13
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geforkt von Mirrors/Paper

Expand GameRule API

By: Senmori <thesenmori@gmail.com>
Dieser Commit ist enthalten in:
Bukkit/Spigot 2018-08-11 11:24:16 +10:00
Ursprung d2b8685893
Commit 823697c6e3
2 geänderte Dateien mit 252 neuen und 2 gelöschten Zeilen

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@ -0,0 +1,217 @@
package org.bukkit;
import com.google.common.base.Preconditions;
import java.util.HashMap;
import java.util.Map;
/**
* GameRules dictate certain behavior within Minecraft itself
* <br>
* For more information please visit the
* <a href="https://minecraft.gamepedia.com/Commands/gamerule">Minecraft
* Wiki</a>
*/
public final class GameRule<T> {
private static Map<String, GameRule<?>> gameRules = new HashMap<>();
// Boolean rules
/**
* Toggles the announcing of advancements.
*/
public static final GameRule<Boolean> ANNOUNCE_ADVANCEMENTS = new GameRule<>("announceAdvancements", Boolean.class);
/**
* Whether command blocks should notify admins when they perform commands.
*/
public static final GameRule<Boolean> COMMAND_BLOCK_OUTPUT = new GameRule<>("commandBlockOutput", Boolean.class);
/**
* Whether the server should skip checking player speed when the player is
* wearing elytra.
*/
public static final GameRule<Boolean> DISABLE_ELYTRA_MOVEMENT_CHECK = new GameRule<>("disableElytraMovementCheck", Boolean.class);
/**
* Whether time progresses from the current moment.
*/
public static final GameRule<Boolean> DO_DAYLIGHT_CYCLE = new GameRule<>("doDaylightCycle", Boolean.class);
/**
* Whether entities that are not mobs should have drops.
*/
public static final GameRule<Boolean> DO_ENTITY_DROPS = new GameRule<>("doEntityDrops", Boolean.class);
/**
* Whether fire should spread and naturally extinguish.
*/
public static final GameRule<Boolean> DO_FIRE_TICK = new GameRule<>("doFireTick", Boolean.class);
/**
* Whether players should only be able to craft recipes they've unlocked
* first.
*/
public static final GameRule<Boolean> DO_LIMITED_CRAFTING = new GameRule<>("doLimitedCrafting", Boolean.class);
/**
* Whether mobs should drop items.
*/
public static final GameRule<Boolean> DO_MOB_LOOT = new GameRule<>("doMobLoot", Boolean.class);
/**
* Whether mobs should naturally spawn.
*/
public static final GameRule<Boolean> DO_MOB_SPAWNING = new GameRule<>("doMobSpawning", Boolean.class);
/**
* Whether blocks should have drops.
*/
public static final GameRule<Boolean> DO_TILE_DROPS = new GameRule<>("doTileDrops", Boolean.class);
/**
* Whether the weather will change from the current moment.
*/
public static final GameRule<Boolean> DO_WEATHER_CYCLE = new GameRule<>("doWeatherCycle", Boolean.class);
/**
* Whether the player should keep items in their inventory after death.
*/
public static final GameRule<Boolean> KEEP_INVENTORY = new GameRule<>("keepInventory", Boolean.class);
/**
* Whether to log admin commands to server log.
*/
public static final GameRule<Boolean> LOG_ADMIN_COMMANDS = new GameRule<>("logAdminCommands", Boolean.class);
/**
* Whether mobs can pick up items or change blocks.
*/
public static final GameRule<Boolean> MOB_GRIEFING = new GameRule<>("mobGriefing", Boolean.class);
/**
* Whether players can regenerate health naturally through their hunger bar.
*/
public static final GameRule<Boolean> NATURAL_REGENERATION = new GameRule<>("naturalRegeneration", Boolean.class);
/**
* Whether the debug screen shows all or reduced information.
*/
public static final GameRule<Boolean> REDUCED_DEBUG_INFO = new GameRule<>("reducedDebugInfo", Boolean.class);
/**
* Whether the feedback from commands executed by a player should show up in
* chat. Also affects the default behavior of whether command blocks store
* their output text.
*/
public static final GameRule<Boolean> SEND_COMMAND_FEEDBACK = new GameRule<>("sendCommandFeedback", Boolean.class);
/**
* Whether a message appears in chat when a player dies.
*/
public static final GameRule<Boolean> SHOW_DEATH_MESSAGES = new GameRule<>("showDeathMessages", Boolean.class);
/**
* Whether players in spectator mode can generate chunks.
*/
public static final GameRule<Boolean> SPECTATORS_GENERATE_CHUNKS = new GameRule<>("spectatorsGenerateChunks", Boolean.class);
// Numerical rules
/**
* How often a random block tick occurs (such as plant growth, leaf decay,
* etc.) per chunk section per game tick. 0 will disable random ticks,
* higher numbers will increase random ticks.
*/
public static final GameRule<Integer> RANDOM_TICK_SPEED = new GameRule<>("randomTickSpeed", Integer.class);
/**
* The number of blocks outward from the world spawn coordinates that a
* player will spawn in when first joining a server or when dying without a
* spawnpoint.
*/
public static final GameRule<Integer> SPAWN_RADIUS = new GameRule<>("spawnRadius", Integer.class);
/**
* The maximum number of other pushable entities a mob or player can push,
* before taking suffocation damage.
* <br>
* Setting to 0 disables this rule.
*/
public static final GameRule<Integer> MAX_ENTITY_CRAMMING = new GameRule<>("maxEntityCramming", Integer.class);
/**
* Determines the number at which the chain of command blocks act as a
* "chain."
* <br>
* This is the maximum amount of command blocks that can be activated in a
* single tick from a single chain.
*/
public static final GameRule<Integer> MAX_COMMAND_CHAIN_LENGTH = new GameRule<>("maxCommandChainLength", Integer.class);
// All GameRules instantiated above this for organizational purposes
private final String name;
private final Class<T> type;
private GameRule(String name, Class<T> clazz) {
Preconditions.checkNotNull(name, "GameRule name cannot be null");
Preconditions.checkNotNull(clazz, "GameRule type cannot be null");
Preconditions.checkArgument(clazz == Boolean.class || clazz == Integer.class, "Must be of type Boolean or Integer. Found %s ", clazz.getName());
this.name = name;
this.type = clazz;
gameRules.put(name, this);
}
/**
* Get the name of this GameRule.
*
* @return the name of this GameRule
*/
public String getName() {
return name;
}
/**
* Get the type of this rule.
*
* @return the rule type; Integer or Boolean
*/
public Class<T> getType() {
return type;
}
@Override
public boolean equals(Object obj) {
if (this == obj) {
return true;
}
if (!(obj instanceof GameRule)) {
return false;
}
GameRule<?> other = (GameRule<?>) obj;
return this.getName().equals(other.getName()) && this.getType() == other.getType();
}
@Override
public String toString() {
return "GameRule{" + "key=" + name + ", type=" + type + '}';
}
/**
* Get a {@link GameRule} by its name.
*
* @param rule the name of the GameRule
* @return the {@link GameRule} or null if no GameRule matches the given
* name
*/
public static GameRule<?> getByName(String rule) {
Preconditions.checkNotNull(rule, "Rule cannot be null");
return gameRules.get(rule);
}
/**
* Get an immutable collection of {@link GameRule}s.
*
* @return an immutable collection containing all registered GameRules.
*/
public static GameRule<?>[] values() {
return gameRules.values().toArray(new GameRule<?>[gameRules.size()]);
}
}

