mirror of
https://github.com/TotalFreedomMC/TF-ProjectKorra.git
synced 2024-05-15 17:31:26 +00:00
102112ffdd
## Fixes * Fixed Combos and possibly Passives appearing in `/pk b <Ability>` auto-tabbing. * Fixed Combos not loading properly on certain servers. * Fixed issue with `PreciousStones` by updating to the latest version to resolve API change issues. * Fixed `RapidPunch` damage. * Fixed incorrect summation of chiblocking chance. * Fixed possible issue in PKListener#onPlayerInteraction() * Fixed `Earth.LavaSound`. * Fixed Chi attempting to chiblock targets with any move. * Fixed hitting an entity with `TempArmor` not ignoring armor. * Fixed `Immobilize` config path. ## Additions * Added "Contributing" section to the `README` to help guide active community members. * Added more detail to the `PULL_REQUEST_TEMPLATE` to allow for more uniform pull requests. * Added many new blocks to our ability block interaction. * Added check to combo collisions to discard dead entities. * Added functionality to allow chiblocking abilities to affect all entities. * Added exception handling to the configurable `Sound` options to prevent `IllegalArgumentExcpetions`. * Added sounds and `ActionBar` messages to being Bloodbent, Electrocuted, Immobilized, MetalClipped, and Paralyzed. (Abilities: `Bloodbending`, `Lightning`, `Immobilize`, `MetalClips`, and `Paralyze`) * Added sound and `ActionBar` message for being Chiblocked. * Added interval config option to `RapidPunch`. (time between each punch) ## API Changes * Updated to `Spigot 1.12.1`. * Confirmed to be backward compatible with `Spigot 1.12` and `Spigot 1.11.2`. * Renamed `ElementalAbility#getTransparentMaterial()` to `ElementalAbility#getTransparentMaterials()`. * Converted most `byte`/`int` dependent `Material` logic to use `Material` instead. * `ElementalAbility#getTransparentMaterialSet()` now returns a `HashSet<Material>` instead of a `HashSet<Byte>`. * `ElementalAbility#getTransparentMaterials()` and `GeneralMethods.NON_OPAQUE` now return `Material[]` instead of `Integer[]`. * `GeneralMethods#getTargetedLocation()` now takes a `varargs Material[]` instead of a `varargs Integer[]`. * Removed `ElementalAbility.TRANSPARENT_MATERIAL`. It was outdated and became irrelevent after `GeneralMethods.NON_OPAQUE` was updated. * Removed `Java 7` Travi-CI JDK check. * Updated `pom.xml` to build in `Java 8`. * Added new `MovementHandler` utility class to control entity movement. (currently only capable of stopping movement.
825 lines
23 KiB
Java
825 lines
23 KiB
Java
package com.projectkorra.projectkorra;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.UUID;
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import java.util.concurrent.ConcurrentHashMap;
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import org.bukkit.Bukkit;
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import org.bukkit.GameMode;
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import org.bukkit.Location;
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import org.bukkit.OfflinePlayer;
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import org.bukkit.configuration.file.FileConfiguration;
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import org.bukkit.entity.Player;
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import com.projectkorra.projectkorra.Element.SubElement;
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import com.projectkorra.projectkorra.ability.Ability;
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import com.projectkorra.projectkorra.ability.AvatarAbility;
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import com.projectkorra.projectkorra.ability.ChiAbility;
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import com.projectkorra.projectkorra.ability.CoreAbility;
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import com.projectkorra.projectkorra.ability.FireAbility;
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import com.projectkorra.projectkorra.ability.WaterAbility;
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import com.projectkorra.projectkorra.ability.util.PassiveManager;
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import com.projectkorra.projectkorra.avatar.AvatarState;
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import com.projectkorra.projectkorra.command.Commands;
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import com.projectkorra.projectkorra.configuration.ConfigManager;
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import com.projectkorra.projectkorra.earthbending.metal.MetalClips;
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import com.projectkorra.projectkorra.event.PlayerCooldownChangeEvent;
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import com.projectkorra.projectkorra.event.PlayerCooldownChangeEvent.Result;
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import com.projectkorra.projectkorra.storage.DBConnection;
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import com.projectkorra.projectkorra.waterbending.blood.Bloodbending;
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import com.projectkorra.spirits.SpiritElement;
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import com.projectkorra.spirits.SpiritPlayer;
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/**
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* Class that presents a player and stores all bending information about the
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* player.
