TF-ProjectKorra/src/com/projectkorra/projectkorra/BendingPlayer.java
Christopher Martin c12e0daebb
1.8.9 (#1038)
For Spigot 1.14.4+

## General Gameplay
### Additions
- Added default Suffocate cooldown: 6.5 seconds
- Added kinetic damage tracker to AirSweep
- Added self and others push strength options for AirSuction
- Added config option for multiple blocks to be changed per EarthTunnel run, allowing for much faster earth tunnels
- Added config to ignore ores completely for EarthTunnel (good for mining)
- Added AllowSnow config option for IceBlast
- Added AvatarStateCooldown config options for IceBlast and IceBullet
- Added config option for ice trapping abilities to not place blocks in players head or feet
### Fixes
- Fixed preset command not allowing page numbers higher than 1
- Fixed Catapult and MetalClips not respecting /b invincible
- Fixed Charged FireBlast radius and cooldown
- Fixed Suffocate being usable through walls
- Fixed FireBlast ignoring particle radius options
- Fixed FireBurst fragmenting (not looking like a single burst)
- Fixed AirSweep knockback to be more consistent (lessened friction)
- Fixed AirBlast knockback using wrong push options
- Fixed EarthSmash using nonexistent AvatarState options
- Fixed error when switching worlds with PhaseChange active
- Fixed server crash when hitting falling blocks with high-velocity abilities
- Fixed server crash when using EarthGrab over the void
- Fixed EarthTunnel not using configurable revert time
- Fixed EarthPillars persisting when no entities were around
### Changes
- Improved pathing for EarthBlast; works more consistently and can be used from ceilings
- Improved aiming for EarthBlast and IceBlast
- Changed AirSwipe and AirSweep to originate from the player’s main hand
- Changed AirBlast knockback calculations; made the push options affect knockback more directly
- Changed EarthTunnel to use tempblocks properly
- Moved core combo instructions to config
### Removals
- Removed being able to use Lightning while using FireJet
- Removed jukeboxes being tempblocks
- Removed bending.command.import permission from plugin.yml

## API
### Additions
- Added GeneralMethods#getMainHandLocation(Player)
- Added GeneralMethods#getClosestEntity(Location, double)
- Added GeneralMethods#getClosestLivingEntity(Location, double)
- Added "large" abilities collision with each other
- Added specific timings for hot spots in the code that should help server owners diagnose lag from PK
  + player move event
  + physics event
  + bending manager
- Created local folder repo and update pom for local jar files, this is necessary to use the maven shade plugin.
- Added check for concrete powder in move earth
- Added PlaceholderAPI support (hopefully more to come)
  + %projectkorra_slot<1-9>% ability on slot <1-9>
  + %projectkorra_element% element of the player
  + %projectkorra_elementcolor% color of the player’s element
  + %projectkorra_elements% elements the player has
- Added "bending" WorldGuard flag. 
  + Used for allowing or denying bending in worldguard regions. Will fall back to the old method of the build flag if the custom flag fails to register or isn't set
### Fixes
- Fixed calls to CoreAbility#isEnabled() causing NullPointerExceptions when a CoreAbility is not enabled
### Changes
- Changed CoreAbility#getAbility(..) Javadocs to state when it returns null
- Formatted codebase
- Changed GeneralMethods#getEntitiesAroundPoint() use spigot method for entities around point, should be more optimized
- Optimizations to water and air spout to not continually set flying
- Optimized revertchecker to not use block.getChunk; this will load the chunk on the server and instead use hashmap of coords
- Optimized revertchecker to use paperlib to allow servers running paperspigot to load the chunk for a revert block async
- Optimized tempblock revert to load chunk async before updating stateOptimize move event to ignore head movements without directional movement
- Optimized physics event to check for air prior to checking for tempblocks
- Optimized tempblock set/revert to not apply physics for blocks that don't emit light
- Optimize isWater to check for actual water blocks first
- Optimize PhaseChange list check, hot spot due to being called in physics event
### Removals
- Removed BindChangeEvent; never called or used
