Fix ShieldPrinting with Powerable, Openable, ... BlockData

Signed-off-by: yoyosource <yoyosource@nidido.de>
Dieser Commit ist enthalten in:
yoyosource 2023-08-27 12:23:44 +02:00
Ursprung a0fe836616
Commit 8e4b383655
10 geänderte Dateien mit 676 neuen und 4 gelöschten Zeilen

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@ -271,6 +271,24 @@ SHIELD_PRINTING_DISALLOWED = §cYou are not allowed to use shield printing here.
SHIELD_PRINTING_BOSSBAR = §fMovements: {0}
SHIELD_PRINTING_BOSSBAR_COPIED = §fMovements: {0} Copied: {1}
SHIELD_PRINTING_GUI_NAME = §7Shield Printing
SHIELD_PRINTING_GUI_APPLY = §aApply
SHIELD_PRINTING_GUI_STATE_PREVIOUS = §7R-Click§8: §7Previous
SHIELD_PRINTING_GUI_STATE_NEXT = §7L-Click§8: §7Next
SHIELD_PRINTING_GUI_STATE_ACTIVE = §e> §7{0}
SHIELD_PRINTING_GUI_STATE_INACTIVE = §8> §7{0}
SHIELD_PRINTING_GUI_STATE_FROM_ORIGINAL = Original
SHIELD_PRINTING_GUI_STATE_FROM_COPY = Copy
SHIELD_PRINTING_GUI_STATE_ALWAYS_ON = On
SHIELD_PRINTING_GUI_STATE_ALWAYS_OFF = Off
SHIELD_PRINTING_GUI_STATE_ALWAYS_OPEN = Open
SHIELD_PRINTING_GUI_STATE_ALWAYS_CLOSED = Closed
SHIELD_PRINTING_GUI_STATE_FENCE = §7{0} §fFence Connections
SHIELD_PRINTING_GUI_STATE_OPENABLE = §7{0} §fOpened
SHIELD_PRINTING_GUI_STATE_PISTON = §7{0} §fExtended
SHIELD_PRINTING_GUI_STATE_POWERABLE = §7{0} §fPowered
SHIELD_PRINTING_GUI_STATE_WALL = §7{0} §fWall Connections
SHIELD_PRINTING_START = §aThe shield printing has been started.
SHIELD_PRINTING_COPY = §aThe shield has been copied.
SHIELD_PRINTING_APPLY = §aThe shield has been applied.

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@ -261,6 +261,24 @@ SHIELD_PRINTING_DISALLOWED = §cDu darfst Shield printing nicht benutzen.
SHIELD_PRINTING_BOSSBAR = §fBewegungen: {0}
SHIELD_PRINTING_BOSSBAR_COPIED = §fBewegungen: {0} Kopiert: {1}
SHIELD_PRINTING_GUI_NAME = §7Schild Drucken
SHIELD_PRINTING_GUI_APPLY = §aAnwenden
SHIELD_PRINTING_GUI_STATE_PREVIOUS = §7R-Click§8: §7Vorherige
SHIELD_PRINTING_GUI_STATE_NEXT = §7L-Click§8: §7Nächste
SHIELD_PRINTING_GUI_STATE_ACTIVE = §e> §7{0}
SHIELD_PRINTING_GUI_STATE_INACTIVE = §8> §7{0}
SHIELD_PRINTING_GUI_STATE_FROM_ORIGINAL = Original
SHIELD_PRINTING_GUI_STATE_FROM_COPY = Kopie
SHIELD_PRINTING_GUI_STATE_ALWAYS_ON = An
SHIELD_PRINTING_GUI_STATE_ALWAYS_OFF = Aus
SHIELD_PRINTING_GUI_STATE_ALWAYS_OPEN = Offen
SHIELD_PRINTING_GUI_STATE_ALWAYS_CLOSED = Geschlossen
SHIELD_PRINTING_GUI_STATE_FENCE = §7{0} §fZaun Verbindungen
SHIELD_PRINTING_GUI_STATE_OPENABLE = §7{0} §fGeöffnet
SHIELD_PRINTING_GUI_STATE_PISTON = §7{0} §fAusgefahren
SHIELD_PRINTING_GUI_STATE_POWERABLE = §7{0} §fAktiviert
SHIELD_PRINTING_GUI_STATE_WALL = §7{0} §fWand Verbindungen
SHIELD_PRINTING_START = §aShield printing wurde gestartet.
SHIELD_PRINTING_COPY = §aSchilde wurden kopiert.
SHIELD_PRINTING_APPLY = §aSchilde wurden angewendet.

