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package com.massivecraft.factions ;
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import java.io.* ;
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import java.lang.reflect.Type ;
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import java.util.* ;
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import java.util.logging.Level ;
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import java.util.Map.Entry ;
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import org.bukkit.ChatColor ;
import org.bukkit.entity.Player ;
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import com.google.gson.reflect.TypeToken ;
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import com.massivecraft.factions.struct.Relation ;
import com.massivecraft.factions.struct.Role ;
import com.massivecraft.factions.util.DiscUtil ;
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/ * *
* Logged in players always have exactly one FPlayer instance .
* Logged out players may or may not have an FPlayer instance . They will always have one if they are part of a faction .
* This is because only players with a faction are saved to disk ( in order to not waste disk space ) .
*
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* The FPlayer is linked to a minecraft player using the player name .
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*
* The same instance is always returned for the same player .
* This means you can use the = = operator . No . equals method necessary .
* /
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public class FPlayer {
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// -------------------------------------------- //
// Fields
// -------------------------------------------- //
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private static transient TreeMap < String , FPlayer > instances = new TreeMap < String , FPlayer > ( String . CASE_INSENSITIVE_ORDER ) ;
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private static transient File file = new File ( Factions . instance . getDataFolder ( ) , " players.json " ) ;
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private transient String playerName ;
private transient FLocation lastStoodAt = new FLocation ( ) ; // Where did this player stand the last time we checked?
private int factionId ;
private Role role ;
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private String title ;
private double power ;
private long lastPowerUpdateTime ;
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private long lastLoginTime ;
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private transient boolean mapAutoUpdating ;
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private transient boolean autoClaimEnabled ;
private transient boolean autoSafeZoneEnabled ;
private transient boolean autoWarZoneEnabled ;
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private transient boolean loginPvpDisabled ;
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private boolean factionChatting ;
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// -------------------------------------------- //
// Construct
// -------------------------------------------- //
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// GSON need this noarg constructor.
public FPlayer ( ) {
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this . resetFactionData ( ) ;
this . power = this . getPowerMax ( ) ;
this . lastPowerUpdateTime = System . currentTimeMillis ( ) ;
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this . lastLoginTime = System . currentTimeMillis ( ) ;
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this . mapAutoUpdating = false ;
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this . autoClaimEnabled = false ;
this . autoSafeZoneEnabled = false ;
this . autoWarZoneEnabled = false ;
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this . loginPvpDisabled = ( Conf . noPVPDamageToOthersForXSecondsAfterLogin > 0 ) ? true : false ;
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}
public void resetFactionData ( ) {
Faction admins can now mark already claimed areas as owned by specific faction members. Ownership can include multiple members. New command /f owner *[player name], to set/remove ownership. This command is only available to the faction admin and optionally the faction moderators. If no player name is specified, it will either set ownership to the player running the command (if no owner is currently set) or completely clear ownership of the territory. New command /f ownerlist, to view a list of owners for the current area. Only works inside your own faction's territory. New conf.json options "ownedAreasEnabled", "ownedAreasModeratorsCanSet", "ownedAreaModeratorsBypass", "ownedAreaDenyBuild", "ownedAreaProtectMaterials", and "ownedAreaDenyUseage" (all defaulting to true) to determine whether faction moderators can set or bypass ownership (faction admin always can), and what sort of protection these owned areas have against normal members of the faction (members other than the owner(s), faction admin, and probably faction moderators). New conf.json option "ownedAreasLimitPerFaction" to limit how many owned areas can be set. New permission node "factions.ownershipBypass" which allows a player to bypass ownership protection, but only within the person's own faction.