- Removed HorizontalVelocityTracker that has lasted over 30 seconds, also don't create a tracker for non-living entities
2019-12-09 23:03:28 -08:00

920 lines
26 KiB
Java

package com.projectkorra.projectkorra;
import java.sql.ResultSet;
import java.sql.SQLException;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
import org.apache.commons.lang3.builder.ToStringBuilder;
import org.apache.commons.lang3.builder.ToStringStyle;
import org.bukkit.Bukkit;
import org.bukkit.GameMode;
import org.bukkit.Location;
import org.bukkit.OfflinePlayer;
import org.bukkit.configuration.file.FileConfiguration;
import org.bukkit.entity.Player;
import com.projectkorra.projectkorra.Element.SubElement;
import com.projectkorra.projectkorra.ability.Ability;
import com.projectkorra.projectkorra.ability.AvatarAbility;
import com.projectkorra.projectkorra.ability.ChiAbility;
import com.projectkorra.projectkorra.ability.CoreAbility;
import com.projectkorra.projectkorra.ability.util.PassiveManager;
import com.projectkorra.projectkorra.avatar.AvatarState;
import com.projectkorra.projectkorra.command.Commands;
import com.projectkorra.projectkorra.configuration.ConfigManager;
import com.projectkorra.projectkorra.earthbending.metal.MetalClips;
import com.projectkorra.projectkorra.event.PlayerCooldownChangeEvent;
import com.projectkorra.projectkorra.event.PlayerCooldownChangeEvent.Result;
import com.projectkorra.projectkorra.storage.DBConnection;
import com.projectkorra.projectkorra.util.Cooldown;
import com.projectkorra.projectkorra.util.DBCooldownManager;
import com.projectkorra.projectkorra.waterbending.blood.Bloodbending;
/**
* Class that presents a player and stores all bending information about the
* player.
*/
public class BendingPlayer {
/**
* ConcurrentHashMap that contains all instances of BendingPlayer, with UUID
* key.
*/
private static final Map<UUID, BendingPlayer> PLAYERS = new ConcurrentHashMap<>();
private boolean permaRemoved;
private boolean toggled;
private boolean tremorSense;
private boolean illumination;
private boolean chiBlocked;
private long slowTime;
private final Player player;
private final UUID uuid;
private final String name;
private ChiAbility stance;
private final DBCooldownManager cooldownManager;
private final ArrayList<Element> elements;
private final ArrayList<SubElement> subelements;
private HashMap<Integer, String> abilities;
private final Map<String, Cooldown> cooldowns;
private final Map<Element, Boolean> toggledElements;
/**
* Creates a new {@link BendingPlayer}.
*
* @param uuid The unique identifier
* @param playerName The playername
* @param elements The known elements
* @param abilities The known abilities
* @param permaRemoved The permanent removed status
*/
public BendingPlayer(final UUID uuid, final String playerName, final ArrayList<Element> elements, final ArrayList<SubElement> subelements, final HashMap<Integer, String> abilities, final boolean permaRemoved) {
this.uuid = uuid;
this.name = playerName;
this.cooldownManager = Manager.getManager(DBCooldownManager.class);
this.elements = elements;
this.subelements = subelements;
this.setAbilities(abilities);
this.permaRemoved = permaRemoved;
this.player = Bukkit.getPlayer(uuid);
this.toggled = true;
this.tremorSense = true;
this.illumination = true;
this.chiBlocked = false;
this.cooldowns = this.loadCooldowns();
this.toggledElements = new ConcurrentHashMap<Element, Boolean>();
for (final Element e : Element.getAllElements()) {
if (!e.equals(Element.AVATAR)) {
this.toggledElements.put(e, true);
}
}
PLAYERS.put(uuid, this);
GeneralMethods.loadBendingPlayer(this);
}
public void addCooldown(final Ability ability, final long cooldown, final boolean database) {
this.addCooldown(ability.getName(), cooldown, database);
}
public void addCooldown(final Ability ability, final boolean database) {
this.addCooldown(ability.getName(), ability.getCooldown(), database);
}
public void addCooldown(final Ability ability, final long cooldown) {
this.addCooldown(ability, cooldown, false);
}
public void addCooldown(final Ability ability) {
this.addCooldown(ability, false);
}
public void addCooldown(final String ability, final long cooldown) {
this.addCooldown(ability, cooldown, false);
}
/**
* Adds an ability to the cooldowns map while firing a
* {@link PlayerCooldownChangeEvent}.
