Deprecate some methods, add some config comments and fix an adminmode bug.

This commit is contained in:
Olof Larsson 2014-11-14 08:41:58 +01:00
parent a376fffa47
commit 19ce054de2
5 changed files with 168 additions and 35 deletions

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@ -127,11 +127,15 @@ public class Factions extends MassivePlugin
MFlagColl.get().init(); MFlagColl.get().init();
MPermColl.get().init(); MPermColl.get().init();
MConfColl.get().init(); MConfColl.get().init();
UpdateUtil.update(); UpdateUtil.update();
MPlayerColl.get().init(); MPlayerColl.get().init();
FactionColl.get().init(); FactionColl.get().init();
BoardColl.get().init(); BoardColl.get().init();
UpdateUtil.updateSpecialIds(); UpdateUtil.updateSpecialIds();
FactionColl.get().reindexMPlayers(); FactionColl.get().reindexMPlayers();
this.databaseInitialized = true; this.databaseInitialized = true;

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@ -104,9 +104,9 @@ public class EngineExploit extends EngineAbstract
// -------------------------------------------- // // -------------------------------------------- //
// TNT WATERLOG // TNT WATERLOG
// -------------------------------------------- // // -------------------------------------------- //
// TNT in water/lava doesn't normally destroy any surrounding blocks, which is usually desired behavior, but... // TNT in water/lava doesn't normally destroy any surrounding blocks, which is usually desired behavior.
// this optional change below provides workaround for waterwalling providing perfect protection, // But this optional change below provides workaround for waterwalling providing perfect protection,
// and makes cheap (non-obsidian) TNT cannons require minor maintenance between shots // and makes cheap (non-obsidian) TNT cannons require minor maintenance between shots.
@SuppressWarnings("deprecation") @SuppressWarnings("deprecation")
@EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true) @EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true)

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@ -254,6 +254,10 @@ public class FactionColl extends Coll<Faction>
return this.getByName(str) != null; return this.getByName(str) != null;
} }
// -------------------------------------------- //
// OLD MIGRATION COMMENT
// -------------------------------------------- //
/* /*
@Override @Override
public void init() public void init()
@ -298,17 +302,6 @@ public class FactionColl extends Coll<Faction>
oldFile.renameTo(newFile); oldFile.renameTo(newFile);
} }
// -------------------------------------------- //
// INDEX
// -------------------------------------------- //
public void reindexMPlayers()
{
for (FactionColl coll : this.getColls())
{
coll.reindexMPlayers();
}
}
*/ */
} }

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@ -51,12 +51,16 @@ public class MConf extends Entity<MConf>
// COMMAND ALIASES // COMMAND ALIASES
// -------------------------------------------- // // -------------------------------------------- //
// Don't you want "f" as the base command alias? Simply change it here.
public List<String> aliasesF = MUtil.list("f"); public List<String> aliasesF = MUtil.list("f");
// -------------------------------------------- // // -------------------------------------------- //
// WORLDS FEATURE ENABLED // WORLDS FEATURE ENABLED
// -------------------------------------------- // // -------------------------------------------- //
// Use this blacklist/whitelist system to toggle features on a per world basis.
// Do you only want claiming enabled on the one map called "Hurr"?
// In such case set standard to false and add "Hurr" as an exeption to worldsClaimingEnabled.
public WorldExceptionSet worldsClaimingEnabled = new WorldExceptionSet(); public WorldExceptionSet worldsClaimingEnabled = new WorldExceptionSet();
public WorldExceptionSet worldsPowerLossEnabled = new WorldExceptionSet(); public WorldExceptionSet worldsPowerLossEnabled = new WorldExceptionSet();
public WorldExceptionSet worldsPvpRulesEnabled = new WorldExceptionSet(); public WorldExceptionSet worldsPvpRulesEnabled = new WorldExceptionSet();
@ -65,13 +69,16 @@ public class MConf extends Entity<MConf>
// DERPY OVERRIDES // DERPY OVERRIDES
// -------------------------------------------- // // -------------------------------------------- //
// mainly for other plugins/mods that use a fake player to take actions, which shouldn't be subject to our protections // Add player names here who should bypass all protections.
