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Moving stuff around in ConfServer and adding properm methods to the enums for DefaultDefaults.
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@ -26,36 +26,26 @@ public class ConfServer extends SimpleConfig
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// DOUBTFULLY CONFIGURABLE DEFAULTS (TODO)
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// -------------------------------------------- //
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public static Map<FFlag, Boolean> factionFlagDefaults;
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//public static Map<FFlag, Boolean> factionFlagIsChangeable;
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public static Map<FPerm, Set<Rel>> factionPermDefaults;
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public static Map<FFlag, Boolean> factionFlagDefaults = FFlag.getDefaultDefaults();
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public static Map<FPerm, Set<Rel>> factionPermDefaults = FPerm.getDefaultDefaults();
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// TODO: Shouldn't this be a constant rather?
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public static Rel factionRankDefault = Rel.RECRUIT;
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// -------------------------------------------- //
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// POWER
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// DERPY OVERRIDES
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// -------------------------------------------- //
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public static double powerMax = 10.0;
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public static double powerMin = -10.0;
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public static double powerStarting = 10.0; // New players start out with this power level
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// mainly for other plugins/mods that use a fake player to take actions, which shouldn't be subject to our protections
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public static Set<String> playersWhoBypassAllProtection = new LinkedHashSet<String>();
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public static double powerPerDeath = -4.0; // A death makes you lose 4 power
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public static Set<String> worldsNoClaiming = new LinkedHashSet<String>();
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public static double powerPerHourOnline = 10.0;
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public static double powerPerHourOffline = 0.0;
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// players will no longer lose power from being offline once their power drops to this amount or less
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public static double powerLimitGainOnline = 10.0;
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public static double powerLimitGainOffline = 0.0;
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public static double powerLimitLossOnline = -10.0;
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public static double powerLimitLossOffline = 0.0;
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public static boolean scaleNegativePower = false; // Power regeneration rate increase as power decreases
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public static double scaleNegativeDivisor = 40.0; // Divisor for inverse power regeneration curve
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public static double powerFactionMax = 0.0; // if greater than 0, the cap on how much power a faction can have (additional power from players beyond that will act as a "buffer" of sorts)
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// TODO: Should worldsNoPowerLoss rather be a bukkit permission node?
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public static Set<String> worldsNoPowerLoss = new LinkedHashSet<String>();
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public static Set<String> worldsIgnorePvP = new LinkedHashSet<String>();
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// TODO: A better solution Would be to have One wilderness faction per world.
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//public static Set<String> worldsNoWildernessProtection = new LinkedHashSet<String>();
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// -------------------------------------------- //
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// CORE
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@ -85,17 +75,28 @@ public class ConfServer extends SimpleConfig
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public static boolean removePlayerDataWhenBanned = true;
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// -------------------------------------------- //
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// INTEGRATION: WORLD GUARD
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// POWER
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// -------------------------------------------- //
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public static boolean worldGuardChecking = false;
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public static double powerMax = 10.0;
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public static double powerMin = -10.0;
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public static double powerStarting = 10.0; // New players start out with this power level
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// -------------------------------------------- //
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// INTEGRATION: LWC
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// -------------------------------------------- //
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public static double powerPerDeath = -4.0; // A death makes you lose 4 power
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public static boolean onUnclaimResetLwcLocks = false;
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public static boolean onCaptureResetLwcLocks = false;
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public static double powerPerHourOnline = 10.0;
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public static double powerPerHourOffline = 0.0;
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// players will no longer lose power from being offline once their power drops to this amount or less
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public static double powerLimitGainOnline = 10.0;
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public static double powerLimitGainOffline = 0.0;
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public static double powerLimitLossOnline = -10.0;
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public static double powerLimitLossOffline = 0.0;
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public static boolean scaleNegativePower = false; // Power regeneration rate increase as power decreases
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public static double scaleNegativeDivisor = 40.0; // Divisor for inverse power regeneration curve
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public static double powerFactionMax = 0.0; // if greater than 0, the cap on how much power a faction can have (additional power from players beyond that will act as a "buffer" of sorts)
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// -------------------------------------------- //
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// HOMES
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@ -142,6 +143,19 @@ public class ConfServer extends SimpleConfig
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public static boolean pistonProtectionThroughDenyBuild = true;
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// -------------------------------------------- //
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// INTEGRATION: WORLD GUARD
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// -------------------------------------------- //
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public static boolean worldGuardChecking = false;
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// -------------------------------------------- //
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// INTEGRATION: LWC
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// -------------------------------------------- //
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public static boolean onUnclaimResetLwcLocks = false;
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public static boolean onCaptureResetLwcLocks = false;
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// -------------------------------------------- //
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// INTEGRATION: SPOUT
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// -------------------------------------------- //
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@ -217,38 +231,5 @@ public class ConfServer extends SimpleConfig
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public static boolean bankFactionPaysCosts = true; //The faction pays for faction command costs, such as sethome
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public static boolean bankFactionPaysLandCosts = true; //The faction pays for land claiming costs.
