Improve source code comments for MFlag and MPerm.
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@ -132,50 +132,63 @@ public class MFlag extends Entity<MFlag> implements Prioritized, Registerable
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// FIELDS
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// FIELDS
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// -------------------------------------------- //
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// -------------------------------------------- //
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// The sort order priority 1 is high up, 99999 is far down.
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// The sort priority. Low values appear first in sorted lists.
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// 1 is high up, 99999 is far down.
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// Standard Faction flags use "thousand values" like 1000, 2000, 3000 etc to allow adding new flags inbetween.
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// So 1000 might sound like a lot but it's actually the priority for the first flag.
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private int priority = 0;
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private int priority = 0;
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@Override public int getPriority() { return this.priority; }
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@Override public int getPriority() { return this.priority; }
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public MFlag setPriority(int priority) { this.priority = priority; this.changed(); return this; }
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public MFlag setPriority(int priority) { this.priority = priority; this.changed(); return this; }
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// Nice name / Display name
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// The name of the flag. According to standard it should be fully lowercase just like the flag id.
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// In fact the name and the id of all standard flags are the same.
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// I just added the name in case anyone feel like renaming their flags for some reason.
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// Example: "monsters"
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// Example: "monsters"
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private String name = "defaultName";
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private String name = "defaultName";
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public String getName() { return this.name; }
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public String getName() { return this.name; }
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public MFlag setName(String name) { this.name = name; this.changed(); return this; }
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public MFlag setName(String name) { this.name = name; this.changed(); return this; }
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// Description
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// The flag function described as a question.
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// Example: "Can monsters spawn in this territory?"
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// Example: "Can monsters spawn in this territory?"
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private String desc = "defaultDesc";
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private String desc = "defaultDesc";
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public String getDesc() { return this.desc; }
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public String getDesc() { return this.desc; }
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public MFlag setDesc(String desc) { this.desc = desc; this.changed(); return this; }
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public MFlag setDesc(String desc) { this.desc = desc; this.changed(); return this; }
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// Description Yes
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// The flag function described when true.
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// Example: "Monsters can spawn in this territory."
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// Example: "Monsters can spawn in this territory."
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private String descYes = "defaultDescYes";
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private String descYes = "defaultDescYes";
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public String getDescYes() { return this.descYes; }
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public String getDescYes() { return this.descYes; }
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public MFlag setDescYes(String descYes) { this.descYes = descYes; this.changed(); return this; }
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public MFlag setDescYes(String descYes) { this.descYes = descYes; this.changed(); return this; }
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// Description No
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// The flag function described when false.
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// Example: "Monsters can NOT spawn in this territory."
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// Example: "Monsters can NOT spawn in this territory."
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private String descNo = "defaultDescNo";
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private String descNo = "defaultDescNo";
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public String getDescNo() { return this.descNo; }
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public String getDescNo() { return this.descNo; }
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public MFlag setDescNo(String descNo) { this.descNo = descNo; this.changed(); return this; }
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public MFlag setDescNo(String descNo) { this.descNo = descNo; this.changed(); return this; }
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// Standard value
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// What is the standard (aka default) flag value?
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// This value will be set for factions from the beginning.
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// Example: false (per default monsters do not spawn in faction territory)
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// Example: false (per default monsters do not spawn in faction territory)
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private boolean standard = true;
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private boolean standard = true;
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public boolean isStandard() { return this.standard; }
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public boolean isStandard() { return this.standard; }
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public MFlag setStandard(boolean standard) { this.standard = standard; this.changed(); return this; }
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public MFlag setStandard(boolean standard) { this.standard = standard; this.changed(); return this; }
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// If it editable by the faction leader (or for who ever the permission is configured)
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// Is this flag editable by players?
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// With this we mean standard non administrator players.
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// All flags can be changed using /f admin.
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// Example: true (if players want to turn mob spawning on I guess they should be able to)
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// Example: true (if players want to turn mob spawning on I guess they should be able to)
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private boolean editable = false;
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private boolean editable = false;
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public boolean isEditable() { return this.editable; }
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public boolean isEditable() { return this.editable; }
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public MFlag setEditable(boolean editable) { this.editable = editable; this.changed(); return this; }
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public MFlag setEditable(boolean editable) { this.editable = editable; this.changed(); return this; }
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// If the flag is visible or hidden.
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// Is this flag visible to players?
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// With this we mean standard non administrator players.
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// All flags can be seen using /f admin.
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// Some flags can be rendered meaningless by settings in Factions or external plugins.
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// Say we set "editable" to false and "standard" to true for the "open" flag to force all factions being open.
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// In such case we might want to hide the open flag by setting "visible" false.
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// If it can't be changed, why bother showing it?
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// Example: true (yeah we need to see this flag)
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// Example: true (yeah we need to see this flag)
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// Explanation: Some flags are rendered meaningless by other plugins. Say we have a creative mode server without any mobs. The server owner might want to hide this flag.