// Should /not/ be used for admins. There is "/f adminmode" for that.
// This is for other plugins/mods that use a fake player to take actions, which shouldn't be subject to our protections.
public Set<String> playersWhoBypassAllProtection = new LinkedHashSet<String>(); public Set<String> playersWhoBypassAllProtection = new LinkedHashSet<String>();
// -------------------------------------------- // // -------------------------------------------- //
// TASKS // TASKS
// -------------------------------------------- // // -------------------------------------------- //
// Define the time in minutes between certain Factions system tasks is ran.
public double taskPlayerPowerUpdateMinutes = 1; public double taskPlayerPowerUpdateMinutes = 1;
public double taskPlayerDataRemoveMinutes = 5; public double taskPlayerDataRemoveMinutes = 5;
public double taskEconLandRewardMinutes = 20; public double taskEconLandRewardMinutes = 20;
@ -80,20 +87,23 @@ public class MConf extends Entity<MConf>
// REMOVE DATA // REMOVE DATA
// -------------------------------------------- // // -------------------------------------------- //
// Should players be kicked from their faction and their data erased when banned?
public boolean removePlayerWhenBanned = true; public boolean removePlayerWhenBanned = true;
// After how many milliseconds should players be automatically kicked from their faction?
// The Default // The Default
public long removePlayerMillisDefault = 10 * TimeUnit.MILLIS_PER_DAY; public long removePlayerMillisDefault = 10 * TimeUnit.MILLIS_PER_DAY; // 10 days
// Player Age Bonus // Player Age Bonus
public Map<Long, Long> removePlayerMillisPlayerAgeToBonus = MUtil.map( public Map<Long, Long> removePlayerMillisPlayerAgeToBonus = MUtil.map(
2 * TimeUnit.MILLIS_PER_WEEK, 10 * TimeUnit.MILLIS_PER_DAY // +10 after 2 weeks 2 * TimeUnit.MILLIS_PER_WEEK, 10 * TimeUnit.MILLIS_PER_DAY // +10 days after 2 weeks
); );
// Faction Age Bonus // Faction Age Bonus
public Map<Long, Long> removePlayerMillisFactionAgeToBonus = MUtil.map( public Map<Long, Long> removePlayerMillisFactionAgeToBonus = MUtil.map(
4 * TimeUnit.MILLIS_PER_WEEK, 10 * TimeUnit.MILLIS_PER_DAY, // +10 after 4 weeks 4 * TimeUnit.MILLIS_PER_WEEK, 10 * TimeUnit.MILLIS_PER_DAY, // +10 days after 4 weeks
2 * TimeUnit.MILLIS_PER_WEEK, 5 * TimeUnit.MILLIS_PER_DAY // +5 after 2 weeks 2 * TimeUnit.MILLIS_PER_WEEK, 5 * TimeUnit.MILLIS_PER_DAY // +5 days after 2 weeks
); );
// -------------------------------------------- // // -------------------------------------------- //
@ -113,95 +123,183 @@ public class MConf extends Entity<MConf>
// DEFAULTS // DEFAULTS
// -------------------------------------------- // // -------------------------------------------- //
// Which faction should new players be followers of?
// "none" means Wilderness. Remember to specify the id, like "3defeec7-b3b1-48d9-82bb-2a8903df24e3" and not the name.
public String defaultPlayerFactionId = Factions.ID_NONE; public String defaultPlayerFactionId = Factions.ID_NONE;
// What rank should new players joining a faction get?