various little tweaks and improvements to other code
moderate speed boost to FLocation code
made commandDisable permissions work for any command alias of a command, instead of just the first one
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// clean up any territory ownership in old faction, if there is one
if ( this . factionId > 0 & & Faction . exists ( this . factionId ) ) {
Faction . get ( factionId ) . clearClaimOwnership ( playerName ) ;
}
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this . factionId = 0 ; // The default neutral faction
this . factionChatting = false ;
this . role = Role . NORMAL ;
this . title = " " ;
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if ( playerName ! = null & & ! playerName . isEmpty ( ) ) {
SpoutFeatures . updateAppearances ( this . getPlayer ( ) ) ;
}
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}
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// -------------------------------------------- //
// Minecraft Player
// -------------------------------------------- //
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public Player getPlayer ( ) {
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return Factions . instance . getServer ( ) . getPlayer ( playerName ) ;
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}
public String getPlayerName ( ) {
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return this . playerName ;
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}
public boolean isOnline ( ) {
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return Factions . instance . getServer ( ) . getPlayer ( playerName ) ! = null ;
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}
public boolean isOffline ( ) {
return ! isOnline ( ) ;
}
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// -------------------------------------------- //
// Getters And Setters
// -------------------------------------------- //
public Faction getFaction ( ) {
return Faction . get ( factionId ) ;
}
Faction admins can now mark already claimed areas as owned by specific faction members. Ownership can include multiple members. New command /f owner *[player name], to set/remove ownership. This command is only available to the faction admin and optionally the faction moderators. If no player name is specified, it will either set ownership to the player running the command (if no owner is currently set) or completely clear ownership of the territory. New command /f ownerlist, to view a list of owners for the current area. Only works inside your own faction's territory. New conf.json options "ownedAreasEnabled", "ownedAreasModeratorsCanSet", "ownedAreaModeratorsBypass", "ownedAreaDenyBuild", "ownedAreaProtectMaterials", and "ownedAreaDenyUseage" (all defaulting to true) to determine whether faction moderators can set or bypass ownership (faction admin always can), and what sort of protection these owned areas have against normal members of the faction (members other than the owner(s), faction admin, and probably faction moderators). New conf.json option "ownedAreasLimitPerFaction" to limit how many owned areas can be set. New permission node "factions.ownershipBypass" which allows a player to bypass ownership protection, but only within the person's own faction.
various little tweaks and improvements to other code
moderate speed boost to FLocation code
made commandDisable permissions work for any command alias of a command, instead of just the first one
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public int getFactionId ( ) {
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return factionId ;
}
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public void setFaction ( Faction faction ) {
this . factionId = faction . getId ( ) ;
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SpoutFeatures . updateAppearances ( this . getPlayer ( ) ) ;
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}
public boolean hasFaction ( ) {
return factionId ! = 0 ;
}
public Role getRole ( ) {
return this . role ;
}
public void setRole ( Role role ) {
this . role = role ;
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SpoutFeatures . updateAppearances ( this . getPlayer ( ) ) ;
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}
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public boolean isFactionChatting ( ) {
if ( this . factionId = = 0 ) {
return false ;
}
return factionChatting ;
}
public void setFactionChatting ( boolean factionChatting ) {
this . factionChatting = factionChatting ;
}
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public long getLastLoginTime ( ) {
return lastLoginTime ;
}
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public boolean autoClaimEnabled ( ) {
if ( this . factionId = = 0 )
return false ;
return autoClaimEnabled ;
}
public void enableAutoClaim ( boolean enabled ) {
this . autoClaimEnabled = enabled ;
if ( enabled ) {
this . autoSafeZoneEnabled = false ;
this . autoWarZoneEnabled = false ;
}
}
public boolean autoSafeZoneEnabled ( ) {
return autoSafeZoneEnabled ;
}
public void enableAutoSafeZone ( boolean enabled ) {
this . autoSafeZoneEnabled = enabled ;
if ( enabled ) {
this . autoClaimEnabled = false ;
this . autoWarZoneEnabled = false ;
}
}
public boolean autoWarZoneEnabled ( ) {
return autoWarZoneEnabled ;
}
public void enableAutoWarZone ( boolean enabled ) {
this . autoWarZoneEnabled = enabled ;
if ( enabled ) {
this . autoClaimEnabled = false ;
this . autoSafeZoneEnabled = false ;
}
}
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public void setLastLoginTime ( long lastLoginTime ) {
this . lastLoginTime = lastLoginTime ;
