122 lines
5.8 KiB
Java
122 lines
5.8 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.bedrock.player.PlayerCollection;
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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 {@link DungeonSign} that changes its state when triggered.
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*
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* @author Daniel Saukel
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*/
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public abstract class Deactivatable extends AbstractDSign {
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protected boolean active;
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protected PlayerCollection playersActivated = new PlayerCollection();
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protected Deactivatable(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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* Sets the state to active.
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* <p>
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* <b>Note that the default implementation of {@link #activate(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
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* {@link #activate(org.bukkit.entity.Player)} for each player in the game world. This leaves a button sign with a stackoverflow if not one of both methods
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* at least is overriden. Consider using a {@link Passive} sign instead if you need a sign that simply marks places and ignores being triggered. An
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* implementation that does not need player specific behavior should set {@link #active} to true.</b>
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*/
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public void activate() {
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getGameWorld().getPlayers().forEach(p -> activate(p.getPlayer()));
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}
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/**
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* Sets the state to active for the given player.
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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 #activate()},
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* while the default implementation of {@link #activate()} assumes that the sign should perform {@link #activate(org.bukkit.entity.Player)} for each player
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* in the game world. This leaves a deactivatable 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. An implementation that needs player specific
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* behavior should add the player to the {@link #playersActivated} collection.</b>
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*
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* @param player the player
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* @return if the action was successful
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*/
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public boolean activate(Player player) {
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activate();
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return true;
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}
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/**
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* Sets the state to inactive.
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* <p>
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* <b>Note that the default implementation of {@link #deactivate(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
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* {@link #deactivate(org.bukkit.entity.Player)} for each player in the game world. This leaves a button sign with a stackoverflow if not one of both
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* methods at least is overriden. Consider using a {@link Passive} sign instead if you need a sign that simply marks places and ignores being triggered. An
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* implementation that does not need player specific behavior should set {@link #active} to false.</b>
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*/
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public void deactivate() {
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getGameWorld().getPlayers().forEach(p -> deactivate(p.getPlayer()));
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}
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/**
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* Sets the state to inactive for the given player.
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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
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* {@link #deactivate()}, while the default implementation of {@link #deactivate()} assumes that the sign should perform
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* {@link #deactivate(org.bukkit.entity.Player)} for each player in the game world. This leaves a deactivatable sign with a stackoverflow if not one of both
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* methods at least is overriden. Consider using a {@link Passive} sign instead if you need a sign that simply marks places and ignores being triggered. An
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* implementation that needs player specific behavior should remove the player from the {@link #playersActivated} collection.</b>
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*
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* @param player the player
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* @return if the action was successful
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*/
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public boolean deactivate(Player player) {
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deactivate();
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return true;
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}
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/**
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* Returns if the sign is currently in its activated state.
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* <p>
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* This might not be meaningful if the sign uses {@link #isActive(org.bukkit.entity.Player)}.
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*
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* @return if the sign is currently in its activated state
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*/
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public boolean isActive() {
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return active;
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}
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/**
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* Returns if the sign is activated for the given player.
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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 #isActive()}.
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* An implementation that needs player specific behavior should check if the {@link #playersActivated} collection contains the player.</b>
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*
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* @param player the player
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* @return if the sign is activated for the given player
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*/
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public boolean isActive(Player player) {
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return isActive();
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}
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}
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