344 lines
15 KiB
Java
344 lines
15 KiB
Java
package com.massivecraft.factions;
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import java.util.*;
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import org.bukkit.*;
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import org.bukkit.event.EventPriority;
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import com.massivecraft.mcore.SimpleConfig;
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import com.massivecraft.mcore.util.MUtil;
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public class ConfServer extends SimpleConfig
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{
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// -------------------------------------------- //
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// INSTANCE & CONSTRUCT
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// -------------------------------------------- //
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private static transient ConfServer i = new ConfServer();
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public static ConfServer get() { return i; }
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public ConfServer() { super(Factions.get()); }
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// -------------------------------------------- //
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// CORE
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// -------------------------------------------- //
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public static List<String> baseCommandAliases = MUtil.list("f");
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public static String dburi = "default";
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// -------------------------------------------- //
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// COLORS
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// -------------------------------------------- //
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public static ChatColor colorMember = ChatColor.GREEN;
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public static ChatColor colorAlly = ChatColor.DARK_PURPLE;
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public static ChatColor colorTruce = ChatColor.LIGHT_PURPLE;
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public static ChatColor colorNeutral = ChatColor.WHITE;
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public static ChatColor colorEnemy = ChatColor.RED;
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public static ChatColor colorNoPVP = ChatColor.GOLD;
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public static ChatColor colorFriendlyFire = ChatColor.DARK_RED;
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//public static ChatColor colorWilderness = ChatColor.DARK_GREEN;
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// -------------------------------------------- //
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// DOUBTFULLY CONFIGURABLE DEFAULTS (TODO)
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// -------------------------------------------- //
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public static Map<FFlag, Boolean> factionFlagDefaults;
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//public static Map<FFlag, Boolean> factionFlagIsChangeable;
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public static Map<FPerm, Set<Rel>> factionPermDefaults;
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// TODO: Shouldn't this be a constant rather?
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public static Rel factionRankDefault = Rel.RECRUIT;
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// -------------------------------------------- //
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// POWER
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// -------------------------------------------- //
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public static double powerMax = 10.0;
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public static double powerMin = -10.0;
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public static double powerStarting = 10.0; // New players start out with this power level
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public static double powerPerDeath = -4.0; // A death makes you lose 4 power
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public static double powerPerHourOnline = 10.0;
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public static double powerPerHourOffline = 0.0;
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// players will no longer lose power from being offline once their power drops to this amount or less
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public static double powerLimitGainOnline = 10.0;
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public static double powerLimitGainOffline = 0.0;
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public static double powerLimitLossOnline = -10.0;
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public static double powerLimitLossOffline = 0.0;
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public static boolean scaleNegativePower = false; // Power regeneration rate increase as power decreases
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public static double scaleNegativeDivisor = 40.0; // Divisor for inverse power regeneration curve
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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)
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// -------------------------------------------- //
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// PREFIXES
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// -------------------------------------------- //
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public static String prefixLeader = "**";
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public static String prefixOfficer = "*";
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public static String prefixMember = "+";
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public static String prefixRecruit = "-";
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// -------------------------------------------- //
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// CORE
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// -------------------------------------------- //
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public static int factionTagLengthMin = 3;
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public static int factionTagLengthMax = 10;
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public static boolean factionTagForceUpperCase = false;
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public static boolean newFactionsDefaultOpen = false;
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// when faction membership hits this limit, players will no longer be able to join using /f join; default is 0, no limit
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public static int factionMemberLimit = 0;
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// what faction ID to start new players in when they first join the server; default is 0, "no faction"
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public static String newPlayerStartingFactionID = Const.FACTIONID_NONE;
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// Disallow joining/leaving/kicking while power is negative
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public static boolean canLeaveWithNegativePower = true;
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// -------------------------------------------- //
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// CHAT
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// -------------------------------------------- //
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// We offer a simple standard way to set the format
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public static boolean chatSetFormat = false;
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public static EventPriority chatSetFormatAt = EventPriority.LOWEST;
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public static String chatSetFormatTo = "<{factions_relcolor}§l{factions_roleprefix}§r{factions_relcolor}{factions_tag|rp}§f%1$s> %2$s";
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// We offer a simple standard way to parse the chat tags
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public static boolean chatParseTags = true;
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public static EventPriority chatParseTagsAt = EventPriority.LOW;
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// TODO: What is this line and can I get rid of it?
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public static String chatTagFormat = "%s"+ChatColor.WHITE; // This one is almost deprecated now right? or is it?