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@ -0,0 +1,33 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero 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
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.bausystem.features.shieldprinting;
import de.steamwar.inventory.SWItem;
import org.bukkit.block.data.BlockData;
import org.bukkit.entity.Player;
public interface BlockDataConfiguration<T extends BlockData> {
void previous();
void next();
SWItem get(Player player);
void apply(T copied, T worldOriginal);
}

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@ -20,9 +20,12 @@
package de.steamwar.bausystem.features.shieldprinting;
import de.steamwar.bausystem.BauSystem;
import de.steamwar.bausystem.features.shieldprinting.impl.*;
import de.steamwar.bausystem.region.Region;
import de.steamwar.bausystem.utils.bossbar.BauSystemBossbar;
import de.steamwar.bausystem.utils.bossbar.BossBarService;
import de.steamwar.inventory.SWItem;
import de.steamwar.inventory.SWListInv;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.Material;
@ -31,6 +34,8 @@ import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.block.PistonMoveReaction;
import org.bukkit.block.data.BlockData;
import org.bukkit.block.data.Powerable;
import org.bukkit.block.data.type.*;
import org.bukkit.boss.BarColor;
import org.bukkit.entity.Entity;
import org.bukkit.entity.EntityType;
@ -47,6 +52,7 @@ import org.bukkit.event.player.PlayerJoinEvent;
import org.bukkit.util.Vector;
import java.util.*;
import java.util.concurrent.atomic.AtomicReference;
public class ShieldPrinting implements Listener {
@ -84,9 +90,98 @@ public class ShieldPrinting implements Listener {
updateBossbars();
}
public void apply() {
public void apply(Player player) {
Map<Material, BlockDataConfiguration<?>[]> stateConfiguration = new HashMap<>();
for (Map.Entry<Vector, BlockData> entry : shieldData.entrySet()) {
entry.getKey().toLocation(WORLD).getBlock().setBlockData(entry.getValue(), false);
BlockData blockData = entry.getKey().toLocation(WORLD).getBlock().getBlockData();
if (entry.getValue().getMaterial() != blockData.getMaterial()) {
continue;
}
if (entry.getValue().equals(blockData)) {
continue;
}
if (entry.getValue() instanceof Powerable) {
get(entry, stateConfiguration)[0] = new PowerableConfiguration(entry.getValue().getMaterial());
}
if (entry.getValue() instanceof Piston) {
get(entry, stateConfiguration)[1] = new PistonConfiguration(entry.getValue().getMaterial());
}
if (entry.getValue() instanceof Wall) {
get(entry, stateConfiguration)[2] = new WallConfiguration(entry.getValue().getMaterial());
}
if (entry.getValue() instanceof Fence) {
get(entry, stateConfiguration)[3] = new FenceConfiguration(entry.getValue().getMaterial());
}
if (entry.getValue() instanceof Gate || entry.getValue() instanceof TrapDoor) {
get(entry, stateConfiguration)[4] = new OpenableConfiguration(entry.getValue().getMaterial());
}
}
if (!stateConfiguration.isEmpty()) {
List<SWListInv.SWListEntry<BlockDataConfiguration<?>>> entries = new ArrayList<>();
Runnable entriesUpdater = () -> {
entries.clear();
for (Map.Entry<Material, BlockDataConfiguration<?>[]> entry : stateConfiguration.entrySet()) {
for (BlockDataConfiguration<?> blockDataConfiguration : entry.getValue()) {
if (blockDataConfiguration == null) continue;
entries.add(new SWListInv.SWListEntry<>(blockDataConfiguration.get(player), blockDataConfiguration));
}
}
};
entriesUpdater.run();
AtomicReference<SWListInv<BlockDataConfiguration<?>>> invReference = new AtomicReference<>();
SWListInv<BlockDataConfiguration<?>> inv = new SWListInv<>(player, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_NAME", player), false, entries, (clickType, blockDataConfiguration) -> {
if (clickType.isRightClick()) {
blockDataConfiguration.previous();
} else {
blockDataConfiguration.next();
}
entriesUpdater.run();
invReference.get().open();
});
invReference.set(inv);
inv.setItem(49, new SWItem(Material.DISPENSER, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_APPLY", player), clickType -> {
paste(stateConfiguration);
player.getOpenInventory().close();
BauSystem.MESSAGE.send("SHIELD_PRINTING_APPLY", player);
}));
inv.open();
return;
}
paste(stateConfiguration);
BauSystem.MESSAGE.send("SHIELD_PRINTING_APPLY", player);
}
private BlockDataConfiguration<?>[] get(Map.Entry<Vector, BlockData> entry, Map<Material, BlockDataConfiguration<?>[]> stateConfiguration) {
return stateConfiguration.computeIfAbsent(entry.getValue().getMaterial(), material -> new BlockDataConfiguration[5]);
}
private void paste(Map<Material, BlockDataConfiguration<?>[]> stateConfiguration) {
for (Map.Entry<Vector, BlockData> entry : shieldData.entrySet()) {
Block block = entry.getKey().toLocation(WORLD).getBlock();
if (entry.getValue().getMaterial() != block.getType()) {
block.setBlockData(entry.getValue(), false);
continue;
}
if (entry.getValue().equals(block.getBlockData())) {
continue;
}
BlockDataConfiguration[] stateConfigurations = stateConfiguration.get(entry.getValue().getMaterial());
if (stateConfigurations == null) {
block.setBlockData(entry.getValue(), false);
continue;
}
BlockData worldOriginal = block.getBlockData();
BlockData copied = entry.getValue().clone();
for (BlockDataConfiguration blockDataConfiguration : stateConfigurations) {
if (blockDataConfiguration == null) continue;
blockDataConfiguration.apply(copied, worldOriginal);
}
block.setBlockData(copied, false);
}
}

