DungeonsXL/api/src/main/java/de/erethon/dungeonsxl/api/player/GlobalPlayer.java

152 lines
4.8 KiB
Java

/*
* Copyright (C) 2014-2022 Daniel Saukel
*
* This library is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNULesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package de.erethon.dungeonsxl.api.player;
import de.erethon.bedrock.chat.MessageUtil;
import de.erethon.bedrock.player.PlayerWrapper;
import de.erethon.dungeonsxl.api.dungeon.Dungeon;
import java.util.List;
import org.bukkit.Location;
import org.bukkit.inventory.ItemStack;
/**
* Represents a player anywhere on the server.
* <p>
* All players on the server, including the ones in dungeons, have one wrapper object that is an instance of GlobalPlayer.
* <p>
* Do not cache this for the whole runtime (or use {@link de.erethon.bedrock.player.PlayerCollection}). The object may be deleted and replaced with an object of
* the appropriate type when the player enters or leaves an instance.
*
* @author Daniel Saukel
*/
// Implementation-specific methods: getters and setters: data, portal, cached item, announcer; startTutorial
public interface GlobalPlayer extends PlayerWrapper {
/**
* Returns the player's group.
*
* @return the player's group.
*/
PlayerGroup getGroup();
/**
* Returns if the player uses the built-in group chat.
*
* @return if the player uses the built-in group chat
*/
boolean isInGroupChat();
/**
* Sets if the player uses the built-in group chat.
*
* @param groupChat if the player shall use the built-in group chat
*/
void setInGroupChat(boolean groupChat);
/**
* Returns if the player may read messages from the built-in group chat.
*
* @return if the player may read messages from the built-in group chat
*/
boolean isInChatSpyMode();
/**
* Sets if the player may read messages from the built-in group chat.
*
* @param chatSpyMode if the player may read messages from the built-in group chat
*/
void setInChatSpyMode(boolean chatSpyMode);
/**
* Checks if the player has the given permission.
*
* @param permission the permission
* @return if the player has the given permission
*/
boolean hasPermission(String permission);
/**
* Returns the reward items the player gets after leaving the dungeon.
*
* @return the reward items the player gets after leaving the dungeon
*/
List<ItemStack> getRewardItems();
/**
* Sets the reward items the player gets after leaving the dungeon.
*
* @param rewardItems the reward items the player gets after leaving the dungeon
*/
void setRewardItems(List<ItemStack> rewardItems);
/**
* Returns if the player has any reward items left.
*
* @return if the player has any reward items left
*/
boolean hasRewardItemsLeft();
/**
* Returns if the player is currently breaking a global protection (=using /dxl break).
*
* @return if the player is currently breaking a global protection (=using /dxl break)
*/
boolean isInBreakMode();
/**
* Sets the player into or out of break mode; see {@link #isInBreakMode()}.
*
* @param breakMode if the player may break global protections
*/
void setInBreakMode(boolean breakMode);
/**
* Sends a message to the player.
* <p>
* Supports color codes.
*
* @param message the message to send
*/
default void sendMessage(String message) {
MessageUtil.sendMessage(getPlayer(), message);
}
/**
* Respawns the player at the location defined by the game rules or his old position before he was in a dungeon.
*
* @param gameFinished if the game was finished
*/
void reset(boolean gameFinished);
/**
* Respawns the player at the given location.
*
* @param tpLoc the location where the player shall respawn
* @param keepInventory if the saved status shall be reset
*/
void reset(Location tpLoc, boolean keepInventory);
/**
* Performs a requirement check for the given dungeon.
* <p>
* This method might send messages to the player to inform him that he does not fulfill them.
*
* @param dungeon the dungeon to check
* @return if the player fulfills the requirements or may bypass them
*/
boolean checkRequirements(Dungeon dungeon);
}