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this . lastPowerUpdateTime = lastLoginTime ;
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if ( Conf . noPVPDamageToOthersForXSecondsAfterLogin > 0 ) {
this . loginPvpDisabled = true ;
}
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}
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public boolean isMapAutoUpdating ( ) {
return mapAutoUpdating ;
}
public void setMapAutoUpdating ( boolean mapAutoUpdating ) {
this . mapAutoUpdating = mapAutoUpdating ;
}
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public boolean hasLoginPvpDisabled ( ) {
if ( ! loginPvpDisabled ) {
return false ;
}
if ( this . lastLoginTime + ( Conf . noPVPDamageToOthersForXSecondsAfterLogin * 1000 ) < System . currentTimeMillis ( ) ) {
this . loginPvpDisabled = false ;
return false ;
}
return true ;
}
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public FLocation getLastStoodAt ( ) {
return this . lastStoodAt ;
}
public void setLastStoodAt ( FLocation flocation ) {
this . lastStoodAt = flocation ;
}
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//----------------------------------------------//
// Title, Name, Faction Tag and Chat
//----------------------------------------------//
// Base:
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public String getTitle ( ) {
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return this . title ;
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}
public void setTitle ( String title ) {
this . title = title ;
}
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public String getName ( ) {
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return this . playerName ;
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}
public String getTag ( ) {
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if ( ! this . hasFaction ( ) ) {
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return " " ;
}
return this . getFaction ( ) . getTag ( ) ;
}
// Base concatenations:
public String getNameAndSomething ( String something ) {
String ret = this . role . getPrefix ( ) ;
if ( something . length ( ) > 0 ) {
ret + = something + " " ;
}
ret + = this . getName ( ) ;
return ret ;
}
public String getNameAndTitle ( ) {
return this . getNameAndSomething ( this . getTitle ( ) ) ;
}
public String getNameAndTag ( ) {
return this . getNameAndSomething ( this . getTag ( ) ) ;
}
// Colored concatenations:
// These are used in information messages
public String getNameAndTitle ( Faction faction ) {
return this . getRelationColor ( faction ) + this . getNameAndTitle ( ) ;
}
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public String getNameAndTitle ( FPlayer fplayer ) {
return this . getRelationColor ( fplayer ) + this . getNameAndTitle ( ) ;
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}
public String getNameAndTag ( Faction faction ) {
return this . getRelationColor ( faction ) + this . getNameAndTag ( ) ;
}
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public String getNameAndTag ( FPlayer fplayer ) {
return this . getRelationColor ( fplayer ) + this . getNameAndTag ( ) ;
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}
public String getNameAndRelevant ( Faction faction ) {
// Which relation?
Relation rel = this . getRelation ( faction ) ;
// For member we show title
if ( rel = = Relation . MEMBER ) {
return rel . getColor ( ) + this . getNameAndTitle ( ) ;
}
// For non members we show tag
return rel . getColor ( ) + this . getNameAndTag ( ) ;
}
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public String getNameAndRelevant ( FPlayer fplayer ) {
return getNameAndRelevant ( fplayer . getFaction ( ) ) ;
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}
// Chat Tag:
// These are injected into the format of global chat messages.
public String getChatTag ( ) {
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if ( ! this . hasFaction ( ) ) {
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return " " ;
}
return String . format ( Conf . chatTagFormat , this . role . getPrefix ( ) + this . getTag ( ) ) ;
}
// Colored Chat Tag
public String getChatTag ( Faction faction ) {
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if ( ! this . hasFaction ( ) ) {
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return " " ;
}
return this . getRelation ( faction ) . getColor ( ) + getChatTag ( ) ;
}
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public String getChatTag ( FPlayer fplayer ) {
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if ( ! this . hasFaction ( ) ) {
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return " " ;
}
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return this . getRelation ( fplayer ) . getColor ( ) + getChatTag ( ) ;
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}
// -------------------------------
// Relation and relation colors
// -------------------------------
public Relation getRelation ( Faction faction ) {
return faction . getRelation ( this ) ;
}
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public Relation getRelation ( FPlayer fplayer ) {
return this . getFaction ( ) . getRelation ( fplayer ) ;
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}
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public Relation getRelationToLocation ( ) {
return Board . getFactionAt ( new FLocation ( this ) ) . getRelation ( this ) ;
}
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public ChatColor getRelationColor ( Faction faction ) {
return faction . getRelationColor ( this ) ;
}
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public ChatColor getRelationColor ( FPlayer fplayer ) {