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@ -84,8 +84,7 @@ public class ShieldPrintingCommand extends SWCommand implements Listener {
BauSystem.MESSAGE.send("SHIELD_PRINTING_NOT_RUNNING", player);
return;
}
shieldPrinting.apply();
BauSystem.MESSAGE.send("SHIELD_PRINTING_APPLY", player);
shieldPrinting.apply(player);
break;
}
}

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@ -0,0 +1,93 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero 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
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.bausystem.features.shieldprinting.impl;
import de.steamwar.bausystem.BauSystem;
import de.steamwar.bausystem.features.shieldprinting.BlockDataConfiguration;
import de.steamwar.inventory.SWItem;
import org.bukkit.Material;
import org.bukkit.block.BlockFace;
import org.bukkit.block.data.type.Fence;
import org.bukkit.entity.Player;
import java.util.ArrayList;
import java.util.List;
public class FenceConfiguration implements BlockDataConfiguration<Fence> {
private Material material;
private State state;
public FenceConfiguration(Material material) {
this.material = material;
this.state = State.FROM_ORIGINAL;
}
@Override
public void previous() {
switch (state) {
case FROM_ORIGINAL:
state = State.FROM_COPY;
break;
case FROM_COPY:
state = State.FROM_ORIGINAL;
break;
}
}
@Override
public void next() {
previous();
}
@Override
public SWItem get(Player player) {
SWItem swItem = new SWItem(material, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_FENCE", player, material.name()));
List<String> lore = new ArrayList<>();
for (State value : State.values()) {
lore.add(BauSystem.MESSAGE.parse((value == state) ? "SHIELD_PRINTING_GUI_STATE_ACTIVE" : "SHIELD_PRINTING_GUI_STATE_INACTIVE",
player, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_" + value.name(), player)));
}
lore.add("");
lore.add(BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_PREVIOUS", player));
lore.add(BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_NEXT", player));
swItem.setLore(lore);
return swItem;
}
@Override
public void apply(Fence copied, Fence worldOriginal) {
switch (state) {
case FROM_ORIGINAL:
copied.setFace(BlockFace.NORTH, worldOriginal.hasFace(BlockFace.NORTH));
copied.setFace(BlockFace.EAST, worldOriginal.hasFace(BlockFace.EAST));
copied.setFace(BlockFace.SOUTH, worldOriginal.hasFace(BlockFace.SOUTH));
copied.setFace(BlockFace.WEST, worldOriginal.hasFace(BlockFace.WEST));
break;
case FROM_COPY:
break;
}
}
private enum State {
FROM_COPY,
FROM_ORIGINAL
}
}

