Java 7 and make intellij happy

This commit is contained in:
Trent Hensler
2017-12-19 02:18:13 -08:00
parent ce132ed033
commit 3b644cd6c3
53 changed files with 222 additions and 285 deletions

View File

@@ -207,7 +207,7 @@ public class Econ {
}
public static Set<FPlayer> getFplayers(EconomyParticipator ep) {
Set<FPlayer> fplayers = new HashSet<FPlayer>();
Set<FPlayer> fplayers = new HashSet<>();
if (ep != null) {
if (ep instanceof FPlayer) {
@@ -221,7 +221,7 @@ public class Econ {
}
public static void sendTransferInfo(EconomyParticipator invoker, EconomyParticipator from, EconomyParticipator to, double amount) {
Set<FPlayer> recipients = new HashSet<FPlayer>();
Set<FPlayer> recipients = new HashSet<>();
recipients.addAll(getFplayers(invoker));
recipients.addAll(getFplayers(from));
recipients.addAll(getFplayers(to));

View File

@@ -38,9 +38,6 @@ public class Essentials {
}
public static boolean isVanished(Player player) {
if (essentials == null) {
return false;
}
return essentials.getUser(player).isVanished();
return essentials != null && essentials.getUser(player).isVanished();
}
}

View File

@@ -82,10 +82,7 @@ public class Worldguard {
World world = loc.getWorld();
Vector pt = toVector(loc);
if (wg.getRegionManager(world).getApplicableRegions(pt).size() > 0) {
return wg.canBuild(player, loc);
}
return false;
return wg.getRegionManager(world).getApplicableRegions(pt).size() > 0 && wg.canBuild(player, loc);
}
// Check for Regions in chunk the chunk
@@ -125,17 +122,13 @@ public class Worldguard {
RegionManager regionManager = wg.getRegionManager(world);
ProtectedCuboidRegion region = new ProtectedCuboidRegion("wgfactionoverlapcheck", minChunk, maxChunk);
Map<String, ProtectedRegion> allregions = regionManager.getRegions();
Collection<ProtectedRegion> allregionslist = new ArrayList<ProtectedRegion>(allregions.values());
Collection<ProtectedRegion> allregionslist = new ArrayList<>(allregions.values());
List<ProtectedRegion> overlaps;
boolean foundregions = false;
try {
overlaps = region.getIntersectingRegions(allregionslist);
if (overlaps == null || overlaps.isEmpty()) {
foundregions = false;
} else {
foundregions = true;
}
foundregions = overlaps != null && !overlaps.isEmpty();
} catch (Exception e) {
e.printStackTrace();
}