return this . getRelation ( fplayer ) . getColor ( ) ;
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}
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//----------------------------------------------//
// Health
//----------------------------------------------//
public void heal ( int amnt ) {
Player player = this . getPlayer ( ) ;
if ( player = = null ) {
return ;
}
player . setHealth ( player . getHealth ( ) + amnt ) ;
}
//----------------------------------------------//
// Power
//----------------------------------------------//
public double getPower ( ) {
this . updatePower ( ) ;
return this . power ;
}
protected void alterPower ( double delta ) {
this . power + = delta ;
if ( this . power > this . getPowerMax ( ) ) {
this . power = this . getPowerMax ( ) ;
} else if ( this . power < this . getPowerMin ( ) ) {
this . power = this . getPowerMin ( ) ;
}
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//Log.debug("Power of "+this.getName()+" is now: "+this.power);
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}
public double getPowerMax ( ) {
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return Conf . powerPlayerMax ;
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}
public double getPowerMin ( ) {
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return Conf . powerPlayerMin ;
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}
public int getPowerRounded ( ) {
return ( int ) Math . round ( this . getPower ( ) ) ;
}
public int getPowerMaxRounded ( ) {
return ( int ) Math . round ( this . getPowerMax ( ) ) ;
}
public int getPowerMinRounded ( ) {
return ( int ) Math . round ( this . getPowerMin ( ) ) ;
}
protected void updatePower ( ) {
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if ( this . isOffline ( ) & & ! Conf . powerRegenOffline ) {
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return ;
}
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long now = System . currentTimeMillis ( ) ;
long millisPassed = now - this . lastPowerUpdateTime ;
this . lastPowerUpdateTime = now ;
int millisPerMinute = 60 * 1000 ;
this . alterPower ( millisPassed * Conf . powerPerMinute / millisPerMinute ) ;
}
public void onDeath ( ) {
this . updatePower ( ) ;
this . alterPower ( - Conf . powerPerDeath ) ;
}
//----------------------------------------------//
// Territory
//----------------------------------------------//
public boolean isInOwnTerritory ( ) {
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return Board . getFactionAt ( new FLocation ( this ) ) = = this . getFaction ( ) ;
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}
public boolean isInOthersTerritory ( ) {
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int idHere = Board . getIdAt ( new FLocation ( this ) ) ;
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return idHere > 0 & & idHere ! = this . factionId ;
}
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public boolean isInAllyTerritory ( ) {
return Board . getFactionAt ( new FLocation ( this ) ) . getRelation ( this ) . isAlly ( ) ;
}
public boolean isInNeutralTerritory ( ) {
return Board . getFactionAt ( new FLocation ( this ) ) . getRelation ( this ) . isNeutral ( ) ;
}
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public boolean isInEnemyTerritory ( ) {
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return Board . getFactionAt ( new FLocation ( this ) ) . getRelation ( this ) . isEnemy ( ) ;
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}
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public void sendFactionHereMessage ( ) {
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Faction factionHere = Board . getFactionAt ( new FLocation ( this ) ) ;
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String msg = Conf . colorSystem + " ~ " + factionHere . getTag ( this ) ;
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if ( factionHere . getDescription ( ) . length ( ) > 0 ) {
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msg + = " - " + factionHere . getDescription ( ) ;
}
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this . sendMessage ( msg ) ;
}
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// -------------------------------
// Actions
// -------------------------------
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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public void leave ( boolean makePay ) {
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Faction myFaction = this . getFaction ( ) ;
if ( this . getRole ( ) = = Role . ADMIN & & myFaction . getFPlayers ( ) . size ( ) > 1 ) {
sendMessage ( " You must give the admin role to someone else first. " ) ;
return ;
}
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if ( ! Conf . CanLeaveWithNegativePower & & this . getPower ( ) < 0 ) {
sendMessage ( " You cannot leave until your power is positive. " ) ;
return ;
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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// if economy is enabled and they're not on the bypass list, make 'em pay
if ( makePay & & Econ . enabled ( ) & & ! Conf . adminBypassPlayers . contains ( this . playerName ) ) {
double cost = Conf . econCostLeave ;
// pay up
if ( cost > 0 . 0 ) {
String costString = Econ . moneyString ( cost ) ;
if ( ! Econ . deductMoney ( this . getName ( ) , cost ) ) {
sendMessage ( " It costs " + costString + " to leave your faction, which you can't currently afford. " ) ;
return ;
}
sendMessage ( " You have paid " + costString + " to leave your faction. " ) ;
}
// wait... we pay you to leave?
