Create SelectEntityGUI that allows to select an entity from all living creatures.

It displays mobs in two ways: as Mob eggs or as Mob Heads.
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BONNe 2019-01-19 16:54:43 +02:00
parent 433484d9f7
commit 17d0f0b8f3
1 changed files with 275 additions and 0 deletions

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package world.bentobox.challenges.panel.util;
import org.apache.commons.lang.WordUtils;
import org.bukkit.Material;
import org.bukkit.entity.EntityType;
import org.bukkit.inventory.ItemStack;
import java.util.*;
import java.util.function.BiConsumer;
import world.bentobox.bentobox.api.panels.PanelItem;
import world.bentobox.bentobox.api.panels.builders.PanelBuilder;
import world.bentobox.bentobox.api.panels.builders.PanelItemBuilder;
import world.bentobox.bentobox.api.user.User;
import world.bentobox.challenges.utils.HeadLib;
/**
* This GUI allows to select single entity and return it via Consumer.
*/
public class SelectEntityGUI
{
public SelectEntityGUI(User user, BiConsumer<Boolean, EntityType> consumer)
{
this(user, Collections.emptySet(), true, consumer);
}
public SelectEntityGUI(User user, Set<EntityType> excludedEntities, boolean asEggs, BiConsumer<Boolean, EntityType> consumer)
{
this.consumer = consumer;
this.user = user;
this.asEggs = asEggs;
this.entities = new ArrayList<>(EntityType.values().length);
for (EntityType entityType : EntityType.values())
{
if (entityType.isAlive() && !excludedEntities.contains(entityType))
{
this.entities.add(entityType);
}
}
// Sort mobs by their name for easier search.
this.entities.sort(Comparator.comparing(Enum::name));
this.build(0);
}
// ---------------------------------------------------------------------
// Section: Methods
// ---------------------------------------------------------------------
/**
* This method builds
*/
private void build(int pageIndex)
{
PanelBuilder panelBuilder = new PanelBuilder().user(this.user).name(this.user.getTranslation("challenges.gui.choose-entity-title"));
// Maximal elements in page.
final int MAX_ELEMENTS = 36;
final int correctPage;
if (pageIndex < 0)
{
correctPage = this.entities.size() / MAX_ELEMENTS;
}
else if (pageIndex > (this.entities.size() / MAX_ELEMENTS))
{
correctPage = 0;
}
else
{
correctPage = pageIndex;
}
// Navigation buttons
panelBuilder.item(3,
new PanelItemBuilder().
icon(Material.SIGN).
name(this.user.getTranslation("challenges.gui.buttons.previous")).
clickHandler( (panel, user1, clickType, slot) -> {
this.build(correctPage - 1);
return true;
}).build());
panelBuilder.item(4,
new PanelItemBuilder().
icon(Material.OAK_DOOR).
name(this.user.getTranslation("challenges.gui.buttons.return")).
clickHandler( (panel, user1, clickType, slot) -> {
this.consumer.accept(false, null);
return true;
}).build());
panelBuilder.item(5,
new PanelItemBuilder().
icon(Material.SIGN).
name(this.user.getTranslation("challenges.gui.buttons.next")).
clickHandler( (panel, user1, clickType, slot) -> {
this.build(correctPage + 1);
return true;
}).build());
int entitiesIndex = MAX_ELEMENTS * correctPage;
// I want first row to be only for navigation and return button.
int index = 9;
while (entitiesIndex < ((correctPage + 1) * MAX_ELEMENTS) &&
entitiesIndex < this.entities.size())
{
panelBuilder.item(index++, this.createEntityButton(this.entities.get(entitiesIndex++)));
}
panelBuilder.build();
panelBuilder.build();
}
/**
* This method builds PanelItem for given entity.
* @param entity Entity which PanelItem must be created.
* @return new PanelItem for given Entity.
*/
private PanelItem createEntityButton(EntityType entity)
{
return new PanelItemBuilder().
name(WordUtils.capitalize(entity.name().toLowerCase().replace("_", " "))).
icon(this.asEggs ? this.getEntityEgg(entity) : this.getEntityHead(entity)).
clickHandler((panel, user1, clickType, slot) -> {
this.consumer.accept(true, entity);
return true;
}).build();
}
/**
* This method transforms entity into egg or block that corresponds given entity. If entity egg is not
* found, then it is replaced by block that represents entity or barrier block.
* @param entity Entity which egg must be returned.
* @return ItemStack that may be egg for given entity.
*/
private ItemStack getEntityEgg(EntityType entity)
{
ItemStack itemStack;
switch (entity)
{
case PIG_ZOMBIE:
itemStack = new ItemStack(Material.ZOMBIE_PIGMAN_SPAWN_EGG);
break;
case ENDER_DRAGON:
itemStack = new ItemStack(Material.DRAGON_EGG);
break;
case WITHER:
itemStack = new ItemStack(Material.SOUL_SAND);
break;
case PLAYER:
itemStack = new ItemStack(Material.PLAYER_HEAD);
break;
case MUSHROOM_COW:
itemStack = new ItemStack(Material.MOOSHROOM_SPAWN_EGG);
break;
case SNOWMAN:
itemStack = new ItemStack(Material.CARVED_PUMPKIN);
break;
case IRON_GOLEM:
itemStack = new ItemStack(Material.IRON_BLOCK);
break;
case ARMOR_STAND:
itemStack = new ItemStack(Material.ARMOR_STAND);
break;
default:
Material material = Material.getMaterial(entity.name() + "_SPAWN_EGG");
if (material == null)
{
itemStack = new ItemStack(Material.BARRIER);
}
else
{
itemStack = new ItemStack(material);
}
break;
}
return itemStack;
}
/**
* This method transforms entity into player head with skin that corresponds given entity. If entity head
* is not found, then it is replaced by barrier block.
* @param entity Entity which head must be returned.
* @return ItemStack that may be head for given entity.
*/
private ItemStack getEntityHead(EntityType entity)
{
ItemStack itemStack;
switch (entity)
{
case PLAYER:
itemStack = new ItemStack(Material.PLAYER_HEAD);
break;
case WITHER_SKELETON:
itemStack = new ItemStack(Material.WITHER_SKELETON_SKULL);
break;
case ARMOR_STAND:
itemStack = new ItemStack(Material.ARMOR_STAND);
break;
case SKELETON:
itemStack = new ItemStack(Material.SKELETON_SKULL);
break;
case GIANT:
case ZOMBIE:
itemStack = new ItemStack(Material.ZOMBIE_HEAD);
break;
case CREEPER:
itemStack = new ItemStack(Material.CREEPER_HEAD);
break;
case ENDER_DRAGON:
itemStack = new ItemStack(Material.DRAGON_HEAD);
break;
default:
HeadLib head = HeadLib.getHead(entity.name());
if (head == null)
{
itemStack = new ItemStack(Material.BARRIER);
}
else
{
itemStack = head.toItemStack();
}
break;
}
return itemStack;
}
// ---------------------------------------------------------------------
// Section: Variables
// ---------------------------------------------------------------------
/**
* This variable stores consumer.
*/
private BiConsumer<Boolean, EntityType> consumer;
/**
* User who runs GUI.
*/
private User user;
/**
* This variable stores if mobs must be displayed as Eggs "true" or Heads "false".
*/
private boolean asEggs;
/**
* Entities that must be in list.
*/
private List<EntityType> entities;
}