View File

@@ -144,7 +144,7 @@ public class EngineDynmap {
// Thread Safe / Asynchronous: Yes
public Map<String, TempMarker> createHomes() {
Map<String, TempMarker> ret = new HashMap<String, TempMarker>();
Map<String, TempMarker> ret = new HashMap<>();
// Loop current factions
for (Faction faction : Factions.getInstance().getAllFactions()) {
@@ -176,7 +176,7 @@ public class EngineDynmap {
// This method places out the faction home markers into the factions markerset.
public void updateHomes(Map<String, TempMarker> homes) {
// Put all current faction markers in a map
Map<String, Marker> markers = new HashMap<String, Marker>();
Map<String, Marker> markers = new HashMap<>();
for (Marker marker : this.markerset.getMarkers()) {
markers.put(marker.getMarkerID(), marker);
}
@@ -220,7 +220,7 @@ public class EngineDynmap {
// Thread Safe: YES
public Map<String, Map<Faction, Set<FLocation>>> createWorldFactionChunks() {
// Create map "world name --> faction --> set of chunk coords"
Map<String, Map<Faction, Set<FLocation>>> worldFactionChunks = new HashMap<String, Map<Faction, Set<FLocation>>>();
Map<String, Map<Faction, Set<FLocation>>> worldFactionChunks = new HashMap<>();
// Note: The board is the world. The board id is the world name.
MemoryBoard board = (MemoryBoard) Board.getInstance();
@@ -231,13 +231,13 @@ public class EngineDynmap {
Map<Faction, Set<FLocation>> factionChunks = worldFactionChunks.get(world);
if (factionChunks == null) {
factionChunks = new HashMap<Faction, Set<FLocation>>();
factionChunks = new HashMap<>();
worldFactionChunks.put(world, factionChunks);
}
Set<FLocation> factionTerritory = factionChunks.get(chunkOwner);
if (factionTerritory == null) {
factionTerritory = new HashSet<FLocation>();
factionTerritory = new HashSet<>();
factionChunks.put(chunkOwner, factionTerritory);
}
@@ -249,7 +249,7 @@ public class EngineDynmap {
// Thread Safe: YES
public Map<String, TempAreaMarker> createAreas(Map<String, Map<Faction, Set<FLocation>>> worldFactionChunks) {
Map<String, TempAreaMarker> ret = new HashMap<String, TempAreaMarker>();
Map<String, TempAreaMarker> ret = new HashMap<>();
// For each world
for (Entry<String, Map<Faction, Set<FLocation>>> entry : worldFactionChunks.entrySet()) {
@@ -272,7 +272,7 @@ public class EngineDynmap {
// Handle specific faction on specific world
// "handle faction on world"
public Map<String, TempAreaMarker> createAreas(String world, Faction faction, Set<FLocation> chunks) {
Map<String, TempAreaMarker> ret = new HashMap<String, TempAreaMarker>();
Map<String, TempAreaMarker> ret = new HashMap<>();
// If the faction is visible ...
if (!isVisible(faction, world)) {
@@ -295,7 +295,7 @@ public class EngineDynmap {
// Loop through chunks: set flags on chunk map
TileFlags allChunkFlags = new TileFlags();
LinkedList<FLocation> allChunks = new LinkedList<FLocation>();
LinkedList<FLocation> allChunks = new LinkedList<>();
for (FLocation chunk : chunks) {
allChunkFlags.setFlag((int) chunk.getX(), (int) chunk.getZ(), true); // Set flag for chunk
allChunks.addLast(chunk);
@@ -316,7 +316,7 @@ public class EngineDynmap {
// If we need to start shape, and this block is not part of one yet
if (ourChunkFlags == null && allChunkFlags.getFlag(chunkX, chunkZ)) {
ourChunkFlags = new TileFlags(); // Create map for shape
ourChunks = new LinkedList<FLocation>();
ourChunks = new LinkedList<>();
floodFillTarget(allChunkFlags, ourChunkFlags, chunkX, chunkZ); // Copy shape
ourChunks.add(chunk); // Add it to our chunk list
minimumX = chunkX;
@@ -335,7 +335,7 @@ public class EngineDynmap {
// Else, keep it in the list for the next polygon
else {
if (newChunks == null) {
newChunks = new LinkedList<FLocation>();
newChunks = new LinkedList<>();
}
newChunks.add(chunk);
}
@@ -354,7 +354,7 @@ public class EngineDynmap {
int currentX = minimumX;
int currentZ = minimumZ;
Direction direction = Direction.XPLUS;
ArrayList<int[]> linelist = new ArrayList<int[]>();
ArrayList<int[]> linelist = new ArrayList<>();
linelist.add(new int[]{initialX, initialZ}); // Add start point
while ((currentX != initialX) || (currentZ != initialZ) || (direction != Direction.ZMINUS)) {
switch (direction) {
@@ -452,7 +452,7 @@ public class EngineDynmap {
// Thread Safe: NO
public void updateAreas(Map<String, TempAreaMarker> areas) {
// Map Current
Map<String, AreaMarker> markers = new HashMap<String, AreaMarker>();
Map<String, AreaMarker> markers = new HashMap<>();
for (AreaMarker marker : this.markerset.getAreaMarkers()) {
markers.put(marker.getMarkerID(), marker);
}
@@ -510,7 +510,7 @@ public class EngineDynmap {
return null;
}
Set<String> ret = new HashSet<String>();
Set<String> ret = new HashSet<>();
for (FPlayer fplayer : faction.getFPlayers()) {
// NOTE: We add both UUID and name. This might be a good idea for future proofing.
@@ -527,7 +527,7 @@ public class EngineDynmap {
return null;
}
Map<String, Set<String>> ret = new HashMap<String, Set<String>>();
Map<String, Set<String>> ret = new HashMap<>();
for (Faction faction : Factions.getInstance().getAllFactions()) {
String playersetId = createPlayersetId(faction);
@@ -654,14 +654,14 @@ public class EngineDynmap {
}
public static String getHtmlPlayerString(Collection<FPlayer> playersOfficersList) {
String ret = "";
StringBuilder ret = new StringBuilder();
for (FPlayer fplayer : playersOfficersList) {
if (ret.length() > 0) {
ret += ", ";
ret.append(", ");
}
ret += getHtmlPlayerName(fplayer);
ret.append(getHtmlPlayerName(fplayer));
}
return ret;
return ret.toString();
}
public static String getHtmlPlayerName(FPlayer fplayer) {
@@ -707,11 +707,7 @@ public class EngineDynmap {
return false;
}
if (hidden.contains(factionId) || hidden.contains(factionName) || hidden.contains("world:" + world)) {
return false;
}
return true;
return !hidden.contains(factionId) && !hidden.contains(factionName) && !hidden.contains("world:" + world);
}
// Thread Safe / Asynchronous: Yes
@@ -750,7 +746,7 @@ public class EngineDynmap {
// Find all contiguous blocks, set in target and clear in source
private int floodFillTarget(TileFlags source, TileFlags destination, int x, int y) {
int cnt = 0;
ArrayDeque<int[]> stack = new ArrayDeque<int[]>();
ArrayDeque<int[]> stack = new ArrayDeque<>();
stack.push(new int[]{x, y});
while (!stack.isEmpty()) {