else if ( cost < 0 . 0 ) {
String costString = Econ . moneyString ( - cost ) ;
Econ . addMoney ( this . getName ( ) , - cost ) ;
sendMessage ( " You have been paid " + costString + " for leaving your faction. " ) ;
}
}
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if ( myFaction . isNormal ( ) ) {
myFaction . sendMessage ( this . getNameAndRelevant ( myFaction ) + Conf . colorSystem + " left your faction. " ) ;
}
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this . resetFactionData ( ) ;
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if ( myFaction . isNormal ( ) & & myFaction . getFPlayers ( ) . isEmpty ( ) ) {
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// Remove this faction
for ( FPlayer fplayer : FPlayer . getAllOnline ( ) ) {
fplayer . sendMessage ( " The faction " + myFaction . getTag ( fplayer ) + Conf . colorSystem + " was disbanded. " ) ;
}
Faction . delete ( myFaction . getId ( ) ) ;
}
}
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public boolean attemptClaim ( boolean notifyFailure ) {
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// notifyFailure is false if called by auto-claim; no need to notify on every failure for it
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// return value is false on failure, true on success
Faction myFaction = getFaction ( ) ;
FLocation flocation = new FLocation ( this ) ;
Faction otherFaction = Board . getFactionAt ( flocation ) ;
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if ( Worldguard . checkForRegions ( this . getPlayer ( ) . getLocation ( ) ) ) {
// Checks for WorldGuard regions in the chunk attempting to be claimed
sendMessage ( " This land is protected " ) ;
return false ;
}
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if ( myFaction = = otherFaction ) {
if ( notifyFailure )
sendMessage ( " You already own this land. " ) ;
return false ;
}
if ( this . getRole ( ) . value < Role . MODERATOR . value ) {
sendMessage ( " You must be " + Role . MODERATOR + " to claim land. " ) ;
return false ;
}
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if ( myFaction . getFPlayers ( ) . size ( ) < Conf . claimsRequireMinFactionMembers & & ! Conf . adminBypassPlayers . contains ( this . playerName ) ) {
sendMessage ( " Your faction must have at least " + Conf . claimsRequireMinFactionMembers + " members to claim land. " ) ;
return false ;
}
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if ( Conf . worldsNoClaiming . contains ( flocation . getWorldName ( ) ) ) {
sendMessage ( " Sorry, this world has land claiming disabled. " ) ;
return false ;
}
if ( otherFaction . isSafeZone ( ) ) {
if ( notifyFailure )
sendMessage ( " You can not claim a Safe Zone. " ) ;
return false ;
}
else if ( otherFaction . isWarZone ( ) ) {
if ( notifyFailure )
sendMessage ( " You can not claim a War Zone. " ) ;
return false ;
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
2011-08-02 01:05:01 +02:00
int ownedLand = myFaction . getLandRounded ( ) ;
if ( ownedLand > = myFaction . getPowerRounded ( ) ) {
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sendMessage ( " You can't claim more land! You need more power! " ) ;
return false ;
}
if ( otherFaction . getRelation ( this ) = = Relation . ALLY ) {
if ( notifyFailure )
sendMessage ( " You can't claim the land of your allies. " ) ;
return false ;
}
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if (
Conf . claimsMustBeConnected
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& & ! Conf . adminBypassPlayers . contains ( this . playerName )
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& & myFaction . getLandRoundedInWorld ( flocation . getWorldName ( ) ) > 0
& & ! Board . isConnectedLocation ( flocation , myFaction )
& & ( ! Conf . claimsCanBeUnconnectedIfOwnedByOtherFaction | | ! otherFaction . isNormal ( ) )
) {
if ( Conf . claimsCanBeUnconnectedIfOwnedByOtherFaction )
sendMessage ( " You can only claim additional land which is connected to your first claim or controlled by another faction! " ) ;
else
sendMessage ( " You can only claim additional land which is connected to your first claim! " ) ;
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return false ;
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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if ( otherFaction . isNormal ( ) ) {
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if ( myFaction . isPeaceful ( ) ) {
sendMessage ( this . getRelationColor ( otherFaction ) + otherFaction . getTag ( ) + Conf . colorSystem + " owns this land. Your faction is peaceful, so you cannot claim land from other factions. " ) ;
return false ;
}
if ( otherFaction . isPeaceful ( ) ) {
sendMessage ( this . getRelationColor ( otherFaction ) + otherFaction . getTag ( ) + Conf . colorSystem + " owns this land, and is a peaceful faction. You cannot claim land from them. " ) ;
return false ;
}
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if ( ! otherFaction . hasLandInflation ( ) ) {
