HellsBells #275
@ -30,5 +30,6 @@ public enum Winconditions {
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POINTS,
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TIME_TECH_KO,
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WATER_TECH_KO,
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PUMPKIN_TECH_KO
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PUMPKIN_TECH_KO,
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HELLS_BELLS
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}
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@ -23,6 +23,7 @@ import de.steamwar.core.CommandRemover;
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import de.steamwar.core.Core;
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import de.steamwar.fightsystem.commands.*;
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import de.steamwar.fightsystem.countdown.*;
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import de.steamwar.fightsystem.event.HellsBells;
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import de.steamwar.fightsystem.fight.Fight;
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import de.steamwar.fightsystem.fight.FightTeam;
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import de.steamwar.fightsystem.fight.FightWorld;
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@ -106,6 +107,9 @@ public class FightSystem extends JavaPlugin {
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new RankedPlayerLeftWincondition();
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new WinconditionPercentTimeout();
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//noinspection InstantiationOfUtilityClass
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Zeanon markierte diese Unterhaltung als gelöst
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new HellsBells();
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new NoPlayersOnlineCountdown();
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new PreSchemCountdown();
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new PostSchemCountdown();
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265
FightSystem_Main/src/de/steamwar/fightsystem/event/HellsBells.java
Normale Datei
265
FightSystem_Main/src/de/steamwar/fightsystem/event/HellsBells.java
Normale Datei
@ -0,0 +1,265 @@
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/*
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This file is a part of the SteamWar software.
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Copyright (C) 2020 SteamWar.de-Serverteam
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package de.steamwar.fightsystem.event;
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import de.steamwar.fightsystem.Config;
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import de.steamwar.fightsystem.FightSystem;
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import de.steamwar.fightsystem.countdown.Countdown;
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import de.steamwar.fightsystem.countdown.SWSound;
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import de.steamwar.fightsystem.states.FightState;
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import de.steamwar.fightsystem.states.StateDependent;
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import de.steamwar.fightsystem.winconditions.Winconditions;
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import org.bukkit.Bukkit;
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import org.bukkit.Location;
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import org.bukkit.World;
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import org.bukkit.entity.EntityType;
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import org.bukkit.scheduler.BukkitTask;
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import java.util.Arrays;
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import java.util.List;
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import java.util.Random;
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import java.util.concurrent.atomic.AtomicInteger;
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public class HellsBells {
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public static final Random random = new Random();
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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 zLength = Config.RedPasteRegion.getMaxZ() - Config.RedPasteRegion.getMinZ();
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private State current = State.PRE;
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private int currentDrops = 0;
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private HellsBellsCountdown currentCountdown;
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private BukkitTask currentDropping;
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private 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 auf dem Radar gesichtet, geschätzte Ankunftszeit: eine Minute.",
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"§cUnbekanntes Flugobjekt gesichtet, trifft in ca. einer Minute ein.",
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"§cFlugobjekt gesichtet. Ankunft in ca. einer Minute.",
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"§cBomber erschienen, Ankunft ca. eine Minute.");
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private final List<String> stateSwapMessages = Arrays.asList("§aDie Bomben fallen nun schneller.",
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"§aMehr Bomber im Anflug.",
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"§aZusätzliche Bomber gesichtet.",
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"§aDas Bombardement scheint sich zu erhöhen.");
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public void startCountdown() {
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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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current = current.getNext();
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} else if (current != State.LAST && currentDrops >= current.SWITCH_AFTER) {
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Bukkit.broadcastMessage(FightSystem.PREFIX + (stateSwapMessages.get(random.nextInt(stateSwapMessages.size()))));
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currentDrops = 0;
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}
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currentDrops++;
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currentCountdown = new HellsBellsCountdown(current.MIN_TIME + random.nextInt(current.MAX_TIME - current.MIN_TIME));
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currentCountdown.enable();
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}
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public void drop() {
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Direction direction = Direction.getRandom();
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AtomicInteger length = new AtomicInteger(10 + random.nextInt(direction.getLength(zLength, xLength) - 10));
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int width = 5 + random.nextInt(5);
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int xOffset = getWidthStart(direction.getLength(xLength, zLength), direction.getLength(length.get(), width));
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int zOffset = getLengthStart(direction.getLength(zLength, xLength), direction.getLength(width, length.get()));
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int yOffset = getHeightStart();
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Point redStart;
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Point blueStart;
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if (direction.isNorthOrWest()) {
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redStart = new Point(Config.RedPasteRegion.getMaxX() - xOffset, Config.RedExtendRegion.getMaxY() + yOffset, Config.RedPasteRegion.getMaxZ() - zOffset);
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blueStart = new Point(Config.BluePasteRegion.getMinX() + xOffset, Config.BlueExtendRegion.getMaxY() + yOffset, Config.BluePasteRegion.getMinZ() + zOffset);
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} else {
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redStart = new Point(Config.RedPasteRegion.getMinX() + xOffset, Config.RedExtendRegion.getMaxY() + yOffset, Config.RedPasteRegion.getMinZ() + zOffset);
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blueStart = new Point(Config.BluePasteRegion.getMaxX() - xOffset, Config.BlueExtendRegion.getMaxY() + yOffset, Config.BluePasteRegion.getMaxZ() - zOffset);
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}
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Zeanon markierte diese Unterhaltung als gelöst
Lixfel
hat
Das StateDependent sollte nur die Sachen (de-)aktivieren, nicht das ganze Behaviour innehaben. Um die Nestung zu verringern: Nimm den ganzen Code bis auf die Enable und Disable und bewege den in die HellsBells-Klasse. (Also die übergeordnete) Das StateDependent sollte nur die Sachen (de-)aktivieren, nicht das ganze Behaviour innehaben. Um die Nestung zu verringern: Nimm den ganzen Code bis auf die Enable und Disable und bewege den in die HellsBells-Klasse. (Also die übergeordnete)
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currentDropping = Bukkit.getScheduler().runTaskTimer(FightSystem.getPlugin(), () -> {
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for (int w = 0; w < width; w++) {
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if (direction.isNorthOrWest()) {
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world.spawnEntity(redStart.addAndToLocation(world, -1 * (direction.dx * length.get() + w * direction.other().dx), 0, -1 * (direction.dz * length.get() + w * direction.other().dz)), EntityType.PRIMED_TNT);
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world.spawnEntity(blueStart.addAndToLocation(world, direction.dx * length.get() + w * direction.other().dx, 0, direction.dz * length.get() + w * direction.other().dz), EntityType.PRIMED_TNT);
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} else {
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world.spawnEntity(redStart.addAndToLocation(world, direction.dx * length.get() + w * direction.other().dx, 0, direction.dz * length.get() + w * direction.other().dz), EntityType.PRIMED_TNT);