*
* @param ability Name of the ability
* @param cooldown The cooldown time
* @param database If the value should be saved to the database
*/
public void addCooldown(final String ability, final long cooldown, final boolean database) {
if (cooldown <= 0) {
return;
}
final PlayerCooldownChangeEvent event = new PlayerCooldownChangeEvent(Bukkit.getPlayer(this.uuid), ability, cooldown, Result.ADDED);
Bukkit.getServer().getPluginManager().callEvent(event);
if (!event.isCancelled()) {
this.cooldowns.put(ability, new Cooldown(cooldown + System.currentTimeMillis(), database));
final Player player = event.getPlayer();
if (player == null) {
return;
}
final String abilityName = event.getAbility();
final BendingPlayer bPlayer = BendingPlayer.getBendingPlayer(player);
if (bPlayer.getBoundAbility() != null && bPlayer.getBoundAbility().equals(CoreAbility.getAbility(abilityName))) {
GeneralMethods.displayMovePreview(player);
}
}
}
public Map<String, Cooldown> loadCooldowns() {
final Map<String, Cooldown> cooldowns = new ConcurrentHashMap<>();
if (ProjectKorra.isDatabaseCooldownsEnabled()) {
try (ResultSet rs = DBConnection.sql.readQuery("SELECT * FROM pk_cooldowns WHERE uuid = '" + this.uuid.toString() + "'")) {
while (rs.next()) {
final int cooldownId = rs.getInt("cooldown_id");
final long value = rs.getLong("value");
final String name = this.cooldownManager.getCooldownName(cooldownId);
cooldowns.put(name, new Cooldown(value, true));
}
} catch (final SQLException e) {
e.printStackTrace();
}
}
return cooldowns;
}
public void saveCooldowns() {
DBConnection.sql.modifyQuery("DELETE FROM pk_cooldowns WHERE uuid = '" + this.uuid.toString() + "'", false);
for (final Entry<String, Cooldown> entry : this.cooldowns.entrySet()) {
final String name = entry.getKey();
final Cooldown cooldown = entry.getValue();
final int cooldownId = this.cooldownManager.getCooldownId(name, false);
try (ResultSet rs = DBConnection.sql.readQuery("SELECT value FROM pk_cooldowns WHERE uuid = '" + this.uuid.toString() + "' AND cooldown_id = " + cooldownId)) {
if (rs.next()) {
DBConnection.sql.modifyQuery("UPDATE pk_cooldowns SET value = " + cooldown.getCooldown() + " WHERE uuid = '" + this.uuid.toString() + "' AND cooldown_id = " + cooldownId, false);
} else {
DBConnection.sql.modifyQuery("INSERT INTO pk_cooldowns (uuid, cooldown_id, value) VALUES ('" + this.uuid.toString() + "', " + cooldownId + ", " + cooldown.getCooldown() + ")", false);
}
} catch (final SQLException e) {
e.printStackTrace();
}
}
}
/**
* Adds an element to the {@link BendingPlayer}'s known list.
*
* @param element The element to add.
*/
public void addElement(final Element element) {
this.elements.add(element);
}
/**
* Adds a subelement to the {@link BendingPlayer}'s known list.
*
* @param subelement The subelement to add.
*/
public void addSubElement(final SubElement subelement) {
this.subelements.add(subelement);
}
/**
* Sets chiBlocked to true.
*/
public void blockChi() {
this.chiBlocked = true;
}
/**
* Checks to see if a Player is effected by BloodBending.