// TODO more messages WARN current faction most importantly
sendMessage ( this . getRelationColor ( otherFaction ) + otherFaction . getTag ( ) + Conf . colorSystem + " owns this land and is strong enough to keep it. " ) ;
return false ;
}
if ( ! Board . isBorderLocation ( flocation ) ) {
sendMessage ( " You must start claiming land at the border of the territory. " ) ;
return false ;
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
2011-08-02 01:05:01 +02:00
}
2011-06-10 21:26:12 +02:00
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
2011-08-02 01:05:01 +02:00
// if economy is enabled and they're not on the bypass list, make 'em pay
if ( Econ . enabled ( ) & & ! Conf . adminBypassPlayers . contains ( this . playerName ) ) {
double cost = Econ . calculateClaimCost ( ownedLand , otherFaction . isNormal ( ) ) ;
String costString = Econ . moneyString ( cost ) ;
if ( ! Econ . deductMoney ( this . playerName , cost ) ) {
sendMessage ( " Claiming this land will cost " + costString + " , which you can't currently afford. " ) ;
return false ;
}
sendMessage ( " You have paid " + costString + " to claim this land. " ) ;
}
// announce success
if ( otherFaction . isNormal ( ) ) {
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// ASDF claimed some of your land 450 blocks NNW of you.
// ASDf claimed some land from FACTION NAME
otherFaction . sendMessage ( this . getNameAndRelevant ( otherFaction ) + Conf . colorSystem + " stole some of your land :O " ) ;
myFaction . sendMessage ( this . getNameAndRelevant ( myFaction ) + Conf . colorSystem + " claimed some land from " + otherFaction . getTag ( myFaction ) ) ;
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
2011-08-02 01:05:01 +02:00
else {
myFaction . sendMessage ( this . getNameAndRelevant ( myFaction ) + Conf . colorSystem + " claimed some new land :D " ) ;
}
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Board . setFactionAt ( myFaction , flocation ) ;
return true ;
}
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// -------------------------------------------- //
// Messages
// -------------------------------------------- //
public void sendMessage ( String message ) {
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if ( this . getPlayer ( ) ! = null )
this . getPlayer ( ) . sendMessage ( Conf . colorSystem + message ) ;
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}
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public void sendMessage ( List < String > messages ) {
for ( String message : messages ) {
this . sendMessage ( message ) ;
}
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}
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2011-03-18 17:33:23 +01:00
// -------------------------------------------- //
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// Get and search
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// -------------------------------------------- //
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// You should use this one to be sure you do not spell the player name wrong.
public static FPlayer get ( Player player ) {
return get ( player . getName ( ) ) ;
}
private static FPlayer get ( String playerName ) {
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if ( instances . containsKey ( playerName ) ) {
return instances . get ( playerName ) ;
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}
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FPlayer vplayer = new FPlayer ( ) ;
vplayer . playerName = playerName ;
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instances . put ( playerName , vplayer ) ;
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return vplayer ;
}
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public static Set < FPlayer > getAllOnline ( ) {
Set < FPlayer > fplayers = new HashSet < FPlayer > ( ) ;
for ( Player player : Factions . instance . getServer ( ) . getOnlinePlayers ( ) ) {
fplayers . add ( FPlayer . get ( player ) ) ;
}
return fplayers ;
}
public static Collection < FPlayer > getAll ( ) {
return instances . values ( ) ;
}
public static FPlayer find ( String playername ) {
for ( Entry < String , FPlayer > entry : instances . entrySet ( ) ) {
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if ( entry . getKey ( ) . equalsIgnoreCase ( playername ) | | entry . getKey ( ) . startsWith ( playername ) ) {
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return entry . getValue ( ) ;
}
}
return null ;
}
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// -------------------------------------------- //
// Persistance
// -------------------------------------------- //
public boolean shouldBeSaved ( ) {
return this . factionId ! = 0 ;
}
public static boolean save ( ) {
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//Factions.log("Saving players to disk");
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2011-03-23 12:00:38 +01:00
// We only wan't to save the players with non default values
