Implement World limitations at startup
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
09884f1646
commit
73bb8e4de2
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package wtf.beatrice.limbomanager.listeners;
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import org.bukkit.Difficulty;
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import org.bukkit.GameRule;
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import org.bukkit.World;
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import org.bukkit.event.EventHandler;
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import org.bukkit.event.Listener;
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import org.bukkit.event.world.WorldLoadEvent;
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public class WorldLoadHandler implements Listener
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{
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@EventHandler
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public void onWorldLoad(WorldLoadEvent event)
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{
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World loaded = event.getWorld();
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loaded.setDifficulty(Difficulty.PEACEFUL);
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loaded.setAutoSave(false);
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loaded.setFullTime(6000L);
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loaded.setPVP(false);
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loaded.setStorm(false);
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loaded.setHardcore(false);
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loaded.setGameRule(GameRule.DO_INSOMNIA, false);
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loaded.setGameRule(GameRule.ANNOUNCE_ADVANCEMENTS, false);
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loaded.setGameRule(GameRule.COMMAND_BLOCK_OUTPUT, false);
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loaded.setGameRule(GameRule.DISABLE_RAIDS, true);
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loaded.setGameRule(GameRule.DO_DAYLIGHT_CYCLE, false);
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loaded.setGameRule(GameRule.DO_ENTITY_DROPS, false);
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loaded.setGameRule(GameRule.DO_FIRE_TICK,false);
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loaded.setGameRule(GameRule.DO_IMMEDIATE_RESPAWN, true);
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loaded.setGameRule(GameRule.DO_MOB_LOOT, false);
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loaded.setGameRule(GameRule.DO_MOB_SPAWNING, false);
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loaded.setGameRule(GameRule.DO_PATROL_SPAWNING, false);
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loaded.setGameRule(GameRule.DO_TILE_DROPS, false);
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loaded.setGameRule(GameRule.DO_TRADER_SPAWNING, false);
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loaded.setGameRule(GameRule.DO_WEATHER_CYCLE, false);
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loaded.setGameRule(GameRule.DO_WARDEN_SPAWNING, false);
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loaded.setGameRule(GameRule.FALL_DAMAGE, false);
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loaded.setGameRule(GameRule.FIRE_DAMAGE, false);
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loaded.setGameRule(GameRule.DROWNING_DAMAGE, false);
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loaded.setGameRule(GameRule.FREEZE_DAMAGE, false);
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loaded.setGameRule(GameRule.MOB_GRIEFING, false);
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loaded.setGameRule(GameRule.NATURAL_REGENERATION, false);
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loaded.setGameRule(GameRule.SHOW_DEATH_MESSAGES, false);
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loaded.setGameRule(GameRule.KEEP_INVENTORY, false);
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}
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}
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