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// -------------------------------------------- //
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// DERPY OVERRIDES
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// -------------------------------------------- //
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// mainly for other plugins/mods that use a fake player to take actions, which shouldn't be subject to our protections
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public static Set<String> playersWhoBypassAllProtection = new LinkedHashSet<String>();
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public static Set<String> worldsNoClaiming = new LinkedHashSet<String>();
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// TODO: Should worldsNoPowerLoss rather be a bukkit permission node?
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public static Set<String> worldsNoPowerLoss = new LinkedHashSet<String>();
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public static Set<String> worldsIgnorePvP = new LinkedHashSet<String>();
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// TODO: A better solution Would be to have One wilderness faction per world.
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//public static Set<String> worldsNoWildernessProtection = new LinkedHashSet<String>();
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// -------------------------------------------- //
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// STATIC CONSTRUCTOR TO GET RID OF (TODO)
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// -------------------------------------------- //
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static
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{
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factionFlagDefaults = new LinkedHashMap<FFlag, Boolean>();
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for (FFlag flag : FFlag.values())
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{
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factionFlagDefaults.put(flag, flag.defaultDefaultValue);
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}
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factionPermDefaults = new LinkedHashMap<FPerm, Set<Rel>>();
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for (FPerm perm: FPerm.values())
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{
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factionPermDefaults.put(perm, perm.defaultDefaultValue);
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}
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}
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}
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@ -1,5 +1,8 @@
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package com.massivecraft.factions;
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import java.util.LinkedHashMap;
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import java.util.Map;
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/**
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* Flags that describe the nature of a faction and it's territory.
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@ -43,34 +46,45 @@ public enum FFlag
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private final String desc;
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public String getDescription() { return this.desc; }
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public final boolean defaultDefaultValue;
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public final boolean defaultDefault;
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public boolean getDefaultDefault() { return this.defaultDefault; }
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// -------------------------------------------- //
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// CONSTRUCT
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// -------------------------------------------- //
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private FFlag(final String nicename, final String desc, final boolean defaultDefaultValue)
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private FFlag(String nicename, final String desc, boolean defaultDefault)
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{
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this.nicename = nicename;
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this.desc = desc;
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this.defaultDefaultValue = defaultDefaultValue;
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this.defaultDefault = defaultDefault;
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}
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// -------------------------------------------- //
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// DEFAULTS
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// -------------------------------------------- //
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public boolean getDefault()
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{
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Boolean ret = ConfServer.factionFlagDefaults.get(this);
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if (ret == null) return this.getDefaultDefault();
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return ret;
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}
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public static Map<FFlag, Boolean> getDefaultDefaults()
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{
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Map<FFlag, Boolean> ret = new LinkedHashMap<FFlag, Boolean>();
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for (FFlag flag : values())
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{
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ret.put(flag, flag.getDefaultDefault());
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}
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return ret;
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}
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// -------------------------------------------- //
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// FRODOODODFOFL
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// -------------------------------------------- //
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/**
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* The state for newly created factions.
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*/
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public boolean getDefault()
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{
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Boolean ret = ConfServer.factionFlagDefaults.get(this);
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if (ret == null) return this.defaultDefaultValue;
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return ret;
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}
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public static FFlag parse(String str)
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{
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str = str.toLowerCase();
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@ -96,4 +110,7 @@ public enum FFlag
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}
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return ret;
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}
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}
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@ -3,7 +3,9 @@ package com.massivecraft.factions;
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import java.util.Arrays;
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import java.util.Collections;
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import java.util.EnumSet;
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import java.util.LinkedHashMap;
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import java.util.LinkedHashSet;
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import java.util.Map;
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import java.util.Set;
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import org.bukkit.Location;
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@ -56,7 +58,8 @@ public enum FPerm
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private final String desc;
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public String getDescription() { return this.desc; }
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public final Set<Rel> defaultDefaultValue;
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public final Set<Rel> defaultDefault;
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public Set<Rel> getDefaultDefault() { return new LinkedHashSet<Rel>(this.defaultDefault); }
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// -------------------------------------------- //
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// CONSTRUCT
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@ -70,21 +73,35 @@ public enum FPerm
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Set<Rel> defaultDefaultValue = new LinkedHashSet<Rel>();
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defaultDefaultValue.addAll(Arrays.asList(rels));
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defaultDefaultValue = Collections.unmodifiableSet(defaultDefaultValue);
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this.defaultDefaultValue = defaultDefaultValue;
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this.defaultDefault = defaultDefaultValue;
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}
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// -------------------------------------------- //
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// FROOODLDLLD
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// DEFAULTS
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// -------------------------------------------- //
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public Set<Rel> getDefault()
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{
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Set<Rel> ret = ConfServer.factionPermDefaults.get(this);
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if (ret == null) ret = this.defaultDefaultValue;
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if (ret == null) return this.getDefaultDefault();
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ret = new LinkedHashSet<Rel>(ret);
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return ret;
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}
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public static Map<FPerm, Set<Rel>> getDefaultDefaults()
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{
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Map<FPerm, Set<Rel>> ret = new LinkedHashMap<FPerm, Set<Rel>>();
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for (FPerm fperm : values())
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{
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ret.put(fperm, fperm.getDefaultDefault());
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}
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return ret;
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}
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// -------------------------------------------- //
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// FROOODLDLLD
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// -------------------------------------------- //
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public static FPerm parse(String str)
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{
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str = str.toLowerCase();
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