Conf.newPlayerStartingFactionID))
{
this.factionId = Conf.newPlayerStartingFactionID;
}
}
public final void resetFactionData(boolean doSpoutUpdate)
{
if (this.factionId != null && Factions.i.exists(this.factionId)) // Avoid infinite loop! TODO: I think that this is needed is a sign we need to refactor.
{
Faction currentFaction = this.getFaction();
if (currentFaction != null)
{
currentFaction.removeFPlayer(this);
}
}
this.factionId = "0"; // The default neutral faction
this.role = Rel.MEMBER;
this.title = "";
this.autoClaimFor = null;
if (doSpoutUpdate)
{
SpoutFeatures.updateTitle(this, null);
SpoutFeatures.updateTitle(null, this);
SpoutFeatures.updateCape(this.getPlayer(), null);
}
}
public void resetFactionData()
{
this.resetFactionData(true);
}
// -------------------------------------------- //
// Getters And Setters
// -------------------------------------------- //
public long getLastLoginTime()
{
return lastLoginTime;
}
public void setLastLoginTime(long lastLoginTime)
{
losePowerFromBeingOffline();
this.lastLoginTime = lastLoginTime;
this.lastPowerUpdateTime = lastLoginTime;
if (Conf.noPVPDamageToOthersForXSecondsAfterLogin > 0)
{
this.loginPvpDisabled = true;
}
}
public boolean hasLoginPvpDisabled()
{
if (!loginPvpDisabled)
{
return false;
}
if (this.lastLoginTime + (Conf.noPVPDamageToOthersForXSecondsAfterLogin * 1000) < System.currentTimeMillis())
{
this.loginPvpDisabled = false;
return false;
}
return true;
}
//----------------------------------------------//
// Title, Name, Faction Tag and Chat
//----------------------------------------------//
public String getName()
{
return getId();
}
public String getTag()
{
if ( ! this.hasFaction())
{
return "";
}
return this.getFaction().getTag();
}
// Base concatenations:
public String getNameAndSomething(String something)
{
String ret = this.role.getPrefix();
if (something.length() > 0) {
ret += something+" ";
}
ret += this.getName();
return ret;
}
public String getNameAndTitle()
{
return this.getNameAndSomething(this.getTitle());
}
public String getNameAndTag()
{
return this.getNameAndSomething(this.getTag());
}
// Colored concatenations:
// These are used in information messages
public String getNameAndTitle(Faction faction)
{
return this.getColorTo(faction)+this.getNameAndTitle();
}
public String getNameAndTitle(FPlayer fplayer)
{
return this.getColorTo(fplayer)+this.getNameAndTitle();
}
// Chat Tag:
// These are injected into the format of global chat messages.
public String getChatTag()
{
if ( ! this.hasFaction()) {
return "";
}
return String.format(Conf.chatTagFormat, this.role.getPrefix()+this.getTag());
}
// Colored Chat Tag
public String getChatTag(Faction faction)
{
if ( ! this.hasFaction()) {
return "";
}
return this.getRelationTo(faction).getColor()+getChatTag();
}
public String getChatTag(FPlayer fplayer)
{
if ( ! this.hasFaction())
{
return "";
}
return this.getColorTo(fplayer)+getChatTag();
}
// -------------------------------
// Relation and relation colors
// -------------------------------
@Override
public String describeTo(RelationParticipator observer, boolean ucfirst)
{
return RelationUtil.describeThatToMe(this, observer, ucfirst);
}
@Override
public String describeTo(RelationParticipator observer)
{
return RelationUtil.describeThatToMe(this, observer);
}
@Override
public Rel getRelationTo(RelationParticipator observer)
{
return RelationUtil.getRelationOfThatToMe(this, observer);
}
@Override
public Rel getRelationTo(RelationParticipator observer, boolean ignorePeaceful)
{
return RelationUtil.getRelationOfThatToMe(this, observer, ignorePeaceful);
}
public Rel getRelationToLocation()
{
return Board.getFactionAt(new FLocation(this)).getRelationTo(this);
}
@Override
public ChatColor getColorTo(RelationParticipator observer)
{
return RelationUtil.getColorOfThatToMe(this, observer);
}
//----------------------------------------------//
// Health
//----------------------------------------------//
public void heal(int amnt)
{
Player player = this.getPlayer();
if (player == null)
{
return;
}
player.setHealth(player.getHealth() + amnt);
}
//----------------------------------------------//
// Power
//----------------------------------------------//
public double getPower()