// If not RECRUIT then MEMBER might make sense.
public Rel defaultPlayerRole = Rel.RECRUIT; public Rel defaultPlayerRole = Rel.RECRUIT;
// What power should the player start with?
public double defaultPlayerPower = 0.0; public double defaultPlayerPower = 0.0;
// -------------------------------------------- // // -------------------------------------------- //
// MOTD // MOTD
// -------------------------------------------- // // -------------------------------------------- //
// During which event priority should the faction message of the day be displayed?
// Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST and MONITOR.
// This setting only matters if "motdDelayTicks" is set to -1
public EventPriority motdPriority = EventPriority.NORMAL; public EventPriority motdPriority = EventPriority.NORMAL;
// How many ticks should we delay the faction message of the day with?
// -1 means we don't delay at all. We display it at once.
// 0 means it's deferred to the upcomming server tick.
// 5 means we delay it yet another 5 ticks.
public int motdDelayTicks = -1; public int motdDelayTicks = -1;
// -------------------------------------------- // // -------------------------------------------- //
// POWER // POWER
// -------------------------------------------- // // -------------------------------------------- //
// What is the maximum player power?
public double powerMax = 10.0; public double powerMax = 10.0;
// What is the minimum player power?
// NOTE: Negative minimum values is possible.
public double powerMin = 0.0; public double powerMin = 0.0;
// How much power should be regained per hour online on the server?
public double powerPerHour = 2.0; public double powerPerHour = 2.0;
// How much power should be lost on death?
public double powerPerDeath = -2.0; public double powerPerDeath = -2.0;
// Can players with negative power leave their faction?
// NOTE: This only makes sense to set to false if your "powerMin" setting is negative.
public boolean canLeaveWithNegativePower = true; public boolean canLeaveWithNegativePower = true;
// -------------------------------------------- // // -------------------------------------------- //
// CORE // CORE
// -------------------------------------------- // // -------------------------------------------- //
// Is there a maximum amount of members per faction?
// 0 means there is not. If you set it to 100 then there can at most be 100 members per faction.
public int factionMemberLimit = 0; public int factionMemberLimit = 0;
// Is there a maximum faction power cap?
// 0 means there is not. Set it to a positive value in case you wan't to use this feature.
public double factionPowerMax = 0.0; public double factionPowerMax = 0.0;
// Limit the length of faction names here.
public int factionNameLengthMin = 3; public int factionNameLengthMin = 3;
public int factionNameLengthMax = 16; public int factionNameLengthMax = 16;
// Should faction names automatically be converted to upper case?
// You probably don't want this feature.
// It's a remnant from old faction versions.
public boolean factionNameForceUpperCase = false; public boolean factionNameForceUpperCase = false;
// -------------------------------------------- // // -------------------------------------------- //
// SET LIMITS // SET LIMITS
// -------------------------------------------- // // -------------------------------------------- //
// When using radius setting of faction territory, what is the maximum radius allowed?
public int setRadiusMax = 30; public int setRadiusMax = 30;
// When using fill setting of faction territory, what is the maximum chunk count allowed?
public int setFillMax = 1000; public int setFillMax = 1000;
// -------------------------------------------- // // -------------------------------------------- //
// CLAIMS // CLAIMS
// -------------------------------------------- // // -------------------------------------------- //
// Must claims be connected to each other?
// If you set this to false you will allow factions to claim more than one base per world map.
// That would makes outposts possible but also potentially ugly weird claims messing up your Dynmap and ingame experiance.
public boolean claimsMustBeConnected = true; public boolean claimsMustBeConnected = true;
// Would you like to allow unconnected claims when conquering land from another faction?
// Setting this to true would allow taking over someone elses base even if claims normally have to be connected.
// Note that even without this you can pillage/unclaim another factions territory in war.
// You just won't be able to take the land as your own.
public boolean claimsCanBeUnconnectedIfOwnedByOtherFaction = false; public boolean claimsCanBeUnconnectedIfOwnedByOtherFaction = false;
// Is claiming from other factions even allowed?
