package de.steamwar.fightsystem;
import de.steamwar.sql.EventFight;
import org.bukkit.Bukkit;
import org.bukkit.entity.Player;
import org.bukkit.plugin.Plugin;
public class IFightSystem {
private IFightSystem(){}
private static Plugin plugin;
private static String prefix;
private static EventFight eventFight;
private static Player eventLeiter;
public static void init(Plugin plugin, String prefix){
IFightSystem.plugin = plugin;
IFightSystem.prefix = prefix;
}
static void setEventFight(EventFight ef){
eventFight = ef;
static void setEventLeiter(Player el){
eventLeiter = el;
public static Plugin getPlugin(){
return plugin;
public static String getPrefix(){
return prefix;
public static EventFight getEventFight(){
return eventFight;
public static Player getEventLeiter(){
return eventLeiter;
public static void shutdown(String reason){
if(reason != null)
Bukkit.broadcastMessage(reason);
//Staggered kick to prevent lobby overloading
kickNext();
private static void kickNext(){
if(Bukkit.getOnlinePlayers().isEmpty()){
Bukkit.shutdown();
return;
Bukkit.getOnlinePlayers().iterator().next().kickPlayer(null);
Bukkit.getScheduler().runTaskLater(plugin, IFightSystem::kickNext, 10);