{
this.updatePower();
return this.power;
}
protected void alterPower(double delta)
{
this.power += delta;
if (this.power > this.getPowerMax())
this.power = this.getPowerMax();
else if (this.power < this.getPowerMin())
this.power = this.getPowerMin();
}
public double getPowerMax()
{
return Conf.powerPlayerMax + this.powerBoost;
}
public double getPowerMin()
{
return Conf.powerPlayerMin + this.powerBoost;
}
public int getPowerRounded()
{
return (int) Math.round(this.getPower());
}
public int getPowerMaxRounded()
{
return (int) Math.round(this.getPowerMax());
}
public int getPowerMinRounded()
{
return (int) Math.round(this.getPowerMin());
}
protected void updatePower()
{
if (this.isOffline())
{
losePowerFromBeingOffline();
if (!Conf.powerRegenOffline)
{
return;
}
}
long now = System.currentTimeMillis();
long millisPassed = now - this.lastPowerUpdateTime;
this.lastPowerUpdateTime = now;
Player thisPlayer = this.getPlayer();
if (thisPlayer != null && thisPlayer.isDead()) return; // don't let dead players regain power until they respawn
int millisPerMinute = 60*1000;
double powerPerMinute = Conf.powerPerMinute;
if(Conf.scaleNegativePower && this.power < 0)
{
powerPerMinute += (Math.sqrt(Math.abs(this.power)) * Math.abs(this.power)) / Conf.scaleNegativeDivisor;
}
this.alterPower(millisPassed * powerPerMinute / millisPerMinute);
}
protected void losePowerFromBeingOffline()
{
if (Conf.powerOfflineLossPerDay > 0.0 && this.power > Conf.powerOfflineLossLimit)
{
long now = System.currentTimeMillis();
long millisPassed = now - this.lastPowerUpdateTime;
this.lastPowerUpdateTime = now;
double loss = millisPassed * Conf.powerOfflineLossPerDay / (24*60*60*1000);
if (this.power - loss < Conf.powerOfflineLossLimit)
{
loss = this.power;
}
this.alterPower(-loss);
}
}
public void onDeath()
{
this.updatePower();
this.alterPower(-Conf.powerPerDeath);
}
//----------------------------------------------//
// Territory
//----------------------------------------------//
public boolean isInOwnTerritory()
{
return Board.getFactionAt(new FLocation(this)) == this.getFaction();
}
/*public boolean isInOthersTerritory()
{
Faction factionHere = Board.getFactionAt(new FLocation(this));
return factionHere != null && factionHere.isNormal() && factionHere != this.getFaction();
}*/
/*public boolean isInAllyTerritory()
{
return Board.getFactionAt(new FLocation(this)).getRelationTo(this) == Rel.ALLY;
}*/
/*public boolean isInNeutralTerritory()
{
return Board.getFactionAt(new FLocation(this)).getRelationTo(this) == Rel.NEUTRAL;
}*/
public boolean isInEnemyTerritory()
{
return Board.getFactionAt(new FLocation(this)).getRelationTo(this) == Rel.ENEMY;
}
public void sendFactionHereMessage()
{
if (SpoutFeatures.updateTerritoryDisplay(this))
{
return;
}
Faction factionHere = Board.getFactionAt(this.getLastStoodAt());
String msg = P.p.txt.parse("<i>")+" ~ "+factionHere.getTag(this);
if (factionHere.getDescription().length() > 0)
{
msg += " - "+factionHere.getDescription();
}
this.sendMessage(msg);
}
// -------------------------------
// Actions
// -------------------------------
public void leave(boolean makePay)
{
Faction myFaction = this.getFaction();
makePay = makePay && Econ.shouldBeUsed() && ! this.hasAdminMode();
if (myFaction == null)
{
resetFactionData();
return;
}
boolean perm = myFaction.getFlag(FFlag.PERMANENT);
if (!perm && this.getRole() == Rel.LEADER && myFaction.getFPlayers().size() > 1)
{
msg("<b>You must give the admin role to someone else first.");
return;
}
if (!Conf.canLeaveWithNegativePower && this.getPower() < 0)
{
msg("<b>You cannot leave until your power is positive.");
return;
}
// if economy is enabled and they're not on the bypass list, make sure they can pay
if (makePay && ! Econ.hasAtLeast(this, Conf.econCostLeave, "to leave your faction.")) return;
FPlayerLeaveEvent leaveEvent = new FPlayerLeaveEvent(this,myFaction,FPlayerLeaveEvent.PlayerLeaveReason.LEAVE);
Bukkit.getServer().getPluginManager().callEvent(leaveEvent);
if (leaveEvent.isCancelled()) return;
// then make 'em pay (if applicable)
if (makePay && ! Econ.modifyMoney(this, -Conf.econCostLeave, "to leave your faction.", "for leaving your faction.")) return;
// Am I the last one in the faction?
