Kampfleiter /win command #267
@ -125,6 +125,7 @@ public class FightSystem extends JavaPlugin {
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new LockschemCommand();
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new StateCommand();
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new SkipCommand();
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new WinCommand();
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new OneShotStateDependent(ArenaMode.All, FightState.PreRunning, () -> Bukkit.broadcastMessage(PREFIX + "§aDer Kampf beginnt!"));
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new OneShotStateDependent(ArenaMode.All, FightState.Running, () -> Bukkit.broadcastMessage(PREFIX + "§aArena freigegeben!"));
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@ -0,0 +1,49 @@
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package de.steamwar.fightsystem.commands;
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import de.steamwar.fightsystem.ArenaMode;
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import de.steamwar.fightsystem.FightSystem;
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import de.steamwar.fightsystem.fight.Fight;
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import de.steamwar.fightsystem.states.FightState;
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import de.steamwar.fightsystem.states.StateDependentCommand;
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import org.bukkit.Bukkit;
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import org.bukkit.command.Command;
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import org.bukkit.command.CommandExecutor;
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import org.bukkit.command.CommandSender;
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import org.bukkit.entity.Player;
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public class WinCommand implements CommandExecutor {
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public WinCommand() {
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new StateDependentCommand(ArenaMode.Event, FightState.Ingame, "win", this);
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}
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@Override
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public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
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if(!(sender instanceof Player)) {
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return false;
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}
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Player p = (Player) sender;
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if (p != FightSystem.getEventLeiter()) {
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p.sendMessage(FightSystem.PREFIX + "§cDu bist kein Kampfleiter!");
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return false;
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}
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if(args.length == 0){
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p.sendMessage(FightSystem.PREFIX + "/win [Team or Tie]");
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return false;
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}
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if(args[0].equalsIgnoreCase(Fight.getBlueTeam().getName())){
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Bukkit.broadcastMessage(FightSystem.PREFIX + "§cDer Kampfleiter hat den Kampf entschieden!");
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Lixfel markierte diese Unterhaltung als gelöst
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FightSystem.setSpectateState(Fight.getBlueTeam(), "Referee");
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}else if(args[0].equalsIgnoreCase(Fight.getRedTeam().getName())){
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Bukkit.broadcastMessage(FightSystem.PREFIX + "§cDer Kampfleiter hat den Kampf entschieden!");
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FightSystem.setSpectateState(Fight.getRedTeam(), "Referee");
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}else if(args[0].equalsIgnoreCase("tie")){
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Bukkit.broadcastMessage(FightSystem.PREFIX + "§cDer Kampfleiter hat den Kampf entschieden!");
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FightSystem.setSpectateState(null, "Referee");
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}
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return false;
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}
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}
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In neuem Issue referenzieren
Einen Benutzer sperren
Fehlt hier nicht noch SpectateSystem sync?
Nope, alle Broadcasts werden so aufgenommen.