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@ -16,7 +16,7 @@ import java.util.logging.Level;
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public class UhcCoreCommand implements CommandExecutor
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{
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// Initialize the plugin variable so we can access all of the plugin's data.
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// Initialize the plugin variable, so we can access all the plugin's data.
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private UhcCore plugin;
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// Initialize the debugger so I can debug the plugin.
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@ -46,15 +46,18 @@ public class UhcCoreCommand implements CommandExecutor
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}
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// Check if there are any args.
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if(args.length == 0 || args[0].equalsIgnoreCase("help"))
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if(args.length == 0)
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{
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HelpCommand.infoCommand(commandSender, plugin);
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}
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// Check if there is a single argument after the command itself.
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else if (args.length == 1)
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{
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// Check if the args are "reload" and in case, do it.
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if(args[0].equalsIgnoreCase("reload"))
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// Check subcommands.
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if(args[0].equalsIgnoreCase("help"))
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{
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HelpCommand.infoCommand(commandSender, plugin);
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}
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else if(args[0].equalsIgnoreCase("reload"))
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{
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ReloadCommand.reloadCommand(commandSender);
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}
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@ -86,23 +89,10 @@ public class UhcCoreCommand implements CommandExecutor
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}
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else if(args[0].equalsIgnoreCase("start"))
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{
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StartUhcCommand.startUhcCommand(commandSender, plugin);
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StartCommand.startUhcCommand(commandSender, plugin);
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}
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// TODO: PERMISSIONS! CONFIG!
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// Check if the args are "textcomponent" and run that command.
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/*else if (args[0].equalsIgnoreCase("textcomponent"))
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{
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// We do not want the console to receive the TextComponent, so we're gonna disable it.
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if(senderIsConsole)
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{
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MessageUtils.sendLocalizedMessage(commandSender.getName(), LocalizedMessages.ERROR_CONSOLE_ACCESS_BLOCKED);
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return true;
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}
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// Everyone else will be able to run the TextComponent message.
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TextComponentCommand.textComponentCommand(commandSender);
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}*/
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}
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return true;
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}
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@ -12,11 +12,11 @@ public class ReloadCommand
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public static void reloadCommand(CommandSender commandSender)
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{
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debugger.sendDebugMessage(Level.INFO, "Reloading YAMLS...");
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commandSender.sendMessage("Reloading YAMLs...");
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debugger.sendDebugMessage(Level.INFO, "Reloading configuration files...");
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commandSender.sendMessage("Reloading configuration files...");
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FileUtils.checkFiles();
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FileUtils.reloadYamls();
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commandSender.sendMessage("Reloaded YAMLs!");
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debugger.sendDebugMessage(Level.INFO, "Reloaded YAMLs!");
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commandSender.sendMessage("Reloaded configuration files!");
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debugger.sendDebugMessage(Level.INFO, "Reloaded configuration files!");
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}
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}
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@ -12,9 +12,9 @@ import java.util.HashMap;
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import java.util.logging.Level;
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public class StartUhcCommand {
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public class StartCommand {
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private static Debugger debugger = new Debugger(StartUhcCommand.class.getName());
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private static Debugger debugger = new Debugger(StartCommand.class.getName());
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private static int loadDelay = 10;
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@ -47,7 +47,7 @@ public class StartUhcCommand {
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double x = NumberUtils.getRandomNumberInRange(borderX - range + 1, borderX + range - 1) + 0.5;
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double z = NumberUtils.getRandomNumberInRange(borderZ - range + 1, borderZ + range - 1) + 0.5;
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int y = spawnWorld.getHighestBlockYAt((int) x, (int) z); // todo: this method is shit, ushe the one i already implemented in Factions...
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int y = spawnWorld.getHighestBlockYAt((int) x, (int) z); // todo: this method is shit, use the one i already implemented in Factions...
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Location loc = new Location(spawnWorld, x, y + 1, z);
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@ -48,7 +48,11 @@ public class Cache {
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public static List<Location>fireworksLocations = new ArrayList<>();
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public static int borderX, borderZ, borderSize;
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// boolean to store whether the server has been set up for gameplay or not.
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// TODO: we haven't implemented any checks for this boolean in the loading phase.
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// we should implement it and use it eg. when people are joining the server, starting the game, etc...
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public static boolean isServerReady = false;
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}
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