// Set this to false to disable territorial warfare altogether.
public boolean claimingFromOthersAllowed = true; public boolean claimingFromOthersAllowed = true;
// 0 means you can claim just next to others // Is a minimum distance (measured in chunks) to other factions required?
// 1 means you must have a single chunk of padding in between. // 0 means the feature is disabled.
// Set the feature to 10 and there must be 10 chunks of wilderness between factions.
// Factions may optionally allow their allies to bypass this limit by configuring their faction permissions ingame themselves.
public int claimMinimumChunksDistanceToOthers = 0; public int claimMinimumChunksDistanceToOthers = 0;
// Do you need a minimum amount of faction members to claim land?
// 1 means just the faction leader alone is enough.
public int claimsRequireMinFactionMembers = 1; public int claimsRequireMinFactionMembers = 1;
// Is there a maximum limit to chunks claimed?
// 0 means there isn't.
public int claimedLandsMax = 0; public int claimedLandsMax = 0;
// -------------------------------------------- // // -------------------------------------------- //
// HOMES // HOMES
// -------------------------------------------- // // -------------------------------------------- //
// Is the home feature enabled?
// If you set this to false players can't set homes or teleport home.
public boolean homesEnabled = true; public boolean homesEnabled = true;
// Must homes be located inside the faction's territory?
// It's usually a wise idea keeping this true.
// Otherwise players can set their homes inside enemy territory.
public boolean homesMustBeInClaimedTerritory = true; public boolean homesMustBeInClaimedTerritory = true;
// Is the home teleport command available?
// One reason you might set this to false is if you only want players going home on respawn after death.
public boolean homesTeleportCommandEnabled = true; public boolean homesTeleportCommandEnabled = true;
// These options can be used to limit rights to tp home under different circumstances.
public boolean homesTeleportAllowedFromEnemyTerritory = true; public boolean homesTeleportAllowedFromEnemyTerritory = true;
public boolean homesTeleportAllowedFromDifferentWorld = true; public boolean homesTeleportAllowedFromDifferentWorld = true;
public double homesTeleportAllowedEnemyDistance = 32.0; public double homesTeleportAllowedEnemyDistance = 32.0;
public boolean homesTeleportIgnoreEnemiesIfInOwnTerritory = true; public boolean homesTeleportIgnoreEnemiesIfInOwnTerritory = true;
// Should players teleport to faction home on death?
// Set this to true to override the default respawn location.
public boolean homesTeleportToOnDeathActive = false; public boolean homesTeleportToOnDeathActive = false;
// This value can be used to tweak compatibility with other plugins altering the respawn location.
// Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST and MONITOR.
public EventPriority homesTeleportToOnDeathPriority = EventPriority.NORMAL; public EventPriority homesTeleportToOnDeathPriority = EventPriority.NORMAL;
// -------------------------------------------- // // -------------------------------------------- //
// ASSORTED // ASSORTED
// -------------------------------------------- // // -------------------------------------------- //
// Set this to true if want to block the promotion of new leaders for permanent factions.
// I don't really understand the user case for this option.
public boolean permanentFactionsDisableLeaderPromotion = false; public boolean permanentFactionsDisableLeaderPromotion = false;
// How much health damage should a player take upon placing or breaking a block in a "pain build" territory?
// 2.0 means one heart.
public double actionDeniedPainAmount = 2.0D; public double actionDeniedPainAmount = 2.0D;
// If you set this option to true then factionless players cant partake in PVP.
// It works in both directions. Meaning you must join a faction to hurt players and get hurt by players.
public boolean disablePVPForFactionlessPlayers = false; public boolean disablePVPForFactionlessPlayers = false;
// Set this option to true to create an exception to the rule above.
// Players inside their own faction territory can then hurt facitonless players.
