State switches are now dependent on amount od bombs dropped, rather than time
Dieser Commit ist enthalten in:
Ursprung
0ac33d0dd4
Commit
cabb09a674
@ -88,8 +88,8 @@ public class HellsBells {
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private final World world = Bukkit.getWorlds().get(0);
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private final World world = Bukkit.getWorlds().get(0);
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private final int xLength = Config.RedPasteRegion.getMaxX() - Config.RedPasteRegion.getMinX();
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private final int xLength = Config.RedPasteRegion.getMaxX() - Config.RedPasteRegion.getMinX();
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private final int zLength = Config.RedPasteRegion.getMaxZ() - Config.RedPasteRegion.getMinZ();
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private final int zLength = Config.RedPasteRegion.getMaxZ() - Config.RedPasteRegion.getMinZ();
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private State current = State.PRE;
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private State current = State.NONE;
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private long stateStart = 0;
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private int currentDrops = 0;
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private HellsBellsCountdown currentCountdown;
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private HellsBellsCountdown currentCountdown;
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private static final List<String> startMessages = Arrays.asList("§c!!Achtung!! Bomber im Anflug, noch ca. eine Minute bis zur Ankunft.",
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private static final List<String> startMessages = Arrays.asList("§c!!Achtung!! Bomber im Anflug, noch ca. eine Minute bis zur Ankunft.",
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"§cBomber im Anflug, ca. eine Minute bis zur Ankunft.",
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"§cBomber im Anflug, ca. eine Minute bis zur Ankunft.",
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@ -100,35 +100,31 @@ public class HellsBells {
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public void init() {
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public void init() {
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stateStart = System.currentTimeMillis();
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current = State.PRE;
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currentDrops = 0;
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currentCountdown = null;
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startCountdown();
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startCountdown();
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}
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}
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public void terminate() {
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public void terminate() {
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current = State.NONE;
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current = State.NONE;
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currentCountdown.disable();
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if (currentCountdown != null) {
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currentCountdown.disable();
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}
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}
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}
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public void startCountdown() {
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public void startCountdown() {
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if (current != State.NONE) {
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if (current != State.NONE) {
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long currentTime = System.currentTimeMillis();
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if (current != State.LAST && current != State.PRE && currentTime >= stateStart + (current.switchAfter * 1000L)) {
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Bukkit.broadcastMessage(FightSystem.PREFIX + "§aDie Bomben fallen nun schneller.");
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current = current.getNext();
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stateStart = currentTime;
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}
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int timer = current.minTime + random.nextInt(current.maxTime - current.minTime);
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if (current == State.PRE) {
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if (current == State.PRE) {
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Bukkit.broadcastMessage(FightSystem.PREFIX + (startMessages.get(random.nextInt(startMessages.size()))));
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Bukkit.broadcastMessage(FightSystem.PREFIX + (startMessages.get(random.nextInt(startMessages.size()))));
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current = current.getNext();
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current = current.getNext();
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} else if (current != State.LAST && currentDrops >= current.SWITCH_AFTER) {
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Bukkit.broadcastMessage(FightSystem.PREFIX + "§aDie Bomben fallen nun schneller.");
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currentDrops = 0;
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}
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}
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currentCountdown = new HellsBellsCountdown(timer, SWSound.BLOCK_NOTE_BASS, true);
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currentDrops++;
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currentCountdown = new HellsBellsCountdown(current.MIN_TIME + random.nextInt(current.MAX_TIME - current.MIN_TIME), SWSound.BLOCK_NOTE_BASS, true);
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currentCountdown.enable();
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currentCountdown.enable();
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}
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}
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}
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}
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@ -168,8 +164,7 @@ public class HellsBells {
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}
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}
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}
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}
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length.decrementAndGet();
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if (length.addAndGet(-2) <= 0) {
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if (length.decrementAndGet() <= 0) {
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cancel();
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cancel();
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}
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}
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}
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}
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@ -220,34 +215,34 @@ public class HellsBells {
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}
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}
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public Location addAndToLocation(World world, int x, int y, int z) {
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public Location addAndToLocation(World world, int x, int y, int z) {
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return new Location(world, this.x + x, this.y + y, this.z + z);
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return new Location(world, this.x + x, this.y + y, this.z + z); //NOSONAR
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}
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}
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public Location subtractAndToLocation(World world, int x, int y, int z) {
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public Location subtractAndToLocation(World world, int x, int y, int z) {
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return new Location(world, this.x - x, this.y - y, this.z - z);
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return new Location(world, this.x - x, this.y - y, this.z - z); //NOSONAR
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}
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}
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}
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}
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private enum State {
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private enum State {
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NONE(0, 0, -1),
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NONE(0, 0, 0),
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PRE(60, 80, 0),
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PRE(60, 80, 1),
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FIRST(40, 60, 5 * 60),
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FIRST(40, 60, 5),
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SECOND(30, 40, 4 * 60),
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SECOND(30, 40, 6),
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THIRD(20, 30, 3 * 60),
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THIRD(20, 30, 6),
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FOURTH(10, 20, 2 * 60),
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FOURTH(10, 20, 7),
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LAST(5, 10, -1);
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LAST(5, 10, 0);
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State(int minTime, int maxTime, int switchAfter) {
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State(int minTime, int maxTime, int switchAfter) {
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this.minTime = minTime;
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this.MIN_TIME = minTime;
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this.maxTime = maxTime;
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this.MAX_TIME = maxTime;
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this.switchAfter = switchAfter;
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this.SWITCH_AFTER = switchAfter;
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}
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}
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private final int minTime;
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private final int MIN_TIME; //NOSONAR
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private final int maxTime;
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private final int MAX_TIME; //NOSONAR
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private final int switchAfter;
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private final int SWITCH_AFTER; //NOSONAR
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public State getNext() {
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public State getNext() {
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