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*/
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public class BendingPlayer {
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/**
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* ConcurrentHashMap that contains all instances of BendingPlayer, with UUID
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* key.
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*/
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private static final Map<UUID, BendingPlayer> PLAYERS = new ConcurrentHashMap<>();
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private boolean permaRemoved;
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private boolean toggled;
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private boolean tremorSense;
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private boolean illumination;
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private boolean chiBlocked;
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private long slowTime;
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private Player player;
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private UUID uuid;
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private String name;
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private ChiAbility stance;
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private ArrayList<Element> elements;
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private ArrayList<SubElement> subelements;
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private HashMap<Integer, String> abilities;
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private Map<String, Long> cooldowns;
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private Map<Element, Boolean> toggledElements;
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/**
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* Creates a new {@link BendingPlayer}.
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*
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* @param uuid The unique identifier
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* @param playerName The playername
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* @param elements The known elements
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* @param abilities The known abilities
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* @param permaRemoved The permanent removed status
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*/
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public BendingPlayer(UUID uuid, String playerName, ArrayList<Element> elements, ArrayList<SubElement> subelements, HashMap<Integer, String> abilities, boolean permaRemoved) {
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this.uuid = uuid;
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this.name = playerName;
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this.elements = elements;
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this.subelements = subelements;
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this.setAbilities(abilities);
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this.permaRemoved = permaRemoved;
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this.player = Bukkit.getPlayer(uuid);
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this.toggled = true;
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this.tremorSense = true;
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this.illumination = true;
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this.chiBlocked = false;
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cooldowns = new ConcurrentHashMap<String, Long>();
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toggledElements = new ConcurrentHashMap<Element, Boolean>();
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for (Element e : Element.getAllElements()) {
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if (!e.equals(Element.AVATAR)) {
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toggledElements.put(e, true);
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}
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}
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PLAYERS.put(uuid, this);
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GeneralMethods.loadBendingPlayer(this);
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}
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public void addCooldown(Ability ability, long cooldown) {
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addCooldown(ability.getName(), cooldown);
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}
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public void addCooldown(Ability ability) {
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addCooldown(ability, ability.getCooldown());
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}
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/**
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* Adds an ability to the cooldowns map while firing a
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* {@link PlayerCooldownChangeEvent}.
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*
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* @param ability Name of the ability
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* @param cooldown The cooldown time
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*/
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public void addCooldown(String ability, long cooldown) {
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PlayerCooldownChangeEvent event = new PlayerCooldownChangeEvent(Bukkit.getPlayer(uuid), ability, cooldown, Result.ADDED);
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Bukkit.getServer().getPluginManager().callEvent(event);
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if (!event.isCancelled()) {
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this.cooldowns.put(ability, cooldown + System.currentTimeMillis());
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Player player = event.getPlayer();
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if (player == null) {
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return;
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}
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String abilityName = event.getAbility();
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BendingPlayer bPlayer = BendingPlayer.getBendingPlayer(player);
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if (bPlayer.getBoundAbility() != null && bPlayer.getBoundAbility().equals(CoreAbility.getAbility(abilityName))) {
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GeneralMethods.displayMovePreview(player);
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}
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}
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}
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/**
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* Adds an element to the {@link BendingPlayer}'s known list.
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*
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* @param element The element to add.
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*/
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public void addElement(Element element) {
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this.elements.add(element);
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}
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/**
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* Adds a subelement to the {@link BendingPlayer}'s known list.
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*
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* @param subelement The subelement to add.
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*/
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public void addSubElement(SubElement subelement) {
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this.subelements.add(subelement);
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}
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/**
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* Sets chiBlocked to true.
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*/
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public void blockChi() {
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chiBlocked = true;
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}
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/**
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* Checks to see if a Player is effected by BloodBending.