// This way you may "evict" factionless trolls messing around in your home base.
public boolean enablePVPAgainstFactionlessInAttackersLand = false; public boolean enablePVPAgainstFactionlessInAttackersLand = false;
// Inside your own faction territory you take less damage.
// 0.1 means that you take 10% less damage at home.
public double territoryShieldFactor = 0.1D; public double territoryShieldFactor = 0.1D;
// -------------------------------------------- // // -------------------------------------------- //
// DENY COMMANDS // DENY COMMANDS
// -------------------------------------------- // // -------------------------------------------- //
// commands which will be prevented if the player is a member of a permanent faction // A list of commands to block for members of permanent factions.
// I don't really understand the user case for this option.
public List<String> denyCommandsPermanentFactionMember = new ArrayList<String>(); public List<String> denyCommandsPermanentFactionMember = new ArrayList<String>();
// commands which will be prevented when in claimed territory of another faction // Lists of commands to deny depending on your relation to the current faction territory.
// You may for example not type /home (might be the plugin Essentials) in the territory of your enemies.
public Map<Rel, List<String>> denyCommandsTerritoryRelation = MUtil.map( public Map<Rel, List<String>> denyCommandsTerritoryRelation = MUtil.map(
Rel.ENEMY, MUtil.list( Rel.ENEMY, MUtil.list(
// Essentials commands // Essentials commands
@ -267,33 +365,51 @@ public class MConf extends Entity<MConf>
// CHAT // CHAT
// -------------------------------------------- // // -------------------------------------------- //
// We offer a simple standard way to set the format // Should Factions set the chat format?
// This should be kept at false if you use an external chat format plugin.
// If you are planning on running a more lightweight server you can set this to true.
public boolean chatSetFormat = false; public boolean chatSetFormat = false;
// At which event priority should the chat format be set in such case?
// Choose between: LOWEST, LOW, NORMAL, HIGH and HIGHEST.
public EventPriority chatSetFormatAt = EventPriority.LOWEST; public EventPriority chatSetFormatAt = EventPriority.LOWEST;
// What format should be set?
public String chatSetFormatTo = "<{factions_relcolor}§l{factions_roleprefix}§r{factions_relcolor}{factions_name|rp}§f%1$s> %2$s"; public String chatSetFormatTo = "<{factions_relcolor}§l{factions_roleprefix}§r{factions_relcolor}{factions_name|rp}§f%1$s> %2$s";
// We offer a simple standard way to parse the chat tags // Should the chat tags such as {factions_name} be parsed?
// NOTE: You can set this to true even with chatSetFormat = false.
// But in such case you must set the chat format using an external chat format plugin.
public boolean chatParseTags = true; public boolean chatParseTags = true;
// At which event priority should the faction chat tags be parsed in such case?
// Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST.
public EventPriority chatParseTagsAt = EventPriority.LOW; public EventPriority chatParseTagsAt = EventPriority.LOW;
// -------------------------------------------- // // -------------------------------------------- //
// COLORS // COLORS
// -------------------------------------------- // // -------------------------------------------- //
// Here you can alter the colors tied to certain faction relations and settings.
// You probably don't want to edit these to much.
// Doing so might confuse players that are used to Factions.
public ChatColor colorMember = ChatColor.GREEN; public ChatColor colorMember = ChatColor.GREEN;
public ChatColor colorAlly = ChatColor.DARK_PURPLE; public ChatColor colorAlly = ChatColor.DARK_PURPLE;
public ChatColor colorTruce = ChatColor.LIGHT_PURPLE; public ChatColor colorTruce = ChatColor.LIGHT_PURPLE;
public ChatColor colorNeutral = ChatColor.WHITE; public ChatColor colorNeutral = ChatColor.WHITE;
public ChatColor colorEnemy = ChatColor.RED; public ChatColor colorEnemy = ChatColor.RED;
// This one is for example applied to SafeZone since that faction has the pvp flag set to false.