Map < String , FPlayer > playersToSave = new HashMap < String , FPlayer > ( ) ;
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for ( Entry < String , FPlayer > entry : instances . entrySet ( ) ) {
if ( entry . getValue ( ) . shouldBeSaved ( ) ) {
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playersToSave . put ( entry . getKey ( ) , entry . getValue ( ) ) ;
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}
}
try {
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DiscUtil . write ( file , Factions . instance . gson . toJson ( playersToSave ) ) ;
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} catch ( Exception e ) {
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e . printStackTrace ( ) ;
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Factions . log ( " Failed to save the players to disk. " ) ;
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return false ;
}
return true ;
}
public static boolean load ( ) {
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Factions . log ( " Loading players from disk " ) ;
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if ( ! file . exists ( ) ) {
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if ( ! loadOld ( ) )
Factions . log ( " No players to load from disk. Creating new file. " ) ;
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save ( ) ;
return true ;
}
try {
Type type = new TypeToken < Map < String , FPlayer > > ( ) { } . getType ( ) ;
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Map < String , FPlayer > instancesFromFile = Factions . instance . gson . fromJson ( DiscUtil . read ( file ) , type ) ;
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instances . clear ( ) ;
instances . putAll ( instancesFromFile ) ;
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} catch ( Exception e ) {
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e . printStackTrace ( ) ;
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Factions . log ( " Failed to load the players from disk. " ) ;
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return false ;
}
fillPlayernames ( ) ;
return true ;
}
public static void fillPlayernames ( ) {
for ( Entry < String , FPlayer > entry : instances . entrySet ( ) ) {
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entry . getValue ( ) . playerName = entry . getKey ( ) ;
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}
}
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public static void clean ( ) {
for ( FPlayer fplayer : instances . values ( ) ) {
if ( ! Faction . exists ( fplayer . getFactionId ( ) ) ) {
Factions . log ( " Reset faction data (invalid faction) for player " + fplayer . getName ( ) ) ;
fplayer . resetFactionData ( ) ;
}
}
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}
public static void autoLeaveOnInactivityRoutine ( ) {
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if ( Conf . autoLeaveAfterDaysOfInactivity < = 0 . 0 ) {
return ;
}
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long now = System . currentTimeMillis ( ) ;
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double toleranceMillis = Conf . autoLeaveAfterDaysOfInactivity * 24 * 60 * 60 * 1000 ;
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for ( FPlayer fplayer : FPlayer . getAll ( ) ) {
if ( now - fplayer . getLastLoginTime ( ) > toleranceMillis ) {
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
2011-08-02 01:05:01 +02:00
fplayer . leave ( false ) ;
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}
}
}
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private static boolean loadOld ( ) {
File folderFollower = new File ( Factions . instance . getDataFolder ( ) , " follower " ) ;
if ( ! folderFollower . isDirectory ( ) )
return false ;
Factions . log ( " Players file doesn't exist, attempting to load old pre-1.1 data. " ) ;
String ext = " .json " ;
class jsonFileFilter implements FileFilter {
@Override
public boolean accept ( File file ) {
return ( file . getName ( ) . toLowerCase ( ) . endsWith ( " .json " ) & & file . isFile ( ) ) ;
}
}
File [ ] jsonFiles = folderFollower . listFiles ( new jsonFileFilter ( ) ) ;
for ( File jsonFile : jsonFiles ) {
// Extract the name from the filename. The name is filename minus ".json"
String name = jsonFile . getName ( ) ;
name = name . substring ( 0 , name . length ( ) - ext . length ( ) ) ;
try {
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FPlayer follower = Factions . instance . gson . fromJson ( DiscUtil . read ( jsonFile ) , FPlayer . class ) ;
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follower . playerName = name ;
follower . lastLoginTime = System . currentTimeMillis ( ) ;
instances . put ( follower . playerName , follower ) ;
Factions . log ( " loaded pre-1.1 follower " + name ) ;
} catch ( Exception e ) {
e . printStackTrace ( ) ;
Factions . log ( Level . WARNING , " failed to load follower " + name ) ;
}
}
return true ;
}
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}