if (myFaction.getFPlayers().size() == 1)
{
// Transfer all money
if (Econ.shouldBeUsed())
Econ.transferMoney(this, myFaction, this, Econ.getBalance(myFaction.getAccountId()));
}
if (myFaction.isNormal())
{
for (FPlayer fplayer : myFaction.getFPlayersWhereOnline(true))
{
fplayer.msg("%s<i> left %s<i>.", this.describeTo(fplayer, true), myFaction.describeTo(fplayer));
}
if (Conf.logFactionLeave)
P.p.log(this.getName()+" left the faction: "+myFaction.getTag());
}
this.resetFactionData();
if (myFaction.isNormal() && !perm && myFaction.getFPlayers().isEmpty())
{
// Remove this faction
for (FPlayer fplayer : FPlayers.i.getOnline())
{
fplayer.msg("<i>%s<i> was disbanded.", myFaction.describeTo(fplayer, true));
}
myFaction.detach();
if (Conf.logFactionDisband)
P.p.log("The faction "+myFaction.getTag()+" ("+myFaction.getId()+") was disbanded due to the last player ("+this.getName()+") leaving.");
}
}
public boolean canClaimForFactionAtLocation(Faction forFaction, Location location, boolean notifyFailure)
{
String error = null;
FLocation flocation = new FLocation(location);
Faction myFaction = getFaction();
Faction currentFaction = Board.getFactionAt(flocation);
int ownedLand = forFaction.getLandRounded();
if (Conf.worldGuardChecking && Worldguard.checkForRegionsInChunk(location))
{
// Checks for WorldGuard regions in the chunk attempting to be claimed
error = P.p.txt.parse("<b>This land is protected");
}
else if (Conf.worldsNoClaiming.contains(flocation.getWorldName()))
{
error = P.p.txt.parse("<b>Sorry, this world has land claiming disabled.");
}
else if (this.hasAdminMode())
{
return true;
}
else if (forFaction == currentFaction)
{
error = P.p.txt.parse("%s<i> already own this land.", forFaction.describeTo(this, true));
}
else if ( ! FPerm.TERRITORY.has(this, forFaction, true))
{
return false;
}
else if (forFaction.getFPlayers().size() < Conf.claimsRequireMinFactionMembers)
{
error = P.p.txt.parse("Factions must have at least <h>%s<b> members to claim land.", Conf.claimsRequireMinFactionMembers);
}
else if (ownedLand >= forFaction.getPowerRounded())
{
error = P.p.txt.parse("<b>You can't claim more land! You need more power!");
}
else if (Conf.claimedLandsMax != 0 && ownedLand >= Conf.claimedLandsMax && ! forFaction.getFlag(FFlag.INFPOWER))
{
error = P.p.txt.parse("<b>Limit reached. You can't claim more land!");
}
else if ( ! Conf.claimingFromOthersAllowed && currentFaction.isNormal())
{
error = P.p.txt.parse("<b>You may not claim land from others.");
}
else if (currentFaction.getRelationTo(forFaction).isAtLeast(Rel.TRUCE) && ! currentFaction.isNone())
{
error = P.p.txt.parse("<b>You can't claim this land due to your relation with the current owner.");
}
else if
(
Conf.claimsMustBeConnected
&& ! this.hasAdminMode()
&& myFaction.getLandRoundedInWorld(flocation.getWorldName()) > 0
&& !Board.isConnectedLocation(flocation, myFaction)
&& (!Conf.claimsCanBeUnconnectedIfOwnedByOtherFaction || !currentFaction.isNormal())
)
{
if (Conf.claimsCanBeUnconnectedIfOwnedByOtherFaction)
error = P.p.txt.parse("<b>You can only claim additional land which is connected to your first claim or controlled by another faction!");
else
error = P.p.txt.parse("<b>You can only claim additional land which is connected to your first claim!");