*
* @return true If {@link ChiMethods#isChiBlocked(String)} is true <br />
* false If player is BloodBender and Bending is toggled on, or if
* player is in AvatarState
*/
public boolean canBeBloodbent() {
if (this.isAvatarState()) {
if (this.isChiBlocked()) {
return true;
} else {
return false;
}
}
if (this.canBendIgnoreBindsCooldowns(CoreAbility.getAbility("Bloodbending")) && this.isToggled()) {
return false;
}
return true;
}
public boolean canBend(final CoreAbility ability) {
return this.canBend(ability, false, false);
}
private boolean canBend(final CoreAbility ability, final boolean ignoreBinds, final boolean ignoreCooldowns) {
if (ability == null) {
return false;
}
final List<String> disabledWorlds = getConfig().getStringList("Properties.DisabledWorlds");
final Location playerLoc = this.player.getLocation();
if (!this.player.isOnline() || this.player.isDead()) {
return false;
} else if (!this.canBind(ability)) {
return false;
} else if (ability.getPlayer() != null && ability.getLocation() != null && !ability.getLocation().getWorld().equals(this.player.getWorld())) {
return false;
} else if (!ignoreCooldowns && this.isOnCooldown(ability.getName())) {
return false;
} else if (!ignoreBinds && (!ability.getName().equals(this.getBoundAbilityName()))) {
return false;
} else if (disabledWorlds != null && disabledWorlds.contains(this.player.getWorld().getName())) {
return false;
} else if (Commands.isToggledForAll || !this.isToggled() || !this.isElementToggled(ability.getElement())) {
return false;
} else if (this.player.getGameMode() == GameMode.SPECTATOR) {
return false;
}
if (!ignoreCooldowns && this.cooldowns.containsKey(this.name)) {
if (this.cooldowns.get(this.name).getCooldown() + getConfig().getLong("Properties.GlobalCooldown") >= System.currentTimeMillis()) {
return false;
}
this.cooldowns.remove(this.name);
}
if (this.isChiBlocked() || this.isParalyzed() || (this.isBloodbent() && !ability.getName().equalsIgnoreCase("AvatarState")) || this.isControlledByMetalClips()) {
return false;
} else if (GeneralMethods.isRegionProtectedFromBuild(this.player, ability.getName(), playerLoc)) {
return false;
}
return true;
}
public boolean canBendIgnoreBinds(final CoreAbility ability) {
return this.canBend(ability, true, false);
}
public boolean canBendIgnoreBindsCooldowns(final CoreAbility ability) {
return this.canBend(ability, true, true);
}
public boolean canBendIgnoreCooldowns(final CoreAbility ability) {
return this.canBend(ability, false, true);
}
public boolean canBendPassive(final CoreAbility ability) {
if (ability == null) {
return false; // If the passive is disabled.
}
final Element element = ability.getElement();
if (Commands.isToggledForAll && ConfigManager.defaultConfig.get().getBoolean("Properties.TogglePassivesWithAllBending")) {
return false;
}
final List<String> disabledWorlds = getConfig().getStringList("Properties.DisabledWorlds");
if (element == null || this.player == null) {
return false;
} else if (!this.player.hasPermission("bending." + element.getName() + ".passive")) {
return false;
} else if (!this.hasElement(element)) {
return false;
} else if (disabledWorlds != null && disabledWorlds.contains(this.player.getWorld().getName())) {
return false;
} else if (this.player.getGameMode() == GameMode.SPECTATOR) {
return false;
}
return true;
}
public boolean canUsePassive(final CoreAbility ability) {
final Element element = ability.getElement();
if (!this.isToggled() || !this.isElementToggled(element)) {
return false;
} else if (this.isChiBlocked() || this.isParalyzed() || this.isBloodbent()) {
return false;
} else if (GeneralMethods.isRegionProtectedFromBuild(this.player, this.player.getLocation())) {
return false;
} else if (this.isOnCooldown(ability)) {
return false;
}
return true;
}
public boolean canCurrentlyBendWithWeapons() {
if (this.getBoundAbility() != null && this.player.getInventory().getItemInMainHand() != null) {
final boolean hasWeapon = GeneralMethods.isWeapon(this.player.getInventory().getItemInMainHand().getType());
final boolean noWeaponElement = GeneralMethods.getElementsWithNoWeaponBending().contains(this.getBoundAbility().getElement());
if (hasWeapon) {
if (noWeaponElement) {
return false;
} else {
return true;
}
}
return true;
}
return false;
}
/**
* Checks to see if {@link BendingPlayer} can be slowed.
*
* @return true If player can be slowed
*/
public boolean canBeSlowed() {
return (System.currentTimeMillis() > this.slowTime);
}
public boolean canBind(final CoreAbility ability) {
if (ability == null || !this.player.isOnline() || !ability.isEnabled()) {
return false;
} else if (!this.player.hasPermission("bending.ability." + ability.getName())) {
return false;
} else if (!this.hasElement(ability.getElement()) && !(ability instanceof AvatarAbility && !((AvatarAbility) ability).requireAvatar())) {
return false;
} else if (ability.getElement() instanceof SubElement) {
final SubElement subElement = (SubElement) ability.getElement();
if (!this.hasElement(subElement.getParentElement())) {
return false;
}
if (!this.hasSubElement(subElement)) {
return false;
}
}
return true;
}
/**
* Checks to see if a player can BloodBend.