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@ -1205,9 +1205,9 @@ public interface World extends PluginMessageRecipient, Metadatable {
void playSound(Location location, String sound, SoundCategory category, float volume, float pitch);
/**
* Get existing rules
* Get an array containing the names of all the {@link GameRule}s.
*
* @return An array of rules
* @return An array of {@link GameRule} names.
*/
public String[] getGameRules();
@ -1218,7 +1218,9 @@ public interface World extends PluginMessageRecipient, Metadatable {
*
* @param rule Rule to look up value of
* @return String value of rule
* @deprecated use {@link #getGameRuleValue(GameRule)} instead
*/
@Deprecated
public String getGameRuleValue(String rule);
/**
@ -1232,7 +1234,9 @@ public interface World extends PluginMessageRecipient, Metadatable {
* @param rule Rule to set
* @param value Value to set rule to
* @return True if rule was set
* @deprecated use {@link #setGameRule(GameRule, Object)} instead.
*/
@Deprecated
public boolean setGameRuleValue(String rule, String value);
/**
@ -1243,6 +1247,35 @@ public interface World extends PluginMessageRecipient, Metadatable {
*/
public boolean isGameRule(String rule);
/**
* Get the current value for a given {@link GameRule}.
*
* @param rule the GameRule to check
* @param <T> the GameRule's type
* @return the current value
*/
public <T> T getGameRuleValue(GameRule<T> rule);
/**
* Get the default value for a given {@link GameRule}. This value is not
* guaranteed to match the current value.
*
* @param rule the rule to return a default value for
* @param <T> the type of GameRule
* @return the default value
*/
public <T> T getGameRuleDefault(GameRule<T> rule);
/**
* Set the given {@link GameRule}'s new value.
*
* @param rule the GameRule to update
* @param newValue the new value
* @param <T> the value type of the GameRule
* @return true if the value was successfully set
*/
public <T> boolean setGameRule(GameRule<T> rule, T newValue);
/**
* Gets the world border for this world.
*