81 lines
3.5 KiB
Java
81 lines
3.5 KiB
Java
/*
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* Copyright (C) 2014-2023 Daniel Saukel
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*
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* This library is free software: you can redistribute it and/or modify it under the
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* terms of the GNU Lesser General Public License as published by the Free Software
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* Foundation, either version 3 of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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* PARTICULAR PURPOSE. See the GNULesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package de.erethon.dungeonsxl.api.sign;
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import de.erethon.dungeonsxl.api.DungeonsAPI;
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import de.erethon.dungeonsxl.api.world.InstanceWorld;
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import org.bukkit.block.Sign;
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import org.bukkit.entity.Player;
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/**
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* A sign that performs a specific action every time it is triggered. It can have, but typically does not have a state. Consider using {@link Deactivatable} for
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* signs that change themselves when they are triggered.
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* <p>
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* For example, a classes sign with the default interact trigger sets your class every time you punch it.
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*
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* @author Daniel Saukel
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*/
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public abstract class Button extends AbstractDSign {
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protected Button(DungeonsAPI api, Sign sign, String[] lines, InstanceWorld instance) {
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super(api, sign, lines, instance);
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}
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/**
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* When the sign is triggered without one particular player being the cause.
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* <p>
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* <b>Note that the default implementation of {@link #push(org.bukkit.entity.Player)} assumes that the sign does not need player specific behavior and
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* simply calls this method, while the default implementation of this method assumes that the sign should perform {@link #push(org.bukkit.entity.Player)}
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* for each player in the game world. This leaves a button sign with a stackoverflow if not one of both methods at least is overriden. Consider using a
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* {@link Passive} sign instead if you need a sign that simply marks places and ignores being triggered.</b>
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*/
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public void push() {
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getGameWorld().getPlayers().forEach(p -> push(p.getPlayer()));
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}
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/**
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* When the sign is triggered.
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* <p>
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* This is the default {@link #trigger(org.bukkit.entity.Player)} behavior.
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* <p>
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* <b>Note that the default implementation of this method assumes that the sign does not need player specific behavior and simply calls {@link #push()},
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* while the default implementation of {@link #push()} assumes that the sign should perform {@link #push(org.bukkit.entity.Player)} for each player in the
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* game world. This leaves a button sign with a stackoverflow if not one of both methods at least is overriden. Consider using a {@link Passive} sign
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* instead if you need a sign that simply marks places and ignores being triggered.</b>
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*
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* @param player the player who triggered the sign
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* @return if the action is done successfully
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*/
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public boolean push(Player player) {
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push();
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return true;
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}
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/**
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* This is the same as {@link #push(org.bukkit.entity.Player)}.
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*
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* @param player the player who triggered the sign or null if no one in particular triggered it
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*/
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@Override
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public void trigger(Player player) {
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if (player != null) {
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push(player);
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} else {
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push();
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}
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}
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}
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