}
else if (currentFaction.isNormal())
{
if ( ! currentFaction.hasLandInflation())
{
// TODO more messages WARN current faction most importantly
error = P.p.txt.parse("%s<i> owns this land and is strong enough to keep it.", currentFaction.getTag(this));
}
else if ( ! Board.isBorderLocation(flocation))
{
error = P.p.txt.parse("<b>You must start claiming land at the border of the territory.");
}
}
if (notifyFailure && error != null)
{
msg(error);
}
return error == null;
}
public boolean attemptClaim(Faction forFaction, Location location, boolean notifyFailure)
{
// notifyFailure is false if called by auto-claim; no need to notify on every failure for it
// return value is false on failure, true on success
FLocation flocation = new FLocation(location);
Faction currentFaction = Board.getFactionAt(flocation);
int ownedLand = forFaction.getLandRounded();
if ( ! this.canClaimForFactionAtLocation(forFaction, location, notifyFailure)) return false;
// TODO: Add flag no costs??
// if economy is enabled and they're not on the bypass list, make sure they can pay
boolean mustPay = Econ.shouldBeUsed() && ! this.hasAdminMode();
double cost = 0.0;
EconomyParticipator payee = null;
if (mustPay)
{
cost = Econ.calculateClaimCost(ownedLand, currentFaction.isNormal());
if (Conf.econClaimUnconnectedFee != 0.0 && forFaction.getLandRoundedInWorld(flocation.getWorldName()) > 0 && !Board.isConnectedLocation(flocation, forFaction))
cost += Conf.econClaimUnconnectedFee;
if(Conf.bankEnabled && Conf.bankFactionPaysLandCosts && this.hasFaction())
payee = this.getFaction();
else
payee = this;
if ( ! Econ.hasAtLeast(payee, cost, "to claim this land")) return false;
}
LandClaimEvent claimEvent = new LandClaimEvent(flocation, forFaction, this);
Bukkit.getServer().getPluginManager().callEvent(claimEvent);
if(claimEvent.isCancelled()) return false;
// then make 'em pay (if applicable)
if (mustPay && ! Econ.modifyMoney(payee, -cost, "to claim this land", "for claiming this land")) return false;
if (LWCFeatures.getEnabled() && forFaction.isNormal() && Conf.onCaptureResetLwcLocks)
LWCFeatures.clearOtherChests(flocation, this.getFaction());
// announce success
Set<FPlayer> informTheseFPlayers = new HashSet<FPlayer>();
informTheseFPlayers.add(this);
informTheseFPlayers.addAll(forFaction.getFPlayersWhereOnline(true));
for (FPlayer fp : informTheseFPlayers)
{
fp.msg("<h>%s<i> claimed land for <h>%s<i> from <h>%s<i>.", this.describeTo(fp, true), forFaction.describeTo(fp), currentFaction.describeTo(fp));
}
Board.setFactionAt(forFaction, flocation);
SpoutFeatures.updateTerritoryDisplayLoc(flocation);
if (Conf.logLandClaims)
P.p.log(this.getName()+" claimed land at ("+flocation.getCoordString()+") for the faction: "+forFaction.getTag());
return true;
}
// -------------------------------------------- //
// Persistance
// -------------------------------------------- //
@Override
public boolean shouldBeSaved()
{
if (this.hasFaction()) return true;
if (this.getPowerRounded() != this.getPowerMaxRounded() && this.getPowerRounded() != (int) Math.round(Conf.powerPlayerStarting)) return true;
return false;
}
public void msg(String str, Object... args)
{
this.sendMessage(P.p.txt.parse(str, args));
}
}