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@ -0,0 +1,116 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero 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
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.bausystem.features.shieldprinting.impl;
import de.steamwar.bausystem.BauSystem;
import de.steamwar.bausystem.features.shieldprinting.BlockDataConfiguration;
import de.steamwar.inventory.SWItem;
import org.bukkit.Material;
import org.bukkit.block.data.Openable;
import org.bukkit.entity.Player;
import java.util.ArrayList;
import java.util.List;
public class OpenableConfiguration implements BlockDataConfiguration<Openable> {
private Material material;
private State state;
public OpenableConfiguration(Material material) {
this.material = material;
this.state = State.FROM_COPY;
}
@Override
public void previous() {
switch (state) {
case FROM_COPY:
state = State.ALWAYS_CLOSED;
break;
case FROM_ORIGINAL:
state = State.FROM_COPY;
break;
case ALWAYS_OPEN:
state = State.FROM_ORIGINAL;
break;
case ALWAYS_CLOSED:
state = State.ALWAYS_OPEN;
break;
}
}
@Override
public void next() {
switch (state) {
case FROM_COPY:
state = State.FROM_ORIGINAL;
break;
case FROM_ORIGINAL:
state = State.ALWAYS_OPEN;
break;
case ALWAYS_OPEN:
state = State.ALWAYS_CLOSED;
break;
case ALWAYS_CLOSED:
state = State.FROM_COPY;
break;
}
}
@Override
public SWItem get(Player player) {
SWItem swItem = new SWItem(material, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_OPENABLE", player, material.name()));
List<String> lore = new ArrayList<>();
for (State value : State.values()) {
lore.add(BauSystem.MESSAGE.parse((value == state) ? "SHIELD_PRINTING_GUI_STATE_ACTIVE" : "SHIELD_PRINTING_GUI_STATE_INACTIVE",
player, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_" + value.name(), player)));
}
lore.add("");
lore.add(BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_PREVIOUS", player));
lore.add(BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_NEXT", player));
swItem.setLore(lore);
return swItem;
}
@Override
public void apply(Openable copied, Openable worldOriginal) {
switch (state) {
case FROM_COPY:
break;
case FROM_ORIGINAL:
copied.setOpen(worldOriginal.isOpen());
break;
case ALWAYS_OPEN:
copied.setOpen(true);
break;
case ALWAYS_CLOSED:
copied.setOpen(false);
break;
}
}
private enum State {
FROM_COPY,
FROM_ORIGINAL,
ALWAYS_OPEN,
ALWAYS_CLOSED
}
}

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@ -0,0 +1,90 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero 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
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.bausystem.features.shieldprinting.impl;
import de.steamwar.bausystem.BauSystem;
import de.steamwar.bausystem.features.shieldprinting.BlockDataConfiguration;
import de.steamwar.inventory.SWItem;
import org.bukkit.Material;
import org.bukkit.block.data.BlockData;
import org.bukkit.block.data.type.Piston;
import org.bukkit.entity.Player;
import java.util.ArrayList;
import java.util.List;
public class PistonConfiguration implements BlockDataConfiguration<Piston> {
private Material material;
private State state;
public PistonConfiguration(Material material) {
this.material = material;
this.state = State.FROM_ORIGINAL;
}
@Override
public void previous() {
switch (state) {
case FROM_COPY:
state = State.FROM_ORIGINAL;
break;
case FROM_ORIGINAL:
state = State.FROM_COPY;
break;
}
}
@Override
public void next() {
previous();
}
@Override
public SWItem get(Player player) {
SWItem swItem = new SWItem(material, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_PISTON", player, material.name()));
List<String> lore = new ArrayList<>();
for (State value : State.values()) {
lore.add(BauSystem.MESSAGE.parse((value == state) ? "SHIELD_PRINTING_GUI_STATE_ACTIVE" : "SHIELD_PRINTING_GUI_STATE_INACTIVE",
player, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_" + value.name(), player)));
}
lore.add("");
lore.add(BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_PREVIOUS", player));
lore.add(BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_NEXT", player));
swItem.setLore(lore);
return swItem;
}
@Override
public void apply(Piston copied, Piston worldOriginal) {
switch (state) {
case FROM_COPY:
break;
case FROM_ORIGINAL:
copied.setExtended(worldOriginal.isExtended());
break;
}
}
private enum State {
FROM_COPY,
FROM_ORIGINAL
}
}