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world.spawnEntity(blueStart.addAndToLocation(world, -1 * (direction.dx * length.get() + w * direction.other().dx), 0, -1 * (direction.dz * length.get() + w * direction.other().dz)), EntityType.PRIMED_TNT);
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}
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}
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if (length.addAndGet(-2) <= 0) {
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currentDropping.cancel();
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}
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}, 0L, 4L);
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}
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private int getLengthStart(int regionSize, int length) {
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return random.nextInt(regionSize - length);
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}
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private int getWidthStart(int regionSize, int length) {
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return random.nextInt(regionSize - length);
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}
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private int getHeightStart() {
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return 5 + random.nextInt(15);
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}
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public HellsBells() {
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new StateDependent(Winconditions.HELLS_BELLS, FightState.Running) {
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@Override
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public void enable() {
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startCountdown();
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}
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@Override
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public void disable() {
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currentCountdown.disable();
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}
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}.register();
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}
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private static class HellsBellsCountdown extends Countdown {
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public HellsBellsCountdown(int time) {
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super(time, SWSound.BLOCK_NOTE_BASS, true);
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}
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@Override
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public String countdownCounting() {
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return "bis die Bomben fallen";
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}
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@Override
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public void countdownFinished() {
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drop();
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startCountdown();
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}
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}
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private static class Point {
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private final int x;
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private final int y;
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private final int z;
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public Point(int x, int y, int z) {
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this.x = x;
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this.y = y;
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this.z = z;
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}
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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); //NOSONAR
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}
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}
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private enum State {
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PRE(60, 80, 1),
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FIRST(40, 60, 5),
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SECOND(30, 40, 6),
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THIRD(20, 30, 6),
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FOURTH(10, 20, 7),
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LAST(5, 10, 0);
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State(int minTime, int maxTime, int switchAfter) {
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this.MIN_TIME = minTime;
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this.MAX_TIME = maxTime;
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this.SWITCH_AFTER = switchAfter;
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}
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private final int MIN_TIME; //NOSONAR
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private final int MAX_TIME; //NOSONAR
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private final int SWITCH_AFTER; //NOSONAR
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public State getNext() {
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switch (this) {
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case PRE:
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return FIRST;
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case FIRST:
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return SECOND;
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case SECOND:
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return THIRD;
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case THIRD:
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return FOURTH;
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Zeanon markierte diese Unterhaltung als gelöst
Lixfel
hat
Ich weiß nicht, aber ich glaube, dafür, dass an einer Stelle mal ein subtract und ein add ausgeführt wird (generalisierbar mit * +-1) ist es etwas overkill, eine eigene Klasse dafür vorzuhalten, selbst wenn Location in der 1.8 (glaube war der Grund) eine .add o.ä. Methode bereitstellt, ist etwas overkill. Dann hat man halt beim Aufruf etwas (mehr) Arithmetik. Ich weiß nicht, aber ich glaube, dafür, dass an einer Stelle mal ein subtract und ein add ausgeführt wird (generalisierbar mit * +-1) ist es etwas overkill, eine eigene Klasse dafür vorzuhalten, selbst wenn Location in der 1.8 (glaube war der Grund) eine .add o.ä. Methode bereitstellt, ist etwas overkill. Dann hat man halt beim Aufruf etwas (mehr) Arithmetik.
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case FOURTH:
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case LAST:
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return LAST;
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default:
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return PRE;
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}
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}
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}
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private enum Direction {
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NORTH(0, 0, 1),
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SOUTH(0, 0, -1),
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EAST(1, 0, 0),
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WEST(-1, 0, 0);
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int dx;
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int dy;
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int dz;
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Direction(int dx, int dy, int dz) {
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this.dx = dx;
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this.dy = dy;
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this.dz = dz;
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}
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public static Direction getRandom() {
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return Direction.values()[random.nextInt(Direction.values().length)];
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}
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Direction other() {
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switch (this) {
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case NORTH:
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return EAST;
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case SOUTH:
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return WEST;
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case EAST:
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return NORTH;
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case WEST:
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return SOUTH;
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default:
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return this;
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}
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}
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public int getLength(int length1, int length2) {
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return isNorthOrSouth() ? length1 : length2;
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}
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public boolean isNorthOrSouth() {
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return this == NORTH || this == SOUTH;
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}
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public boolean isNorthOrWest() {
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return this == NORTH || this == WEST;
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}
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}
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}
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In neuem Issue referenzieren
Einen Benutzer sperren
Bitte rausnehmen (sollte auch nicht nötig sein?!?)