MiniGames/src/main/java/net/knarcraft/dropper/config/DropperConfiguration.java

253 lines
8.4 KiB
Java
Raw Normal View History

package net.knarcraft.dropper.config;
import net.knarcraft.dropper.Dropper;
import org.bukkit.Bukkit;
import org.bukkit.Material;
import org.bukkit.NamespacedKey;
import org.bukkit.Tag;
import org.bukkit.configuration.file.FileConfiguration;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.List;
import java.util.Set;
import java.util.logging.Level;
import java.util.regex.Matcher;
import java.util.regex.Pattern;
public class DropperConfiguration {
private final FileConfiguration configuration;
private double verticalVelocity;
private float horizontalVelocity;
private int randomlyInvertedTimer;
private boolean mustDoGroupedInSequence;
private boolean ignoreRecordsUntilGroupBeatenOnce;
private boolean mustDoNormalModeFirst;
private boolean makePlayersInvisible;
private boolean disableHitCollision;
private boolean overrideVerticalVelocity;
private double liquidHitBoxDepth;
private double solidHitBoxDistance;
private Set<Material> blockWhitelist;
/**
* Instantiates a new dropper configuration
*
* @param configuration <p>The YAML configuration to use internally</p>
*/
public DropperConfiguration(FileConfiguration configuration) {
this.configuration = configuration;
}
/**
* Gets whether vertical velocity should be overridden
*
* @return <p>Whether vertical velocity should be overridden</p>
*/
public boolean overrideVerticalVelocity() {
return this.overrideVerticalVelocity;
}
/**
* Gets the default vertical velocity
*
* @return <p>The default vertical velocity</p>
*/
public double getVerticalVelocity() {
return this.verticalVelocity;
}
/**
* Gets the default horizontal velocity
*
* @return <p>The default horizontal velocity</p>
*/
public float getHorizontalVelocity() {
return this.horizontalVelocity;
}
/**
* Gets the number of seconds before the randomly inverted game-mode toggles
*
* @return <p>Number of seconds before the inversion toggles</p>
*/
public int getRandomlyInvertedTimer() {
return this.randomlyInvertedTimer;
}
/**
* Gets whether grouped arenas must be done in the set sequence
*
* @return <p>Whether grouped arenas must be done in sequence</p>
*/
public boolean mustDoGroupedInSequence() {
return this.mustDoGroupedInSequence;
}
/**
* Gets whether the normal/default mode must be beaten before playing another game-mode
*
* @return <p>Whether the normal game-mode must be beaten first</p>
*/
public boolean mustDoNormalModeFirst() {
return this.mustDoNormalModeFirst;
}
/**
* Gets the types of block which should not trigger a loss
*
* @return <p>The materials that should not trigger a loss</p>
*/
public Set<Material> getBlockWhitelist() {
return new HashSet<>(this.blockWhitelist);
}
/**
* Gets whether records should be discarded, unless the player has already beaten all arenas in the group
*
* @return <p>Whether to ignore records on the first play-through</p>
*/
public boolean ignoreRecordsUntilGroupBeatenOnce() {
return this.ignoreRecordsUntilGroupBeatenOnce;
}
/**
* Gets whether players should be made invisible while in an arena
*
* @return <p>Whether players should be made invisible</p>
*/
public boolean makePlayersInvisible() {
return this.makePlayersInvisible;
}
/**
* Gets whether entity hit-collision of players in an arena should be disabled
*
* @return <p>Whether to disable hit collision</p>
*/
public boolean disableHitCollision() {
return this.disableHitCollision;
}
/**
* Gets the negative depth a player must reach in a liquid block for fail/win detection to trigger
*
* <p>This decides how far inside a non-solid block the player must go before detection triggers. The closer to -1