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*
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* @return true If {@link ChiMethods#isChiBlocked(String)} is true <br />
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* false If player is BloodBender and Bending is toggled on, or if
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* player is in AvatarState
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*/
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public boolean canBeBloodbent() {
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if (isAvatarState()) {
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if (isChiBlocked()) {
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return true;
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} else {
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return false;
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}
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}
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if (canBendIgnoreBindsCooldowns(CoreAbility.getAbility("Bloodbending")) && isToggled()) {
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return false;
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}
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return true;
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}
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public boolean canBend(CoreAbility ability) {
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return canBend(ability, false, false);
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}
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private boolean canBend(CoreAbility ability, boolean ignoreBinds, boolean ignoreCooldowns) {
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if (ability == null) {
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return false;
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}
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List<String> disabledWorlds = getConfig().getStringList("Properties.DisabledWorlds");
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Location playerLoc = player.getLocation();
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if (!player.isOnline() || player.isDead()) {
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return false;
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} else if (!canBind(ability)) {
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return false;
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} else if (ability.getPlayer() != null && ability.getLocation() != null && !ability.getLocation().getWorld().equals(player.getWorld())) {
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return false;
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} else if (!ignoreCooldowns && isOnCooldown(ability.getName())) {
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return false;
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} else if (!ignoreBinds && (!ability.getName().equals(getBoundAbilityName()))) {
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return false;
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} else if (disabledWorlds != null && disabledWorlds.contains(player.getWorld().getName())) {
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return false;
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} else if (Commands.isToggledForAll || !isToggled() || !isElementToggled(ability.getElement())) {
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return false;
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} else if (player.getGameMode() == GameMode.SPECTATOR) {
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return false;
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}
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if (!ignoreCooldowns && cooldowns.containsKey(name)) {
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if (cooldowns.get(name) + getConfig().getLong("Properties.GlobalCooldown") >= System.currentTimeMillis()) {
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return false;
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}
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cooldowns.remove(name);
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}
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if (isChiBlocked() || isParalyzed() || (isBloodbent() && !ability.getName().equalsIgnoreCase("AvatarState")) || isControlledByMetalClips()) {
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return false;
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} else if (GeneralMethods.isRegionProtectedFromBuild(player, ability.getName(), playerLoc)) {
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return false;
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} else if (ability instanceof FireAbility && FireAbility.isSolarEclipse(player.getWorld())) {
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return false;
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} else if (ability instanceof WaterAbility && WaterAbility.isLunarEclipse(player.getWorld())) {
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return false;
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}
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return true;
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}
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public boolean canBendIgnoreBinds(CoreAbility ability) {
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return canBend(ability, true, false);
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}
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public boolean canBendIgnoreBindsCooldowns(CoreAbility ability) {
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return canBend(ability, true, true);
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}
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public boolean canBendIgnoreCooldowns(CoreAbility ability) {
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return canBend(ability, false, true);
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}
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public boolean canBendPassive(Element element) {
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if (Commands.isToggledForAll && ConfigManager.defaultConfig.get().getBoolean("Properties.TogglePassivesWithAllBending")) {
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return false;
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}
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List<String> disabledWorlds = getConfig().getStringList("Properties.DisabledWorlds");
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if (element == null || player == null) {
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return false;
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} else if (!player.hasPermission("bending." + element.getName() + ".passive")) {
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return false;
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} else if (!hasElement(element)) {
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return false;
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} else if (disabledWorlds != null && disabledWorlds.contains(player.getWorld().getName())) {
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return false;
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}
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return true;
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}
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public boolean canUsePassive(Element element) {
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if (!isToggled() || !isElementToggled(element)) {
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return false;
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} else if (isChiBlocked() || isParalyzed() || isBloodbent()) {
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return false;
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} else if (GeneralMethods.isRegionProtectedFromBuild(player, player.getLocation())) {
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return false;
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}
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return true;
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}
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public boolean canCurrentlyBendWithWeapons() {
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if (getBoundAbility() != null && player.getInventory().getItemInMainHand() != null) {
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boolean hasWeapon = GeneralMethods.isWeapon(player.getInventory().getItemInMainHand().getType());
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boolean noWeaponElement = GeneralMethods.getElementsWithNoWeaponBending().contains(getBoundAbility().getElement());
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if (hasWeapon) {
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if (noWeaponElement) {
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return false;
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} else {
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return true;
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}
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}
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return true;
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}
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return false;
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}
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/**
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* Checks to see if {@link BendingPlayer} can be slowed.
