fec07b6fac
Signed-off-by: DroppingAnvil <dr0pping.4nvi1@gmail.com>
451 lines
9.6 KiB
Java
451 lines
9.6 KiB
Java
package com.massivecraft.factions;
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import com.massivecraft.factions.iface.EconomyParticipator;
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import com.massivecraft.factions.iface.RelationParticipator;
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import com.massivecraft.factions.struct.ChatMode;
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import com.massivecraft.factions.struct.Relation;
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import com.massivecraft.factions.struct.Role;
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import com.massivecraft.factions.util.WarmUpUtil;
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import mkremins.fanciful.FancyMessage;
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import net.dv8tion.jda.core.entities.User;
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import org.bukkit.ChatColor;
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import org.bukkit.Location;
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import org.bukkit.command.CommandSender;
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import org.bukkit.entity.Player;
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import java.util.List;
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/**
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* Logged in players always have exactly one FPlayer instance. Logged out players may or may not have an FPlayer
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* instance. They will always have one if they are part of a faction. This is because only players with a faction are
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* 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
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* necessary.
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*/
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public interface FPlayer extends EconomyParticipator {
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void setNotificationsEnabled(boolean notifications);
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boolean hasNotificationsEnabled();
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/**
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* Get if a player has setup their Discord before
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* @return if the player setup Discord as a boolean
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*/
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boolean discordSetup();
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/**
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* Get the players Discord user ID
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* @return players Discord user ID as a String
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*/
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String discordUserID();
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/**
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* Set the players Boolean defining if the player has setup their Discord
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* @param b Boolean for discordSetup to be defined to
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*/
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void setDiscordSetup(Boolean b);
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/**
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* Set the players Discord user ID
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* @param s String for their user ID to be set to
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*/
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void setDiscordUserID(String s);
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/**
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* Get the players Discord user (If the player has not setup Discord it will return null!)
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* @return User from players set Discord User ID
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*/
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User discordUser();
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/**
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* Used to check if this player should be served titles
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* @return if this FPlayer has titles enabled as a boolean
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*/
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boolean hasTitlesEnabled();
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/**
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* Used to set if player should be served titles
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* @param b Boolean to titlesEnabled to
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*/
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void setTitlesEnabled(Boolean b);
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/**
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* Used to determine if a player is in their faction's chest
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* @return if player is in their faction's as a boolean
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*/
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boolean isInFactionsChest();
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/**
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* Set if the player is inside of their faction's chest
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*/
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void setInFactionsChest(boolean b);
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boolean isAlt();
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void setAlt(boolean alt);
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/**
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* Used to know if stealth is toggled on or off
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*
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* @return if stealth mode is on or not.
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*/
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boolean isStealthEnabled();
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/**
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* Toggles the stealth of the FPlayer depending on the parameter
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*
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* @param stealthToggle - toggles stealth
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*/
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void setStealth(boolean stealthToggle);
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/**
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* Sets the kills and deaths of a player.
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*/
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void login();
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/**
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* Caches the kills and deaths of a player.
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*/
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void logout();
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/**
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* gets the faction of a FPlayer.
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*
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* @return Faction of the FPlayer.
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*/
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Faction getFaction();
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/**
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* Sets the faction of the FPlayer
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*
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* @param faction faction to set.
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*/
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void setFaction(Faction faction, boolean alt);
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/**
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* Gets the faction ID of the player.
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*
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* @return FactionsID string
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*/
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String getFactionId();
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/**
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* Check if a player has a faction
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*
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* @return boolean
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*/
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boolean hasFaction();
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/**
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* Gets autoleave status
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*
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* @return boolean of the autoleave
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*/
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boolean willAutoLeave();
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void setAutoLeave(boolean autoLeave);
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long getLastFrostwalkerMessage();
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void setLastFrostwalkerMessage();
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void setMonitorJoins(boolean monitor);
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boolean isMonitoringJoins();
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Role getRole();
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void setRole(Role role);
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boolean shouldTakeFallDamage();
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void setTakeFallDamage(boolean fallDamage);
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double getPowerBoost();
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void setPowerBoost(double powerBoost);
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Faction getAutoClaimFor();
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void setAutoClaimFor(Faction faction);
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boolean isAutoSafeClaimEnabled();
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void setIsAutoSafeClaimEnabled(boolean enabled);
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boolean isAutoWarClaimEnabled();
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void setIsAutoWarClaimEnabled(boolean enabled);
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boolean isAdminBypassing();
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boolean isVanished();
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void setIsAdminBypassing(boolean val);
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ChatMode getChatMode();
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void setChatMode(ChatMode chatMode);
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boolean isIgnoreAllianceChat();
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void setIgnoreAllianceChat(boolean ignore);
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boolean isSpyingChat();
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void setSpyingChat(boolean chatSpying);
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boolean showScoreboard();
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void setShowScoreboard(boolean show);
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// FIELD: account
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String getAccountId();
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void resetFactionData(boolean doSpoutUpdate);
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void resetFactionData();
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long getLastLoginTime();
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void setLastLoginTime(long lastLoginTime);
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boolean isMapAutoUpdating();
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void setMapAutoUpdating(boolean mapAutoUpdating);
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boolean hasLoginPvpDisabled();
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FLocation getLastStoodAt();
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void setLastStoodAt(FLocation flocation);
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String getTitle();
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void setTitle(CommandSender sender, String title);
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String getName();
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String getTag();
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// Base concatenations:
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String getNameAndSomething(String something);
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String getNameAndTitle();
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String getNameAndTag();
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// Colored concatenations:
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// These are used in information messages
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String getNameAndTitle(Faction faction);
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String getNameAndTitle(FPlayer fplayer);
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// Chat Tag:
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// These are injected into the format of global chat messages.
