package com.massivecraft.factions; import java.util.*; import org.bukkit.*; import org.bukkit.entity.EntityType; import com.massivecraft.factions.struct.FFlag; import com.massivecraft.factions.struct.FPerm; import com.massivecraft.factions.struct.Rel; public class ConfServer { public final static transient List baseCommandAliases = new ArrayList(); // Colors public static ChatColor colorMember = ChatColor.GREEN; public static ChatColor colorAlly = ChatColor.DARK_PURPLE; public static ChatColor colorTruce = ChatColor.LIGHT_PURPLE; public static ChatColor colorNeutral = ChatColor.WHITE; public static ChatColor colorEnemy = ChatColor.RED; public static ChatColor colorNoPVP = ChatColor.GOLD; public static ChatColor colorFriendlyFire = ChatColor.DARK_RED; //public static ChatColor colorWilderness = ChatColor.DARK_GREEN; public static Map factionFlagDefaults; public static Map factionFlagIsChangeable; public static Map> factionPermDefaults; public static Rel factionRankDefault = Rel.RECRUIT; // Power public static double powerPlayerMax = 10.0; public static double powerPlayerMin = -10.0; public static double powerPlayerStarting = 10.0; // New players start out with this power level public static double powerPerMinute = 0.2; // Default health rate... it takes 5 min to heal one power public static double powerPerDeath = 4.0; // A death makes you lose 4 power public static boolean scaleNegativePower = false; // Power regeneration rate increase as power decreases public static double scaleNegativeDivisor = 40.0; // Divisor for inverse power regeneration curve public static boolean powerRegenOffline = false; // does player power regenerate even while they're offline? public static double powerOfflineLossPerDay = 0.0; // players will lose this much power per day offline public static double powerOfflineLossLimit = 0.0; // players will no longer lose power from being offline once their power drops to this amount or less public static double powerFactionMax = 0.0; // if greater than 0, the cap on how much power a faction can have (additional power from players beyond that will act as a "buffer" of sorts) public static String prefixLeader = "**"; public static String prefixOfficer = "*"; public static String prefixMember = "+"; public static String prefixRecruit = "-"; public static int factionTagLengthMin = 3; public static int factionTagLengthMax = 10; public static boolean factionTagForceUpperCase = false; public static boolean newFactionsDefaultOpen = false; // when faction membership hits this limit, players will no longer be able to join using /f join; default is 0, no limit public static int factionMemberLimit = 0; // what faction ID to start new players in when they first join the server; default is 0, "no faction" public static String newPlayerStartingFactionID = "0"; //public static boolean showMapFactionKey = true; //public static boolean showNeutralFactionsOnMap = true; //public static boolean showEnemyFactionsOnMap = true; // Disallow joining/leaving/kicking while power is negative public static boolean canLeaveWithNegativePower = true; // Configuration on the Faction tag in chat messages. public static boolean chatSetFormat = false; public static String chatSetFormatTo = "<{faction_relcolor}§l{faction_roleprefix}§r{faction_relcolor}{faction_tag_pr}"+ChatColor.WHITE.toString()+"%s> %s"; public static boolean chatParseTags = true; public static boolean chatParseTagsColored = false; public static Map chatSingleFormats = new HashMap(); public static transient boolean chatTagHandledByAnotherPlugin = false; // Why do we need this? (Olof asks) public static String chatTagFormat = "%s"+ChatColor.WHITE; // This one is almost deprecated now right? or is it? // Herochat public static String herochatFactionName = "Faction"; public static String herochatFactionNick = "F"; public static String herochatFactionFormat = "{color}[&l{nick}&r{color} &l{faction_roleprefix}&r{color}{faction_title_pr}{sender}{color}] &f{msg}"; public static ChatColor herochatFactionColor = ChatColor.GREEN; public static int herochatFactionDistance = 0; public static