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*
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* @return true If player can be slowed
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*/
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public boolean canBeSlowed() {
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return (System.currentTimeMillis() > slowTime);
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}
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public boolean canBind(CoreAbility ability) {
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if (ability == null || !player.isOnline() || !ability.isEnabled()) {
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return false;
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} else if (!player.hasPermission("bending.ability." + ability.getName())) {
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return false;
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} else if (!hasElement(ability.getElement()) && !(ability instanceof AvatarAbility && !((AvatarAbility) ability).requireAvatar())) {
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return false;
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} else if (ability.getElement() instanceof SubElement) {
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SubElement subElement = (SubElement) ability.getElement();
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if (!hasElement(subElement.getParentElement())) {
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return false;
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}
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if (!hasSubElement(subElement)) {
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return false;
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}
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if (GeneralMethods.hasSpirits()) {
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if (GeneralMethods.hasSpirits()) {
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SpiritPlayer sPlayer = SpiritPlayer.getSpiritPlayer(player);
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if (subElement.equals(SpiritElement.DARK) && sPlayer.isLightSpirit()) {
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return false;
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}
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if (subElement.equals(SpiritElement.LIGHT) && sPlayer.isDarkSpirit()) {
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return false;
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}
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}
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}
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}
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return true;
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}
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/**
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* Checks to see if a player can BloodBend.
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*
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* @return true If player has permission node "bending.earth.bloodbending"
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*/
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public boolean canBloodbend() {
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return subelements.contains(SubElement.BLOOD);
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}
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public boolean canBloodbendAtAnytime() {
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return canBloodbend() && player.hasPermission("bending.water.bloodbending.anytime");
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}
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public boolean canCombustionbend() {
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return subelements.contains(SubElement.COMBUSTION);
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}
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public boolean canIcebend() {
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return subelements.contains(SubElement.ICE);
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}
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/**
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* Checks to see if a player can LavaBend.
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*
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* @return true If player has permission node "bending.earth.lavabending"
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*/
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public boolean canLavabend() {
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return subelements.contains(SubElement.LAVA);
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}
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public boolean canLightningbend() {
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return subelements.contains(SubElement.LIGHTNING);
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}
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/**
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* Checks to see if a player can MetalBend.
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*
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* @param player The player to check
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* @return true If player has permission node "bending.earth.metalbending"
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*/
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public boolean canMetalbend() {
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return subelements.contains(SubElement.METAL);
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}
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/**
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* Checks to see if a player can PlantBend.
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*
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* @param player The player to check
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* @return true If player has permission node "bending.ability.plantbending"
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*/
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public boolean canPlantbend() {
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return subelements.contains(SubElement.PLANT);
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}
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/**
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* Checks to see if a player can SandBend.
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*
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* @param player The player to check
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* @return true If player has permission node "bending.earth.sandbending"
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*/
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public boolean canSandbend() {
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return subelements.contains(SubElement.SAND);
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}
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/**
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* Checks to see if a player can use Flight.
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*
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* @return true If player has permission node "bending.air.flight"
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*/
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public boolean canUseFlight() {
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return subelements.contains(SubElement.FLIGHT);
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}
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/**
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* Checks to see if a player can use SpiritualProjection.
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*
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* @param player The player to check
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* @return true If player has permission node
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* "bending.air.spiritualprojection"
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*/
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public boolean canUseSpiritualProjection() {
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return subelements.contains(SubElement.SPIRITUAL);
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}
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/**
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* Checks to see if a player can use Water Healing.
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*
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* @return true If player has permission node "bending.water.healing"
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*/
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public boolean canWaterHeal() {
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return subelements.contains(SubElement.HEALING);
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}
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/**
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* Checks to see if a player can bend a specific sub element. Used when
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* checking addon sub elements.
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*
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* @param sub SubElement to check for.
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* @return true If the player has permission to bend that subelement.