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String getChatTag();
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// Colored Chat Tag
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String getChatTag(Faction faction);
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String getChatTag(FPlayer fplayer);
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int getKills();
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int getDeaths();
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boolean takeMoney(int amt);
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boolean hasMoney(int amt);
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//inspect Stuff
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boolean isInspectMode();
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void setInspectMode(boolean status);
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// Fly Checks
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Boolean canflyinWilderness();
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Boolean canflyinWarzone();
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Boolean canflyinSafezone();
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Boolean canflyinEnemy();
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Boolean canflyinAlly();
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Boolean canflyinTruce();
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Boolean canflyinNeutral();
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// -------------------------------
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// Relation and relation colors
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// -------------------------------
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@Override
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String describeTo(RelationParticipator that, boolean ucfirst);
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@Override
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String describeTo(RelationParticipator that);
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@Override
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Relation getRelationTo(RelationParticipator rp);
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@Override
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Relation getRelationTo(RelationParticipator rp, boolean ignorePeaceful);
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Relation getRelationToLocation();
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@Override
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ChatColor getColorTo(RelationParticipator rp);
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String getRolePrefix();
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//----------------------------------------------//
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// Health
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//----------------------------------------------//
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void heal(int amnt);
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//----------------------------------------------//
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// Power
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//----------------------------------------------//
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double getPower();
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void alterPower(double delta);
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double getPowerMax();
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double getPowerMin();
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int getPowerRounded();
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int getPowerMaxRounded();
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int getPowerMinRounded();
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long getMillisPassed();
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long getLastPowerUpdateTime();
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void updatePower();
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void losePowerFromBeingOffline();
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void onDeath();
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//----------------------------------------------//
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// Territory
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//----------------------------------------------//
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boolean isInOwnTerritory();
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boolean isInOthersTerritory();
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boolean isInAllyTerritory();
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boolean isInNeutralTerritory();
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boolean isInEnemyTerritory();
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void sendFactionHereMessage(Faction from);
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// -------------------------------
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// Actions
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// -------------------------------
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void leave(boolean makePay);
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boolean canClaimForFaction(Faction forFaction);
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boolean canClaimForFactionAtLocation(Faction forFaction, Location location, boolean notifyFailure);
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boolean canClaimForFactionAtLocation(Faction forFaction, FLocation location, boolean notifyFailure);
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boolean attemptClaim(Faction forFaction, Location location, boolean notifyFailure);
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boolean attemptClaim(Faction forFaction, FLocation location, boolean notifyFailure);
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boolean isInVault();
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void setInVault(boolean status);
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void msg(String str, Object... args);
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String getId();
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void setId(String id);
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Player getPlayer();
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boolean isOnline();
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void sendMessage(String message);
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void sendMessage(List<String> messages);
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void sendFancyMessage(FancyMessage message);
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void sendFancyMessage(List<FancyMessage> message);
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int getMapHeight();
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void setMapHeight(int height);
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boolean isOnlineAndVisibleTo(Player me);
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void remove();
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boolean isOffline();
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boolean isFlying();
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void setFlying(boolean fly);
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void setFFlying(boolean fly, boolean damage);
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boolean canFlyAtLocation();
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boolean canFlyAtLocation(FLocation location);
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boolean isEnteringPassword();
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void setEnteringPassword(boolean toggle, String warp);
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String getEnteringWarp();
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boolean checkIfNearbyEnemies();
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int getCooldown(String cmd);
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void setCooldown(String cmd, long cooldown);
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boolean isCooldownEnded(String cmd);
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// -------------------------------
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// Warmups
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// -------------------------------
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boolean isWarmingUp();
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WarmUpUtil.Warmup getWarmupType();
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void addWarmup(WarmUpUtil.Warmup warmup, int taskId);
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void stopWarmup();
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void clearWarmup();
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} |