boolean herochatFactionIsShortcutAllowed = false; public static boolean herochatFactionCrossWorld = true; public static boolean herochatFactionMuted = false; public static Set herochatFactionWorlds = new HashSet(); public static String herochatAlliesName = "Allies"; public static String herochatAlliesNick = "A"; public static String herochatAlliesFormat = "{color}[&l{nick}&r&f {faction_relcolor}&l{faction_roleprefix}&r{faction_relcolor}{faction_tag_pr}{sender}{color}] &f{msg}"; public static ChatColor herochatAlliesColor = ChatColor.DARK_PURPLE; public static int herochatAlliesDistance = 0; public static boolean herochatAlliesIsShortcutAllowed = false; public static boolean herochatAlliesCrossWorld = true; public static boolean herochatAlliesMuted = false; public static Set herochatAlliesWorlds = new HashSet(); public static String herochatAllyName = "Allies"; public static boolean broadcastDescriptionChanges = false; public static double autoLeaveAfterDaysOfInactivity = 10.0; public static double autoLeaveRoutineRunsEveryXMinutes = 5.0; public static boolean removePlayerDataWhenBanned = true; public static boolean worldGuardChecking = false; //LWC public static boolean lwcIntegration = false; public static boolean onUnclaimResetLwcLocks = false; public static boolean onCaptureResetLwcLocks = false; // server logging options public static boolean logFactionCreate = true; public static boolean logFactionDisband = true; public static boolean logFactionJoin = true; public static boolean logFactionKick = true; public static boolean logFactionLeave = true; public static boolean logLandClaims = true; public static boolean logLandUnclaims = true; public static boolean logMoneyTransactions = true; public static boolean logPlayerCommands = true; // prevent some potential exploits public static boolean handleExploitObsidianGenerators = true; public static boolean handleExploitEnderPearlClipping = true; public static boolean handleExploitInteractionSpam = true; public static boolean handleExploitTNTWaterlog = false; public static boolean homesEnabled = true; public static boolean homesMustBeInClaimedTerritory = true; public static boolean homesTeleportToOnDeath = true; public static boolean homesRespawnFromNoPowerLossWorlds = true; public static boolean homesTeleportCommandEnabled = true; public static boolean homesTeleportCommandEssentialsIntegration = true; public static boolean homesTeleportCommandSmokeEffectEnabled = true; public static boolean homesTeleportAllowedFromEnemyTerritory = true; public static boolean homesTeleportAllowedFromDifferentWorld = true; public static double homesTeleportAllowedEnemyDistance = 32.0; public static boolean homesTeleportIgnoreEnemiesIfInOwnTerritory = true; public static Rel friendlyFireFromRel = Rel.TRUCE; public static boolean disablePVPForFactionlessPlayers = false; public static boolean enablePVPAgainstFactionlessInAttackersLand = false; public static int noPVPDamageToOthersForXSecondsAfterLogin = 3; //public static boolean peacefulMembersDisablePowerLoss = true; public static boolean permanentFactionsDisableLeaderPromotion = false; public static boolean claimsMustBeConnected = false; public static boolean claimingFromOthersAllowed = true; public static boolean claimsCanBeUnconnectedIfOwnedByOtherFaction = true; public static int claimsRequireMinFactionMembers = 1; public static int claimedLandsMax = 0; // if someone is doing a radius claim and the process fails to claim land this many times in a row, it will exit public static int radiusClaimFailureLimit = 9; //public static double considerFactionsReallyOfflineAfterXMinutes = 0.0; public static int actionDeniedPainAmount = 2; // commands which will be prevented if the player is a member of a permanent faction public static Set permanentFactionMemberDenyCommands = new LinkedHashSet(); // commands which will be prevented when in claimed territory of another faction public static Set territoryNeutralDenyCommands = new LinkedHashSet(); public static Set territoryEnemyDenyCommands = new LinkedHashSet(); public static double territoryShieldFactor = 0.3; // for claimed areas where further faction-member ownership can be defined public static boolean pistonProtectionThroughDenyBuild = true; public final transient static Set materialsEditOnInteract = EnumSet.noneOf(Material.class); public final transient static Set materialsEditTools = EnumSet.noneOf(Material.class); public final transient static Set materialsDoor = EnumSet.noneOf(Material.class); public final transient static Set materialsContainer = EnumSet.noneOf(Material.class); //public static Set territoryProtectedMaterialsWhenOffline = EnumSet.noneOf(Material.class); //public static Set territoryDenyUseageMaterialsWhenOffline = EnumSet.noneOf(Material.class); // TODO: Rename to monsterCreatureTypes public static transient Set monsters = EnumSet.noneOf(EntityType.class); // Spout features public static boolean spoutFactionTagsOverNames = true; // show faction tags over names over player heads public static boolean spoutFactionTitlesOverNames = true; // whether to include player's title in that public static boolean spoutHealthBarUnderNames = true; // Show healthbar under player names. public static String spoutHealthBarLeft = "{c}["; public static String spoutHealthBarSolid = "|"; public static String spoutHealthBarBetween = "&8"; public static String spoutHealthBarEmpty = "|"; public static String spoutHealthBarRight = "{c}]"; public static double spoutHealthBarSolidsPerEmpty = 1d; public static String spoutHealthBarColorTag = "{c}"; public static int spoutHealthBarWidth = 30; public static Map spoutHealthBarColorUnderQuota = new LinkedHashMap(); public static boolean spoutCapes = true; // Show faction capes public static int spoutTerritoryDisplayPosition = 1; // permanent territory display, instead of by chat; 0 = disabled, 1 = top left, 2 = top center, 3+ = top right public static float spoutTerritoryDisplaySize = 1.0f; // text scale (size) for territory display public static boolean spoutTerritoryDisplayShowDescription = true; // whether to show the faction description, not just the faction tag public static boolean spoutTerritoryAccessShow = true; // show occasional territory access info as well ("access granted" or "access restricted" if relevant) public static boolean spoutTerritoryNoticeShow = true; // show additional brief territory notice near center of screen, to be sure player notices transition public static int spoutTerritoryNoticeTop = 40; // how far down the screen to place the additional notice public static boolean spoutTerritoryNoticeShowDescription = false; // whether to show the faction description in the notice, not just the faction tag public static float spoutTerritoryNoticeSize = 1.5f; // text scale (size) for notice public static float spoutTerritoryNoticeLeaveAfterSeconds = 2.00f; // how many seconds before the notice goes away // Economy settings public static boolean econEnabled = false; public static String econUniverseAccount = ""; public static double econCostClaimWilderness = 30.0; public static double econCostClaimFromFactionBonus = 30.0; public static double econClaimAdditionalMultiplier = 0.5; public static double econClaimRefundMultiplier = 0.7; public static double econClaimUnconnectedFee = 0.0; public static double econCostCreate = 100.0; public static double econCostSethome = 30.0; public static double econCostJoin = 0.0; public static double econCostLeave = 0.0; public static double econCostKick = 0.0; public static double econCostInvite = 0.0; public static double econCostHome = 0.0; public static double econCostTag = 0.0; public static double econCostDesc = 0.0; public static double econCostTitle = 0.0; public static double econCostList = 0.0; public static double econCostMap = 0.0; public static double econCostPower = 0.0; public static double econCostShow = 0.0; public static double econCostOpen = 0.0; public static double econCostAlly = 0.0; public static double econCostTruce = 0.0; public static double econCostNeutral = 0.0; public static double econCostEnemy = 0.0; public static int econLandRewardTaskRunsEveryXMinutes = 20; public static double econLandReward = 