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*/
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public boolean canUseSubElement(SubElement sub) {
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return subelements.contains(sub);
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}
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/**
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* Gets the map of abilities that the {@link BendingPlayer} knows.
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*
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* @return map of abilities
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*/
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public HashMap<Integer, String> getAbilities() {
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return this.abilities;
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}
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public CoreAbility getBoundAbility() {
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return CoreAbility.getAbility(getBoundAbilityName());
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}
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/**
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* Gets the Ability bound to the slot that the player is in.
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*
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* @return The Ability name bounded to the slot
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*/
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public String getBoundAbilityName() {
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int slot = player.getInventory().getHeldItemSlot() + 1;
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String name = getAbilities().get(slot);
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return name != null ? name : "";
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}
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/**
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* Gets the cooldown time of the ability.
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*
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* @param ability The ability to check
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* @return the cooldown time
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* <p>
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* or -1 if cooldown doesn't exist
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* </p>
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*/
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public long getCooldown(String ability) {
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if (cooldowns.containsKey(ability)) {
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return cooldowns.get(ability);
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}
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return -1;
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}
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/**
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* Gets the map of cooldowns of the {@link BendingPlayer}.
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*
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* @return map of cooldowns
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*/
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public Map<String, Long> getCooldowns() {
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return cooldowns;
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}
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/**
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* Gets the list of elements the {@link BendingPlayer} knows.
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*
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* @return a list of elements
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*/
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public List<Element> getElements() {
|
|
return this.elements;
|
|
}
|
|
|
|
/**
|
|
* Gets the name of the {@link BendingPlayer}.
|
|
*
|
|
* @return the player name
|
|
*/
|
|
public String getName() {
|
|
return this.name;
|
|
}
|
|
|
|
/**
|
|
* Gets the {@link ChiAbility Chi stance} the player is in
|
|
*
|
|
* @return The player's stance object
|
|
*/
|
|
public ChiAbility getStance() {
|
|
return stance;
|
|
}
|
|
|
|
/**
|
|
* Gets the list of subelements the {@link BendingPlayer} knows.
|
|
*
|
|
* @return a list of subelements
|
|
*/
|
|
public List<SubElement> getSubElements() {
|
|
return this.subelements;
|
|
}
|
|
|
|
/**
|
|
* Gets the unique identifier of the {@link BendingPlayer}.
|
|
*
|
|
* @return the uuid
|
|
*/
|
|
public UUID getUUID() {
|
|
return this.uuid;
|
|
}
|
|
|
|
/**
|
|
* Convenience method to {@link #getUUID()} as a string.
|
|
*
|
|
* @return string version of uuid
|
|
*/
|
|
public String getUUIDString() {
|
|
return this.uuid.toString();
|
|
}
|
|
|
|
/**
|
|
* Checks to see if the {@link BendingPlayer} knows a specific element.
|
|
*
|
|
* @param element The element to check
|
|
* @return true If the player knows the element
|
|
*/
|
|
public boolean hasElement(Element element) {
|
|
if (element == null) {
|
|
return false;
|
|
} else if (element == Element.AVATAR) {
|
|
// At the moment we'll allow for both permissions to return true.
|
|
// Later on we can consider deleting the bending.ability.avatarstate option.
|
|
return player.hasPermission("bending.avatar") || player.hasPermission("bending.ability.AvatarState");
|
|
} else if (!(element instanceof SubElement)) {
|
|
return this.elements.contains(element);
|
|
} else {
|
|
return hasSubElement((SubElement) element);
|
|
}
|
|
}
|
|
|
|
public boolean hasSubElement(SubElement sub) {
|
|
if (sub == null) {
|
|
return false;
|
|
} else {
|
|
return this.subelements.contains(sub);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns whether the player has permission to bend the subelement
|
|
*
|
|
* @param sub The SubElement
|
|
*/
|
|
public boolean hasSubElementPermission(SubElement sub) {
|
|
if (sub == null) {
|
|
return false;
|
|
}
|
|
return player.hasPermission("bending." + sub.getParentElement().getName().toLowerCase() + "." + sub.getName().toLowerCase() + sub.getType().getBending());
|
|
}
|
|
|
|
public boolean isAvatarState() {
|
|
return CoreAbility.hasAbility(player, AvatarState.class);
|
|
}
|
|
|
|
public boolean isBloodbent() {
|
|
return Bloodbending.isBloodbent(player);
|
|
}
|
|
|
|
/**
|
|
* Checks to see if the {@link BendingPlayer} is chi blocked.