public ChatColor colorNoPVP = ChatColor.GOLD; public ChatColor colorNoPVP = ChatColor.GOLD;
// This one is for example applied to WarZone since that faction has the friendly fire flag set to true.
public ChatColor colorFriendlyFire = ChatColor.DARK_RED; public ChatColor colorFriendlyFire = ChatColor.DARK_RED;
//public ChatColor colorWilderness = ChatColor.DARK_GREEN;
// -------------------------------------------- // // -------------------------------------------- //
// PREFIXES // PREFIXES
// -------------------------------------------- // // -------------------------------------------- //
// Here you may edit the name prefixes associated with different faction ranks.
public String prefixLeader = "**"; public String prefixLeader = "**";
public String prefixOfficer = "*"; public String prefixOfficer = "*";
public String prefixMember = "+"; public String prefixMember = "+";
@ -311,6 +427,9 @@ public class MConf extends Entity<MConf>
// SEE CHUNK // SEE CHUNK
// -------------------------------------------- // // -------------------------------------------- //
// These options can be used to tweak the "/f seechunk" particle effect.
// They are fine as is but feel free to experiment with them if you want to.
// Use 1 or multiple of 3, 4 or 5. // Use 1 or multiple of 3, 4 or 5.
public int seeChunkSteps = 1; public int seeChunkSteps = 1;
@ -327,6 +446,8 @@ public class MConf extends Entity<MConf>
// LOGGING // LOGGING
// -------------------------------------------- // // -------------------------------------------- //
// Here you can disable logging of certain events to the server console.
public boolean logFactionCreate = true; public boolean logFactionCreate = true;
public boolean logFactionDisband = true; public boolean logFactionDisband = true;
public boolean logFactionJoin = true; public boolean logFactionJoin = true;
@ -341,6 +462,10 @@ public class MConf extends Entity<MConf>
// ENUMERATIONS // ENUMERATIONS
// -------------------------------------------- // // -------------------------------------------- //
// These values are fine for most standard bukkit/spigot servers.
// If you however are using Forge with mods that add new container types you might want to add them here.
// This way they can be protected in Faction territory.
public Set<Material> materialsEditOnInteract = MUtil.set( public Set<Material> materialsEditOnInteract = MUtil.set(
Material.DIODE_BLOCK_OFF, Material.DIODE_BLOCK_OFF,
Material.DIODE_BLOCK_ON, Material.DIODE_BLOCK_ON,
@ -417,7 +542,14 @@ public class MConf extends Entity<MConf>
// INTEGRATION: HeroChat // INTEGRATION: HeroChat
// -------------------------------------------- // // -------------------------------------------- //
// HeroChat: The Faction Channel // I you are using the chat plugin HeroChat Factions ship with built in integration.
// The two channels Faction and Allies will be created.
// Their data is actually stored right here in the factions config.
// NOTE: HeroChat will create it's own database files for these two channels.
// You should ignore those and edit the channel settings from here.
// Those HeroChat channel database files aren't read for the Faction and Allies channels.
