Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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package com.massivecraft.factions ;
import org.bukkit.event.Event ;
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import org.bukkit.plugin.Plugin ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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import com.massivecraft.factions.listeners.FactionsServerListener ;
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import com.earth2me.essentials.api.Economy ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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import com.iConomy.* ;
import com.iConomy.system.* ;
public class Econ {
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private static boolean iConomyUse = false ;
private static boolean essEcoUse = false ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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public static void monitorPlugins ( ) {
Factions . instance . getServer ( ) . getPluginManager ( ) . registerEvent ( Event . Type . PLUGIN_ENABLE , new FactionsServerListener ( ) , Event . Priority . Monitor , Factions . instance ) ;
Factions . instance . getServer ( ) . getPluginManager ( ) . registerEvent ( Event . Type . PLUGIN_DISABLE , new FactionsServerListener ( ) , Event . Priority . Monitor , Factions . instance ) ;
}
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public static void setup ( Factions factions ) {
if ( enabled ( ) ) {
return ;
}
if ( ! iConomyHooked ( ) ) {
Plugin plug = factions . getServer ( ) . getPluginManager ( ) . getPlugin ( " iConomy " ) ;
if ( plug ! = null & & plug . getClass ( ) . getName ( ) . equals ( " com.iConomy.iConomy " ) & & plug . isEnabled ( ) ) {
iConomySet ( true ) ;
}
}
if ( ! essentialsEcoHooked ( ) ) {
Plugin plug = factions . getServer ( ) . getPluginManager ( ) . getPlugin ( " Essentials " ) ;
if ( plug ! = null & & plug . isEnabled ( ) ) {
essentialsEcoSet ( true ) ;
}
}
}
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public static void iConomySet ( boolean enable ) {
iConomyUse = enable ;
if ( enable ) {
Factions . log ( " Hooked into iConomy, " + ( Conf . econIConomyEnabled ? " and interface is enabled " : " but interface is currently disabled ( \" econIConomyEnabled \" : false) " ) + " . " ) ;
}
else {
Factions . log ( " Un-hooked from iConomy. " ) ;
}
}
public static void essentialsEcoSet ( boolean enable ) {
essEcoUse = enable ;
if ( enable ) {
Factions . log ( " Hooked into EssentialsEco, " + ( Conf . econEssentialsEcoEnabled ? " and interface is enabled " : " but interface is currently disabled ( \" econEssentialsEcoEnabled \" : false) " ) + " . " ) ;
}
else {
Factions . log ( " Un-hooked from EssentialsEco. " ) ;
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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}
public static boolean iConomyHooked ( ) {
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return iConomyUse ;
}
public static boolean essentialsEcoHooked ( ) {
return essEcoUse ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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}
// If economy is enabled in conf.json, and we're successfully hooked into an economy plugin
public static boolean enabled ( ) {
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return ( Conf . econIConomyEnabled & & iConomyUse ) | | ( Conf . econEssentialsEcoEnabled & & essEcoUse ) ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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}
// mainly for internal use, for a little less code repetition
public static Holdings getIconomyHoldings ( String playerName ) {
if ( ! enabled ( ) ) {
return null ;
}
Account account = iConomy . getAccount ( playerName ) ;
if ( account = = null ) {
return null ;
}
Holdings holdings = account . getHoldings ( ) ;
return holdings ;
}
// format money string based on server's set currency type, like "24 gold" or "$24.50"
public static String moneyString ( double amount ) {
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return iConomyUse ? iConomy . format ( amount ) : Economy . format ( amount ) ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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}
// whether a player can afford specified amount
public static boolean canAfford ( String playerName , double amount ) {
// if Economy support is not enabled, they can certainly afford to pay nothing
if ( ! enabled ( ) ) {
return true ;
}
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if ( iConomyUse ) {
Holdings holdings = getIconomyHoldings ( playerName ) ;
if ( holdings = = null ) {
return false ;
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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return holdings . hasEnough ( amount ) ;
}
else {
try {
return Economy . hasEnough ( playerName , amount ) ;
}
catch ( Exception ex ) {
return false ;
}
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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}
// deduct money from their account; returns true if successful
public static boolean deductMoney ( String playerName , double amount ) {
if ( ! enabled ( ) ) {
return true ;
}
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if ( iConomyUse ) {
Holdings holdings = getIconomyHoldings ( playerName ) ;
if ( holdings = = null | | ! holdings . hasEnough ( amount ) ) {
return false ;
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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holdings . subtract ( amount ) ;
return true ;
}
else {
try {
if ( ! Economy . hasEnough ( playerName , amount ) ) {
return false ;
}
Economy . subtract ( playerName , amount ) ;
return true ;
}
catch ( Exception ex ) {
return false ;
}
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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}
// add money to their account; returns true if successful
public static boolean addMoney ( String playerName , double amount ) {
if ( ! enabled ( ) ) {
return true ;
}
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if ( iConomyUse ) {
Holdings holdings = getIconomyHoldings ( playerName ) ;
if ( holdings = = null ) {
return false ;
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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holdings . add ( amount ) ;
return true ;
}
else {
try {
Economy . add ( playerName , amount ) ;
return true ;
}
catch ( Exception ex ) {
return false ;
}
}
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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}
// calculate the cost for claiming land
public static double calculateClaimCost ( int ownedLand , boolean takingFromAnotherFaction ) {
if ( ! enabled ( ) ) {
return 0 . 0 ;
}
// basic claim cost, plus land inflation cost, minus the potential bonus given for claiming from another faction
return Conf . econCostClaimWilderness
+ ( Conf . econCostClaimWilderness * Conf . econClaimAdditionalMultiplier * ownedLand )
- ( takingFromAnotherFaction ? Conf . econCostClaimFromFactionBonus : 0 ) ;
}
// calculate refund amount for unclaiming land
public static double calculateClaimRefund ( int ownedLand ) {
return calculateClaimCost ( ownedLand - 1 , false ) * Conf . econClaimRefundMultiplier ;
}
// calculate value of all owned land
public static double calculateTotalLandValue ( int ownedLand ) {
double amount = 0 ;
for ( int x = 0 ; x < ownedLand ; x + + ) {
amount + = calculateClaimCost ( x , false ) ;
}
return amount ;
}
// calculate refund amount for all owned land
public static double calculateTotalLandRefund ( int ownedLand ) {
return calculateTotalLandValue ( ownedLand ) * Conf . econClaimRefundMultiplier ;
}
}