*
* @return true If player has permission node "bending.earth.bloodbending"
*/
public boolean canBloodbend() {
return this.subelements.contains(Element.BLOOD);
}
public boolean canBloodbendAtAnytime() {
return this.canBloodbend() && this.player.hasPermission("bending.water.bloodbending.anytime");
}
public boolean canCombustionbend() {
return this.subelements.contains(Element.COMBUSTION);
}
public boolean canIcebend() {
return this.subelements.contains(Element.ICE);
}
/**
* Checks to see if a player can LavaBend.
*
* @return true If player has permission node "bending.earth.lavabending"
*/
public boolean canLavabend() {
return this.subelements.contains(Element.LAVA);
}
public boolean canLightningbend() {
return this.subelements.contains(Element.LIGHTNING);
}
/**
* Checks to see if a player can MetalBend.
*
* @param player The player to check
* @return true If player has permission node "bending.earth.metalbending"
*/
public boolean canMetalbend() {
return this.subelements.contains(Element.METAL);
}
/**
* Checks to see if a player can PlantBend.
*
* @param player The player to check
* @return true If player has permission node "bending.ability.plantbending"
*/
public boolean canPlantbend() {
return this.subelements.contains(Element.PLANT);
}
/**
* Checks to see if a player can SandBend.
*
* @param player The player to check
* @return true If player has permission node "bending.earth.sandbending"
*/
public boolean canSandbend() {
return this.subelements.contains(Element.SAND);
}
/**
* Checks to see if a player can use Flight.
*
* @return true If player has permission node "bending.air.flight"
*/
public boolean canUseFlight() {
return this.subelements.contains(Element.FLIGHT);
}
/**
* Checks to see if a player can use SpiritualProjection.
*
* @param player The player to check
* @return true If player has permission node
* "bending.air.spiritualprojection"
*/
public boolean canUseSpiritualProjection() {
return this.subelements.contains(Element.SPIRITUAL);
}
/**
* Checks to see if a player can use Water Healing.
*
* @return true If player has permission node "bending.water.healing"
*/
public boolean canWaterHeal() {
return this.subelements.contains(Element.HEALING);
}
/**
* Checks to see if a player can bend a specific sub element. Used when
* checking addon sub elements.
*
* @param sub SubElement to check for.
* @return true If the player has permission to bend that subelement.
*/
public boolean canUseSubElement(final SubElement sub) {
return this.subelements.contains(sub);
}
/**
* Gets the map of abilities that the {@link BendingPlayer} knows.
*
* @return map of abilities
*/
public HashMap<Integer, String> getAbilities() {
return this.abilities;
}
public static BendingPlayer getBendingPlayer(final OfflinePlayer oPlayer) {
if (oPlayer == null) {
return null;
}
return BendingPlayer.getPlayers().get(oPlayer.getUniqueId());
}
public static BendingPlayer getBendingPlayer(final 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(final String playerName) {
if (playerName == null) {
return null;
}
final Player player = Bukkit.getPlayer(playerName);
final OfflinePlayer oPlayer = player != null ? Bukkit.getOfflinePlayer(player.getUniqueId()) : null;
return getBendingPlayer(oPlayer);
}
private static FileConfiguration getConfig() {
return ConfigManager.getConfig();
}
public CoreAbility getBoundAbility() {
return CoreAbility.getAbility(this.getBoundAbilityName());
}
/**
* Gets the Ability bound to the slot that the player is in.
*
* @return The Ability name bounded to the slot
*/
public String getBoundAbilityName() {
final int slot = this.player.getInventory().getHeldItemSlot() + 1;
final String name = this.getAbilities().get(slot);
return name != null ? name : "";
}
/**
* Gets the cooldown time of the ability.
*
* @param ability The ability to check
* @return the cooldown time
* <p>
* or -1 if cooldown doesn't exist
* </p>
*/
public long getCooldown(final String ability) {
if (this.cooldowns.containsKey(ability)) {
return this.cooldowns.get(ability).getCooldown();
}
return -1;
}
/**
* Gets the map of cooldowns of the {@link BendingPlayer}.