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@ -0,0 +1,116 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero 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
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.bausystem.features.shieldprinting.impl;
import de.steamwar.bausystem.BauSystem;
import de.steamwar.bausystem.features.shieldprinting.BlockDataConfiguration;
import de.steamwar.inventory.SWItem;
import org.bukkit.Material;
import org.bukkit.block.data.Powerable;
import org.bukkit.entity.Player;
import java.util.ArrayList;
import java.util.List;
public class PowerableConfiguration implements BlockDataConfiguration<Powerable> {
private Material material;
private State state;
public PowerableConfiguration(Material material) {
this.material = material;
this.state = State.FROM_COPY;
}
@Override
public void previous() {
switch (state) {
case FROM_COPY:
state = State.ALWAYS_OFF;
break;
case FROM_ORIGINAL:
state = State.FROM_COPY;
break;
case ALWAYS_ON:
state = State.FROM_ORIGINAL;
break;
case ALWAYS_OFF:
state = State.ALWAYS_ON;
break;
}
}
@Override
public void next() {
switch (state) {
case FROM_COPY:
state = State.FROM_ORIGINAL;
break;
case FROM_ORIGINAL:
state = State.ALWAYS_ON;
break;
case ALWAYS_ON:
state = State.ALWAYS_OFF;
break;
case ALWAYS_OFF:
state = State.FROM_COPY;
break;
}
}
@Override
public SWItem get(Player player) {
SWItem swItem = new SWItem(material, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_POWERABLE", player, material.name()));
List<String> lore = new ArrayList<>();
for (State value : State.values()) {
lore.add(BauSystem.MESSAGE.parse((value == state) ? "SHIELD_PRINTING_GUI_STATE_ACTIVE" : "SHIELD_PRINTING_GUI_STATE_INACTIVE",
player, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_" + value.name(), player)));
}
lore.add("");
lore.add(BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_PREVIOUS", player));
lore.add(BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_NEXT", player));
swItem.setLore(lore);
return swItem;
}
@Override
public void apply(Powerable copied, Powerable worldOriginal) {
switch (state) {
case FROM_COPY:
break;
case FROM_ORIGINAL:
copied.setPowered(worldOriginal.isPowered());
break;
case ALWAYS_ON:
copied.setPowered(true);
break;
case ALWAYS_OFF:
copied.setPowered(false);
break;
}
}
private enum State {
FROM_COPY,
FROM_ORIGINAL,
ALWAYS_ON,
ALWAYS_OFF
}
}

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@ -0,0 +1,94 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero 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
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.bausystem.features.shieldprinting.impl;
import de.steamwar.bausystem.BauSystem;
import de.steamwar.bausystem.features.shieldprinting.BlockDataConfiguration;
import de.steamwar.inventory.SWItem;
import org.bukkit.Material;
import org.bukkit.block.BlockFace;
import org.bukkit.block.data.type.Wall;
import org.bukkit.entity.Player;
import java.util.ArrayList;
import java.util.List;
public class WallConfiguration implements BlockDataConfiguration<Wall> {
private Material material;
private State state;
public WallConfiguration(Material material) {
this.material = material;
this.state = State.FROM_ORIGINAL;
}
@Override
public void previous() {
switch (state) {
case FROM_ORIGINAL:
state = State.FROM_COPY;
break;
case FROM_COPY:
state = State.FROM_ORIGINAL;
break;
}
}
@Override
public void next() {
previous();
}
@Override
public SWItem get(Player player) {
SWItem swItem = new SWItem(material, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_WALL", player, material.name()));
List<String> lore = new ArrayList<>();
for (State value : State.values()) {
lore.add(BauSystem.MESSAGE.parse((value == state) ? "SHIELD_PRINTING_GUI_STATE_ACTIVE" : "SHIELD_PRINTING_GUI_STATE_INACTIVE",
player, BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_" + value.name(), player)));
}
lore.add("");
lore.add(BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_PREVIOUS", player));
lore.add(BauSystem.MESSAGE.parse("SHIELD_PRINTING_GUI_STATE_NEXT", player));
swItem.setLore(lore);
return swItem;
}
@Override
public void apply(Wall copied, Wall worldOriginal) {
switch (state) {
case FROM_ORIGINAL:
copied.setUp(worldOriginal.isUp());
copied.setHeight(BlockFace.NORTH, worldOriginal.getHeight(BlockFace.NORTH));
copied.setHeight(BlockFace.EAST, worldOriginal.getHeight(BlockFace.EAST));
copied.setHeight(BlockFace.SOUTH, worldOriginal.getHeight(BlockFace.SOUTH));
copied.setHeight(BlockFace.WEST, worldOriginal.getHeight(BlockFace.WEST));
break;
case FROM_COPY:
break;
}
}
private enum State {
FROM_COPY,
FROM_ORIGINAL
}
}