|
|
*
|
|
* @return true If the player is chi blocked
|
|
*/
|
|
public boolean isChiBlocked() {
|
|
return this.chiBlocked;
|
|
}
|
|
|
|
public boolean isControlledByMetalClips() {
|
|
return MetalClips.isControlled(player);
|
|
}
|
|
|
|
public boolean isElementToggled(Element element) {
|
|
if (element != null && toggledElements.containsKey(element)) {
|
|
return toggledElements.get(element);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public boolean isOnCooldown(Ability ability) {
|
|
return isOnCooldown(ability.getName());
|
|
}
|
|
|
|
/**
|
|
* Checks to see if a specific ability is on cooldown.
|
|
*
|
|
* @param ability The ability name to check
|
|
* @return true if the cooldown map contains the ability
|
|
*/
|
|
public boolean isOnCooldown(String ability) {
|
|
if (this.cooldowns.containsKey(ability)) {
|
|
return System.currentTimeMillis() < cooldowns.get(ability);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public boolean isParalyzed() {
|
|
return player.hasMetadata("movement:stop");
|
|
}
|
|
|
|
/**
|
|
* Checks if the {@link BendingPlayer} is permaremoved.
|
|
*
|
|
* @return true If the player is permaremoved
|
|
*/
|
|
public boolean isPermaRemoved() {
|
|
return this.permaRemoved;
|
|
}
|
|
|
|
/**
|
|
* Checks if the {@link BendingPlayer} has bending toggled on.
|
|
*
|
|
* @return true If bending is toggled on
|
|
*/
|
|
public boolean isToggled() {
|
|
return this.toggled;
|
|
}
|
|
|
|
/**
|
|
* Checks if the {@link BendingPlayer} is tremor sensing.
|
|
*
|
|
* @return true if player is tremor sensing
|
|
*/
|
|
public boolean isTremorSensing() {
|
|
return this.tremorSense;
|
|
}
|
|
|
|
/**
|
|
* Checks if the {@link BendingPlayer} is using illumination.
|
|
*
|
|
* @return true if player is using illumination
|
|
*/
|
|
public boolean isIlluminating() {
|
|
return this.illumination;
|
|
}
|
|
|
|
public void removeCooldown(CoreAbility ability) {
|
|
if (ability != null) {
|
|
removeCooldown(ability.getName());
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Removes the cooldown of an ability.
|
|
*
|
|
* @param ability The ability's cooldown to remove
|
|
*/
|
|
public void removeCooldown(String ability) {
|
|
if (Bukkit.getPlayer(uuid) == null) {
|
|
return;
|
|
}
|
|
|
|
PlayerCooldownChangeEvent event = new PlayerCooldownChangeEvent(Bukkit.getPlayer(uuid), ability, 0, Result.REMOVED);
|
|
Bukkit.getServer().getPluginManager().callEvent(event);
|
|
if (!event.isCancelled()) {
|
|
this.cooldowns.remove(ability);
|
|
|
|
Player player = event.getPlayer();
|
|
String abilityName = event.getAbility();
|
|
BendingPlayer bPlayer = BendingPlayer.getBendingPlayer(player);
|
|
|
|
if (bPlayer.getBoundAbility() != null && bPlayer.getBoundAbility().equals(CoreAbility.getAbility(abilityName))) {
|
|
GeneralMethods.displayMovePreview(player);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets the {@link BendingPlayer}'s abilities. This method also saves the
|
|
* abilities to the database.
|
|
*
|
|
* @param abilities The abilities to set/save
|
|
*/
|
|
public void setAbilities(HashMap<Integer, String> abilities) {
|
|
this.abilities = abilities;
|
|
for (int i = 1; i <= 9; i++) {
|
|
DBConnection.sql.modifyQuery("UPDATE pk_players SET slot" + i + " = '" + abilities.get(i) + "' WHERE uuid = '" + uuid + "'");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets the {@link BendingPlayer}'s element. If the player had elements
|
|
* before they will be overwritten.