* it is, the more accurate it will seem to the player, but the likelihood of not detecting the hit increases.</p>
*
* @return <p>The liquid hit box depth to use</p>
*/
public double getLiquidHitBoxDepth() {
return this.liquidHitBoxDepth;
}
/**
* Gets the positive distance a player must at most be from a block for fail/win detection to trigger
*
* <p>This decides the distance the player must be from a block below them before a hit triggers. If too low, the
* likelihood of detecting the hit decreases, but it won't look like the player hit the block without being near.</p>
*
* @return <p>The solid hit box distance to use</p>
*/
public double getSolidHitBoxDistance() {
return this.solidHitBoxDistance;
}
/**
* Loads all configuration values from disk
*/
public void load() {
this.verticalVelocity = configuration.getDouble("verticalVelocity", 1.0);
this.horizontalVelocity = (float) configuration.getDouble("horizontalVelocity", 1.0);
this.randomlyInvertedTimer = configuration.getInt("randomlyInvertedTimer", 7);
this.mustDoGroupedInSequence = configuration.getBoolean("mustDoGroupedInSequence", true);
this.ignoreRecordsUntilGroupBeatenOnce = configuration.getBoolean("ignoreRecordsUntilGroupBeatenOnce", false);
this.mustDoNormalModeFirst = configuration.getBoolean("mustDoNormalModeFirst", true);
this.makePlayersInvisible = configuration.getBoolean("makePlayersInvisible", false);
this.disableHitCollision = configuration.getBoolean("disableHitCollision", true);
this.overrideVerticalVelocity = configuration.getBoolean("overrideVerticalVelocity", true);
this.liquidHitBoxDepth = configuration.getDouble("liquidHitBoxDepth", -0.8);
this.solidHitBoxDistance = configuration.getDouble("solidHitBoxDistance", 0.2);
sanitizeValues();
loadBlockWhitelist();
}
/**
* Sanitizes configuration values to ensure they are within expected bounds
*/
private void sanitizeValues() {
if (this.liquidHitBoxDepth <= -1 || this.liquidHitBoxDepth > 0) {
this.liquidHitBoxDepth = -0.8;
}
if (this.solidHitBoxDistance <= 0 || this.solidHitBoxDistance > 1) {
this.solidHitBoxDistance = 0.2;
}
if (this.horizontalVelocity > 1 || this.horizontalVelocity <= 0) {
this.horizontalVelocity = 1;
}
if (this.verticalVelocity <= 0 || this.verticalVelocity > 75) {
this.verticalVelocity = 1;
}
if (this.randomlyInvertedTimer <= 0 || this.randomlyInvertedTimer > 3600) {
this.randomlyInvertedTimer = 7;
}
}
/**
* Loads the materials specified in the block whitelist
*/
private void loadBlockWhitelist() {
this.blockWhitelist = new HashSet<>();
List<?> blockWhitelist = configuration.getList("blockWhiteList", new ArrayList<>());
for (Object value : blockWhitelist) {
if (!(value instanceof String string)) {
continue;
}
// Try to parse a material tag first
if (parseMaterialTag(string)) {
continue;
}
// Try to parse a material name
Material matched = Material.matchMaterial(string);
if (matched != null) {
this.blockWhitelist.add(matched);
} else {
Dropper.log(Level.WARNING, "Unable to parse: " + string);
}
}
}
/**
* Tries to parse the material tag in the specified material name
*
* @param materialName <p>The material name that might be a material tag</p>
* @return <p>True if a tag was found</p>
*/
private boolean parseMaterialTag(String materialName) {
Pattern pattern = Pattern.compile("^\\+([a-zA-Z_]+)");
Matcher matcher = pattern.matcher(materialName);
if (matcher.find()) {
// The material is a material tag
Tag<Material> tag = Bukkit.getTag(Tag.REGISTRY_BLOCKS, NamespacedKey.minecraft(
matcher.group(1).toLowerCase()), Material.class);
if (tag != null) {
this.blockWhitelist.addAll(tag.getValues());
} else {
Dropper.log(Level.WARNING, "Unable to parse: " + materialName);
}
return true;
}
return false;
}
}