// The Faction Channel
public String herochatFactionName = "Faction"; public String herochatFactionName = "Faction";
public String herochatFactionNick = "F"; public String herochatFactionNick = "F";
public String herochatFactionFormat = "{color}[&l{nick}&r{color} &l{factions_roleprefix}&r{color}{factions_title|rp}{sender}{color}] &f{msg}"; public String herochatFactionFormat = "{color}[&l{nick}&r{color} &l{factions_roleprefix}&r{color}{factions_title|rp}{sender}{color}] &f{msg}";
@ -428,7 +560,7 @@ public class MConf extends Entity<MConf>
public boolean herochatFactionMuted = false; public boolean herochatFactionMuted = false;
public Set<String> herochatFactionWorlds = new HashSet<String>(); public Set<String> herochatFactionWorlds = new HashSet<String>();
// HeroChat: The Allies Channel // The Allies Channel
public String herochatAlliesName = "Allies"; public String herochatAlliesName = "Allies";
public String herochatAlliesNick = "A"; public String herochatAlliesNick = "A";
public String herochatAlliesFormat = "{color}[&l{nick}&r&f {factions_relcolor}&l{factions_roleprefix}&r{factions_relcolor}{factions_name|rp}{sender}{color}] &f{msg}"; public String herochatAlliesFormat = "{color}[&l{nick}&r&f {factions_relcolor}&l{factions_roleprefix}&r{factions_relcolor}{factions_name|rp}{sender}{color}] &f{msg}";

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@ -223,6 +223,7 @@ public class MPlayer extends SenderEntity<MPlayer> implements EconomyParticipato
// FIELD: factionId // FIELD: factionId
// -------------------------------------------- // // -------------------------------------------- //
@Deprecated
public String getDefaultFactionId() public String getDefaultFactionId()
{ {
return MConf.get().defaultPlayerFactionId; return MConf.get().defaultPlayerFactionId;
@ -231,7 +232,7 @@ public class MPlayer extends SenderEntity<MPlayer> implements EconomyParticipato
// This method never returns null // This method never returns null
public String getFactionId() public String getFactionId()
{ {
if (this.factionId == null) return this.getDefaultFactionId(); if (this.factionId == null) return MConf.get().defaultPlayerFactionId;
return this.factionId; return this.factionId;
} }
@ -267,7 +268,7 @@ public class MPlayer extends SenderEntity<MPlayer> implements EconomyParticipato
if (!this.attached()) return; if (!this.attached()) return;
if (!Factions.get().isDatabaseInitialized()) return; if (!Factions.get().isDatabaseInitialized()) return;
if (oldFactionId == null) oldFactionId = this.getDefaultFactionId(); if (oldFactionId == null) oldFactionId = MConf.get().defaultPlayerFactionId;
// Update index // Update index
Faction oldFaction = Faction.get(oldFactionId); Faction oldFaction = Faction.get(oldFactionId);
@ -306,6 +307,7 @@ public class MPlayer extends SenderEntity<MPlayer> implements EconomyParticipato
// FIELD: role // FIELD: role
// -------------------------------------------- // // -------------------------------------------- //
@Deprecated
public Rel getDefaultRole() public Rel getDefaultRole()
{ {
return MConf.get().defaultPlayerRole; return MConf.get().defaultPlayerRole;
@ -313,7 +315,7 @@ public class MPlayer extends SenderEntity<MPlayer> implements EconomyParticipato
public Rel getRole() public Rel getRole()
{ {
if (this.role == null) return this.getDefaultRole(); if (this.role == null) return MConf.get().defaultPlayerRole;
return this.role; return this.role;
} }
@ -467,6 +469,7 @@ public class MPlayer extends SenderEntity<MPlayer> implements EconomyParticipato
// RAW // RAW
@Deprecated
public double getDefaultPower() public double getDefaultPower()
{ {
return MConf.get().defaultPlayerPower; return MConf.get().defaultPlayerPower;
@ -475,7 +478,7 @@ public class MPlayer extends SenderEntity<MPlayer> implements EconomyParticipato
public double getPower() public double getPower()
{ {
Double ret = this.power; Double ret = this.power;
if (ret == null) ret = this.getDefaultPower(); if (ret == null) ret = MConf.get().defaultPlayerPower;
ret = this.getLimitedPower(ret); ret = this.getLimitedPower(ret);
return ret; return ret;
} }
@ -542,6 +545,7 @@ public class MPlayer extends SenderEntity<MPlayer> implements EconomyParticipato
if (this.getSender() != null && !Perm.ADMIN.has(this.getSender(), false)) if (this.getSender() != null && !Perm.ADMIN.has(this.getSender(), false))
{ {
this.setUsingAdminMode(false); this.setUsingAdminMode(false);
return false;
} }
return true; return true;