|
|
*
|
|
* @param e The element to set
|
|
*/
|
|
public void setElement(Element element) {
|
|
this.elements.clear();
|
|
this.elements.add(element);
|
|
}
|
|
|
|
/**
|
|
* Sets the permanent removed state of the {@link BendingPlayer}.
|
|
*
|
|
* @param permaRemoved
|
|
*/
|
|
public void setPermaRemoved(boolean permaRemoved) {
|
|
this.permaRemoved = permaRemoved;
|
|
}
|
|
|
|
/**
|
|
* Sets the player's {@link ChiAbility Chi stance}
|
|
*
|
|
* @param stance The player's new stance object
|
|
*/
|
|
public void setStance(ChiAbility stance) {
|
|
this.stance = stance;
|
|
}
|
|
|
|
/**
|
|
* Slow the {@link BendingPlayer} for a certain amount of time.
|
|
*
|
|
* @param cooldown The amount of time to slow.
|
|
*/
|
|
public void slow(long cooldown) {
|
|
slowTime = System.currentTimeMillis() + cooldown;
|
|
}
|
|
|
|
/**
|
|
* Toggles the {@link BendingPlayer}'s bending.
|
|
*/
|
|
public void toggleBending() {
|
|
toggled = !toggled;
|
|
PassiveManager.registerPassives(player);
|
|
}
|
|
|
|
public void toggleElement(Element element) {
|
|
if (element == null) {
|
|
return;
|
|
}
|
|
toggledElements.put(element, !toggledElements.get(element));
|
|
PassiveManager.registerPassives(player);
|
|
}
|
|
|
|
/**
|
|
* Toggles the {@link BendingPlayer}'s tremor sensing.
|
|
*/
|
|
public void toggleTremorSense() {
|
|
tremorSense = !tremorSense;
|
|
}
|
|
|
|
/**
|
|
* Toggles the {@link BendingPlayer}'s illumination.
|
|
*/
|
|
public void toggleIllumination() {
|
|
illumination = !illumination;
|
|
}
|
|
|
|
/**
|
|
* Sets the {@link BendingPlayer}'s chi blocked to false.
|
|
*/
|
|
public void unblockChi() {
|
|
chiBlocked = false;
|
|
}
|
|
|
|
public static BendingPlayer getBendingPlayer(OfflinePlayer oPlayer) {
|
|
if (oPlayer == null) {
|
|
return null;
|
|
}
|
|
return BendingPlayer.getPlayers().get(oPlayer.getUniqueId());
|
|
}
|
|
|
|
public static BendingPlayer getBendingPlayer(Player player) {
|
|
if (player == null) {
|
|
return null;
|
|
}
|
|
return getBendingPlayer(player.getName());
|
|
}
|
|
|
|
/**
|
|
* Attempts to get a {@link BendingPlayer} from specified player name. this
|
|
* method tries to get a {@link Player} object and gets the uuid and then
|
|
* calls {@link #getBendingPlayer(UUID)}
|
|
*
|
|
* @param playerName The name of the Player
|
|
* @return The BendingPlayer object if {@link BendingPlayer#PLAYERS}
|
|
* contains the player name
|
|
*
|
|
* @see #getBendingPlayer(UUID)
|
|
*/
|
|
public static BendingPlayer getBendingPlayer(String playerName) {
|
|
if (playerName == null) {
|
|
return null;
|
|
}
|
|
Player player = Bukkit.getPlayer(playerName);
|
|
OfflinePlayer oPlayer = player != null ? Bukkit.getOfflinePlayer(player.getUniqueId()) : null;
|
|
return getBendingPlayer(oPlayer);
|
|
}
|
|
|
|
private static FileConfiguration getConfig() {
|
|
return ConfigManager.getConfig();
|
|
}
|
|
|
|
/**
|
|
* Gets the map of {@link BendingPlayer}s.
|
|
*
|
|
* @return {@link #PLAYERS}
|
|
*/
|
|
public static Map<UUID, BendingPlayer> getPlayers() {
|
|
return PLAYERS;
|
|
}
|
|
} |