*
* @return map of cooldowns
*/
public Map<String, Cooldown> getCooldowns() {
return this.cooldowns;
}
/**
* Gets the list of elements the {@link BendingPlayer} knows.
*
* @return a list of elements
*/
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 bukkit Player this {@link BendingPlayer} is wrapping.
*
* @return Player object this BendingPlayer is wrapping.
*/
public Player getPlayer() {
return this.player;
}
/**
* Gets the map of {@link BendingPlayer}s.
*
* @return {@link #PLAYERS}
*/
public static Map<UUID, BendingPlayer> getPlayers() {
return PLAYERS;
}
/**
* Gets the {@link ChiAbility Chi stance} the player is in
*
* @return The player's stance object
*/
public ChiAbility getStance() {
return this.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(final 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 this.player.hasPermission("bending.avatar") || this.player.hasPermission("bending.ability.AvatarState");
} else if (!(element instanceof SubElement)) {
return this.elements.contains(element);
} else {
return this.hasSubElement((SubElement) element);
}
}
public boolean hasSubElement(final 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(final SubElement sub) {
if (sub == null) {
return false;
}
return this.player.hasPermission("bending." + sub.getParentElement().getName().toLowerCase() + "." + sub.getName().toLowerCase() + sub.getType().getBending());
}
public boolean isAvatarState() {
return CoreAbility.hasAbility(this.player, AvatarState.class);
}
public boolean isBloodbent() {
return Bloodbending.isBloodbent(this.player);
}
/**
* Checks to see if the {@link BendingPlayer} is a bender.
*
* @return true If the player is a bender.
*/
public boolean isBender() {
return !this.elements.isEmpty();
}
/**
* 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(this.player);
}
public boolean isElementToggled(final Element element) {
if (element != null && this.toggledElements.containsKey(element)) {
return this.toggledElements.get(element);
}
return true;
}
public boolean isOnCooldown(final Ability ability) {
return this.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(final String ability) {
if (this.cooldowns.containsKey(ability)) {
return System.currentTimeMillis() < this.cooldowns.get(ability).getCooldown();
}
return false;
}
public boolean isParalyzed() {
return this.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(final CoreAbility ability) {
if (ability != null) {
this.removeCooldown(ability.getName());
}
}
/**
* Removes the cooldown of an ability.
*
* @param ability The ability's cooldown to remove
*/
public void removeCooldown(final String ability) {
if (Bukkit.getPlayer(this.uuid) == null) {
return;
}
final PlayerCooldownChangeEvent event = new PlayerCooldownChangeEvent(Bukkit.getPlayer(this.uuid), ability, 0, Result.REMOVED);
Bukkit.getServer().getPluginManager().callEvent(event);
if (!event.isCancelled()) {
this.cooldowns.remove(ability);
final Player player = event.getPlayer();
final String abilityName = event.getAbility();
final 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(final 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 = '" + this.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(final Element element) {
this.elements.clear();
this.elements.add(element);
}
/**
* Sets the permanent removed state of the {@link BendingPlayer}.
*
* @param permaRemoved
*/
public void setPermaRemoved(final boolean permaRemoved) {
this.permaRemoved = permaRemoved;
}
/**
* Sets the player's {@link ChiAbility Chi stance}
*
* @param stance The player's new stance object
*/
public void setStance(final 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(final long cooldown) {
this.slowTime = System.currentTimeMillis() + cooldown;
}
/**
* Toggles the {@link BendingPlayer}'s bending.
*/
public void toggleBending() {
this.toggled = !this.toggled;
PassiveManager.registerPassives(this.player);
}
public void toggleElement(final Element element) {
if (element == null) {
return;
}
this.toggledElements.put(element, !this.toggledElements.get(element));
PassiveManager.registerPassives(this.player);
}
/**
* Toggles the {@link BendingPlayer}'s tremor sensing.
*/
public void toggleTremorSense() {
this.tremorSense = !this.tremorSense;
}
/**
* Toggles the {@link BendingPlayer}'s illumination.
*/
public void toggleIllumination() {
this.illumination = !this.illumination;
}
/**
* Sets the {@link BendingPlayer}'s chi blocked to false.
*/
public void unblockChi() {
this.chiBlocked = false;
}
@Override
public String toString() {
return ToStringBuilder.reflectionToString(this, ToStringStyle.MULTI_LINE_STYLE);
}
}