geforkt von Mirrors/Paper
416c865476
By: Darkyenus <darkyenus@gmail.com>
225 Zeilen
7.6 KiB
Java
225 Zeilen
7.6 KiB
Java
package org.bukkit;
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import com.google.common.base.Preconditions;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.Nullable;
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import java.util.HashMap;
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import java.util.Map;
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/**
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* GameRules dictate certain behavior within Minecraft itself
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* <br>
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* For more information please visit the
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* <a href="https://minecraft.gamepedia.com/Commands/gamerule">Minecraft
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* Wiki</a>
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*/
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public final class GameRule<T> {
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private static Map<String, GameRule<?>> gameRules = new HashMap<>();
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// Boolean rules
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/**
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* Toggles the announcing of advancements.
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*/
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public static final GameRule<Boolean> ANNOUNCE_ADVANCEMENTS = new GameRule<>("announceAdvancements", Boolean.class);
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/**
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* Whether command blocks should notify admins when they perform commands.
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*/
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public static final GameRule<Boolean> COMMAND_BLOCK_OUTPUT = new GameRule<>("commandBlockOutput", Boolean.class);
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/**
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* Whether the server should skip checking player speed when the player is
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* wearing elytra.
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*/
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public static final GameRule<Boolean> DISABLE_ELYTRA_MOVEMENT_CHECK = new GameRule<>("disableElytraMovementCheck", Boolean.class);
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/**
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* Whether time progresses from the current moment.
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*/
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public static final GameRule<Boolean> DO_DAYLIGHT_CYCLE = new GameRule<>("doDaylightCycle", Boolean.class);
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/**
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* Whether entities that are not mobs should have drops.
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*/
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public static final GameRule<Boolean> DO_ENTITY_DROPS = new GameRule<>("doEntityDrops", Boolean.class);
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/**
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* Whether fire should spread and naturally extinguish.
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*/
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public static final GameRule<Boolean> DO_FIRE_TICK = new GameRule<>("doFireTick", Boolean.class);
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/**
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* Whether players should only be able to craft recipes they've unlocked
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* first.
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*/
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public static final GameRule<Boolean> DO_LIMITED_CRAFTING = new GameRule<>("doLimitedCrafting", Boolean.class);
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/**
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* Whether mobs should drop items.
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*/
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public static final GameRule<Boolean> DO_MOB_LOOT = new GameRule<>("doMobLoot", Boolean.class);
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/**
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* Whether mobs should naturally spawn.
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*/
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public static final GameRule<Boolean> DO_MOB_SPAWNING = new GameRule<>("doMobSpawning", Boolean.class);
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/**
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* Whether blocks should have drops.
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*/
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public static final GameRule<Boolean> DO_TILE_DROPS = new GameRule<>("doTileDrops", Boolean.class);
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/**
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* Whether the weather will change from the current moment.
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*/
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public static final GameRule<Boolean> DO_WEATHER_CYCLE = new GameRule<>("doWeatherCycle", Boolean.class);
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/**
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* Whether the player should keep items in their inventory after death.
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*/
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public static final GameRule<Boolean> KEEP_INVENTORY = new GameRule<>("keepInventory", Boolean.class);
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/**
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* Whether to log admin commands to server log.
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*/
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public static final GameRule<Boolean> LOG_ADMIN_COMMANDS = new GameRule<>("logAdminCommands", Boolean.class);
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/**
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* Whether mobs can pick up items or change blocks.
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*/
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public static final GameRule<Boolean> MOB_GRIEFING = new GameRule<>("mobGriefing", Boolean.class);
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/**
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* Whether players can regenerate health naturally through their hunger bar.
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*/
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public static final GameRule<Boolean> NATURAL_REGENERATION = new GameRule<>("naturalRegeneration", Boolean.class);
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/**
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* Whether the debug screen shows all or reduced information.
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*/
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public static final GameRule<Boolean> REDUCED_DEBUG_INFO = new GameRule<>("reducedDebugInfo", Boolean.class);
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/**
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* Whether the feedback from commands executed by a player should show up in
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* chat. Also affects the default behavior of whether command blocks store
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* their output text.