0.00; //Faction banks, to pay for land claiming and other costs instead of individuals paying for them public static boolean bankEnabled = true; //public static boolean bankMembersCanWithdraw = false; //Have to be at least moderator to withdraw or pay money to another faction public static boolean bankFactionPaysCosts = true; //The faction pays for faction command costs, such as sethome public static boolean bankFactionPaysLandCosts = true; //The faction pays for land claiming costs. // mainly for other plugins/mods that use a fake player to take actions, which shouldn't be subject to our protections public static Set playersWhoBypassAllProtection = new LinkedHashSet(); public static Set worldsNoClaiming = new LinkedHashSet(); public static Set worldsNoPowerLoss = new LinkedHashSet(); public static Set worldsIgnorePvP = new LinkedHashSet(); // TODO: A better solution Would be to have One wilderness faction per world. //public static Set worldsNoWildernessProtection = new LinkedHashSet(); public static transient int mapHeight = 8; public static transient int mapWidth = 39; public static transient char[] mapKeyChrs = "\\/#?$%=&^ABCDEFGHJKLMNOPQRSTUVWXYZ1234567890abcdeghjmnopqrsuvwxyz".toCharArray(); static { baseCommandAliases.add("f"); factionFlagDefaults = new LinkedHashMap(); for (FFlag flag : FFlag.values()) { factionFlagDefaults.put(flag, flag.defaultDefaultValue); } factionPermDefaults = new LinkedHashMap>(); for (FPerm perm: FPerm.values()) { factionPermDefaults.put(perm, perm.defaultDefaultValue); } chatSingleFormats.put("pl", " %s"); chatSingleFormats.put("pr", "%s "); chatSingleFormats.put("pb", " %s "); territoryEnemyDenyCommands.add("home"); territoryEnemyDenyCommands.add("sethome"); territoryEnemyDenyCommands.add("spawn"); territoryEnemyDenyCommands.add("tpahere"); territoryEnemyDenyCommands.add("tpaccept"); territoryEnemyDenyCommands.add("tpa"); territoryEnemyDenyCommands.add("warp"); materialsContainer.add(Material.DISPENSER); materialsContainer.add(Material.CHEST); materialsContainer.add(Material.FURNACE); materialsContainer.add(Material.BURNING_FURNACE); materialsContainer.add(Material.JUKEBOX); materialsContainer.add(Material.BREWING_STAND); materialsContainer.add(Material.ENCHANTMENT_TABLE); materialsContainer.add(Material.ANVIL); materialsContainer.add(Material.BEACON); materialsEditOnInteract.add(Material.DIODE_BLOCK_OFF); materialsEditOnInteract.add(Material.DIODE_BLOCK_ON); materialsEditOnInteract.add(Material.NOTE_BLOCK); materialsEditOnInteract.add(Material.CAULDRON); materialsEditOnInteract.add(Material.SOIL); materialsDoor.add(Material.WOODEN_DOOR); materialsDoor.add(Material.TRAP_DOOR); materialsDoor.add(Material.FENCE_GATE); materialsEditTools.add(Material.FIREBALL); materialsEditTools.add(Material.FLINT_AND_STEEL); materialsEditTools.add(Material.BUCKET); materialsEditTools.add(Material.WATER_BUCKET); materialsEditTools.add(Material.LAVA_BUCKET); monsters.add(EntityType.BLAZE); monsters.add(EntityType.CAVE_SPIDER); monsters.add(EntityType.CREEPER); monsters.add(EntityType.ENDERMAN); monsters.add(EntityType.ENDER_DRAGON); monsters.add(EntityType.GHAST); monsters.add(EntityType.GIANT); monsters.add(EntityType.MAGMA_CUBE); monsters.add(EntityType.PIG_ZOMBIE); monsters.add(EntityType.SILVERFISH); monsters.add(EntityType.SKELETON); monsters.add(EntityType.SLIME); monsters.add(EntityType.SPIDER); monsters.add(EntityType.WITCH); monsters.add(EntityType.WITHER); monsters.add(EntityType.ZOMBIE); spoutHealthBarColorUnderQuota.put(1.0d, "&2"); spoutHealthBarColorUnderQuota.put(0.8d, "&a"); spoutHealthBarColorUnderQuota.put(0.5d, "&e"); spoutHealthBarColorUnderQuota.put(0.4d, "&6"); spoutHealthBarColorUnderQuota.put(0.3d, "&c"); spoutHealthBarColorUnderQuota.put(0.2d, "&4"); } // -------------------------------------------- // // Persistance // -------------------------------------------- // private static transient ConfServer i = new ConfServer(); public static void load() { Factions.get().persist.loadOrSaveDefault(i, ConfServer.class, "conf"); } public static void save() { Factions.get().persist.save(i); } }