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private boolean visible = true;
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private boolean visible = true;
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public boolean isVisible() { return this.visible; }
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public boolean isVisible() { return this.visible; }
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public MFlag setVisible(boolean visible) { this.visible = visible; this.changed(); return this; }
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public MFlag setVisible(boolean visible) { this.visible = visible; this.changed(); return this; }
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@ -188,43 +188,61 @@ public class MPerm extends Entity<MPerm> implements Prioritized, Registerable
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// FIELDS
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// FIELDS
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// -------------------------------------------- //
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// -------------------------------------------- //
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// The sort order priority 1 is high up, 99999 is far down.
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// The sort priority. Low values appear first in sorted lists.
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// 1 is high up, 99999 is far down.
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// Standard Faction perms use "thousand values" like 1000, 2000, 3000 etc to allow adding new perms inbetween.
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// So 1000 might sound like a lot but it's actually the priority for the first perm.
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private int priority = 0;
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private int priority = 0;
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@Override public int getPriority() { return this.priority; }
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@Override public int getPriority() { return this.priority; }
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public MPerm setPriority(int priority) { this.priority = priority; this.changed(); return this; }
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public MPerm setPriority(int priority) { this.priority = priority; this.changed(); return this; }
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// Nice name / Display name
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// The name of the perm. According to standard it should be fully lowercase just like the perm id.
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// In fact the name and the id of all standard perms are the same.
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// I just added the name in case anyone feel like renaming their perms for some reason.
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// Example: "build"
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// Example: "build"
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private String name = "defaultName";
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private String name = "defaultName";
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public String getName() { return this.name; }
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public String getName() { return this.name; }
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public MPerm setName(String name) { this.name = name; this.changed(); return this; }
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public MPerm setName(String name) { this.name = name; this.changed(); return this; }
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// Short description
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// The perm function described as an "order".
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// The desc should match the format:
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// "You are not allowed to X."
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// "You are not allowed to edit the terrain."
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// Example: "edit the terrain"
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// Example: "edit the terrain"
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private String desc = "defaultDesc";
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private String desc = "defaultDesc";
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public String getDesc() { return this.desc; }
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public String getDesc() { return this.desc; }
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public MPerm setDesc(String desc) { this.desc = desc; this.changed(); return this; }
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public MPerm setDesc(String desc) { this.desc = desc; this.changed(); return this; }
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// Standard value
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// What is the standard (aka default) perm value?
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// This value will be set for factions from the beginning.
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// Example: ... set of relations ...
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// Example: ... set of relations ...
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private Set<Rel> standard = new LinkedHashSet<Rel>();
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private Set<Rel> standard = new LinkedHashSet<Rel>();
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public Set<Rel> getStandard() { return this.standard; }
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public Set<Rel> getStandard() { return this.standard; }
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public MPerm setStandard(Set<Rel> standard) { this.standard = standard; this.changed(); return this; }
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public MPerm setStandard(Set<Rel> standard) { this.standard = standard; this.changed(); return this; }
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// Is this a territory permission?
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// Is this a territory perm meaning it has to do with territory construction, modification or interaction?
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// True Examples: build, container, door, lever etc.
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// False Examples: name, invite, home, sethome, deposit, withdraw etc.
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private boolean territory = false;
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private boolean territory = false;
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public boolean isTerritory() { return this.territory; }
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public boolean isTerritory() { return this.territory; }
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public MPerm setTerritory(boolean territory) { this.territory = territory; this.changed(); return this; }
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public MPerm setTerritory(boolean territory) { this.territory = territory; this.changed(); return this; }
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// If it editable by the faction leader (or for who ever the permission is configured)
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// Is this perm editable by players?
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// With this we mean standard non administrator players.
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// All perms can be changed using /f admin.
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// Example: true (all perms are editable by default)
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// Example: true (all perms are editable by default)
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private boolean editable = false;
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private boolean editable = false;
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public boolean isEditable() { return this.editable; }
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public boolean isEditable() { return this.editable; }
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public MPerm setEditable(boolean editable) { this.editable = editable; this.changed(); return this; }
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public MPerm setEditable(boolean editable) { this.editable = editable; this.changed(); return this; }
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// If the flag is visible or hidden.
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// Is this perm visible to players?
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// With this we mean standard non administrator players.
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// All perms can be seen using /f admin.
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// Some perms can be rendered meaningless by settings in Factions or external plugins.
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// Say we set "editable" to false.
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// In such case we might want to hide the perm by setting "visible" false.
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// If it can't be changed, why bother showing it?
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// Example: true (yeah we need to see this permission)
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// Example: true (yeah we need to see this permission)
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// Explanation: Some flags are rendered meaningless by other plugins.
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private boolean visible = true;
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private boolean visible = true;
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public boolean isVisible() { return this.visible; }
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public boolean isVisible() { return this.visible; }
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public MPerm setVisible(boolean visible) { this.visible = visible; this.changed(); return this; }
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public MPerm setVisible(boolean visible) { this.visible = visible; this.changed(); return this; }
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