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*/
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public static final GameRule<Boolean> SEND_COMMAND_FEEDBACK = new GameRule<>("sendCommandFeedback", Boolean.class);
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/**
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* Whether a message appears in chat when a player dies.
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*/
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public static final GameRule<Boolean> SHOW_DEATH_MESSAGES = new GameRule<>("showDeathMessages", Boolean.class);
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/**
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* Whether players in spectator mode can generate chunks.
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*/
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public static final GameRule<Boolean> SPECTATORS_GENERATE_CHUNKS = new GameRule<>("spectatorsGenerateChunks", Boolean.class);
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// Numerical rules
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/**
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* How often a random block tick occurs (such as plant growth, leaf decay,
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* etc.) per chunk section per game tick. 0 will disable random ticks,
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* higher numbers will increase random ticks.
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*/
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public static final GameRule<Integer> RANDOM_TICK_SPEED = new GameRule<>("randomTickSpeed", Integer.class);
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/**
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* The number of blocks outward from the world spawn coordinates that a
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* player will spawn in when first joining a server or when dying without a
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* spawnpoint.
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*/
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public static final GameRule<Integer> SPAWN_RADIUS = new GameRule<>("spawnRadius", Integer.class);
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/**
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* The maximum number of other pushable entities a mob or player can push,
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* before taking suffocation damage.
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* <br>
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* Setting to 0 disables this rule.
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*/
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public static final GameRule<Integer> MAX_ENTITY_CRAMMING = new GameRule<>("maxEntityCramming", Integer.class);
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/**
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* Determines the number at which the chain of command blocks act as a
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* "chain."
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* <br>
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* This is the maximum amount of command blocks that can be activated in a
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* single tick from a single chain.
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*/
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public static final GameRule<Integer> MAX_COMMAND_CHAIN_LENGTH = new GameRule<>("maxCommandChainLength", Integer.class);
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// All GameRules instantiated above this for organizational purposes
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private final String name;
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private final Class<T> type;
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private GameRule(@NotNull String name, @NotNull Class<T> clazz) {
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Preconditions.checkNotNull(name, "GameRule name cannot be null");
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Preconditions.checkNotNull(clazz, "GameRule type cannot be null");
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Preconditions.checkArgument(clazz == Boolean.class || clazz == Integer.class, "Must be of type Boolean or Integer. Found %s ", clazz.getName());
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this.name = name;
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this.type = clazz;
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gameRules.put(name, this);
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}
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/**
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* Get the name of this GameRule.
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*
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* @return the name of this GameRule
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*/
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@NotNull
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public String getName() {
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return name;
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}
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/**
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* Get the type of this rule.
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*
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* @return the rule type; Integer or Boolean
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*/
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@NotNull
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public Class<T> getType() {
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return type;
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}
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@Override
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public boolean equals(Object obj) {
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if (this == obj) {
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return true;
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}
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if (!(obj instanceof GameRule)) {
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return false;
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}
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GameRule<?> other = (GameRule<?>) obj;
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return this.getName().equals(other.getName()) && this.getType() == other.getType();
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}
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@Override
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public String toString() {
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return "GameRule{" + "key=" + name + ", type=" + type + '}';
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}
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/**
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* Get a {@link GameRule} by its name.
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*
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* @param rule the name of the GameRule
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* @return the {@link GameRule} or null if no GameRule matches the given
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* name
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*/
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@Nullable
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public static GameRule<?> getByName(@NotNull String rule) {
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Preconditions.checkNotNull(rule, "Rule cannot be null");
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return gameRules.get(rule);
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}
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/**
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* Get an immutable collection of {@link GameRule}s.
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*
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* @return an immutable collection containing all registered GameRules.
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*/
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@NotNull
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public static GameRule<?>[] values() {
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return gameRules.values().toArray(new GameRule<?>[gameRules.size()]);
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}
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}
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