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// HeroChat: The Faction Channel
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public static String herochatFactionName = "Faction";
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public static String herochatFactionNick = "F";
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public static String herochatFactionFormat = "{color}[&l{nick}&r{color} &l{faction_roleprefix}&r{color}{faction_title_pr}{sender}{color}] &f{msg}";
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public static ChatColor herochatFactionColor = ChatColor.GREEN;
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public static int herochatFactionDistance = 0;
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public static boolean herochatFactionIsShortcutAllowed = false;
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public static boolean herochatFactionCrossWorld = true;
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public static boolean herochatFactionMuted = false;
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public static Set<String> herochatFactionWorlds = new HashSet<String>();
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// HeroChat: The Allies Channel
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public static String herochatAlliesName = "Allies";
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public static String herochatAlliesNick = "A";
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public static String herochatAlliesFormat = "{color}[&l{nick}&r&f {faction_relcolor}&l{faction_roleprefix}&r{faction_relcolor}{faction_tag_pr}{sender}{color}] &f{msg}";
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public static ChatColor herochatAlliesColor = ChatColor.DARK_PURPLE;
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public static int herochatAlliesDistance = 0;
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public static boolean herochatAlliesIsShortcutAllowed = false;
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public static boolean herochatAlliesCrossWorld = true;
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public static boolean herochatAlliesMuted = false;
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public static Set<String> herochatAlliesWorlds = new HashSet<String>();
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// -------------------------------------------- //
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// AUTO LEAVE
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// -------------------------------------------- //
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public static double autoLeaveAfterDaysOfInactivity = 10.0;
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public static double autoLeaveRoutineRunsEveryXMinutes = 5.0;
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public static boolean removePlayerDataWhenBanned = true;
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// -------------------------------------------- //
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// INTEGRATION: WORLD GUARD
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// -------------------------------------------- //
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public static boolean worldGuardChecking = false;
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// -------------------------------------------- //
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// INTEGRATION: LWC
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// -------------------------------------------- //
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public static boolean lwcIntegration = false;
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public static boolean onUnclaimResetLwcLocks = false;
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public static boolean onCaptureResetLwcLocks = false;
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// -------------------------------------------- //
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// LOGGING
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// -------------------------------------------- //
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public static boolean logFactionCreate = true;
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public static boolean logFactionDisband = true;
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public static boolean logFactionJoin = true;
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public static boolean logFactionKick = true;
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public static boolean logFactionLeave = true;
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public static boolean logLandClaims = true;
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public static boolean logLandUnclaims = true;
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public static boolean logMoneyTransactions = true;
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public static boolean logPlayerCommands = true;
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// -------------------------------------------- //
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// EXPLOITS
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// -------------------------------------------- //
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public static boolean handleExploitObsidianGenerators = true;
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public static boolean handleExploitEnderPearlClipping = true;
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public static boolean handleExploitInteractionSpam = true;
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public static boolean handleExploitTNTWaterlog = false;
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// -------------------------------------------- //
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// HOMES
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// -------------------------------------------- //
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public static boolean homesEnabled = true;
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public static boolean homesMustBeInClaimedTerritory = true;
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public static boolean homesTeleportCommandEnabled = true;
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public static boolean homesTeleportAllowedFromEnemyTerritory = true;
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public static boolean homesTeleportAllowedFromDifferentWorld = true;
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public static double homesTeleportAllowedEnemyDistance = 32.0;
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public static boolean homesTeleportIgnoreEnemiesIfInOwnTerritory = true;
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// TODO: This one should not be in the config should it? It should be built into the enum?
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public static Rel friendlyFireFromRel = Rel.TRUCE;
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public static boolean disablePVPForFactionlessPlayers = false;
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public static boolean enablePVPAgainstFactionlessInAttackersLand = false;
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//public static boolean peacefulMembersDisablePowerLoss = true;
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public static boolean permanentFactionsDisableLeaderPromotion = false;
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public static boolean claimsMustBeConnected = false;
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public static boolean claimingFromOthersAllowed = true;
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public static boolean claimsCanBeUnconnectedIfOwnedByOtherFaction = true;
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public static int claimsRequireMinFactionMembers = 1;
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public static int claimedLandsMax = 0;
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// if someone is doing a radius claim and the process fails to claim land this many times in a row, it will exit
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public static int radiusClaimFailureLimit = 9;
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//public static double considerFactionsReallyOfflineAfterXMinutes = 0.0;
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public static int actionDeniedPainAmount = 2;
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// commands which will be prevented if the player is a member of a permanent faction
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public static Set<String> permanentFactionMemberDenyCommands = new LinkedHashSet<String>();
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// commands which will be prevented when in claimed territory of another faction
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public static Set<String> territoryNeutralDenyCommands = new LinkedHashSet<String>();
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public static Set<String> territoryEnemyDenyCommands = MUtil.set("home", "sethome", "spawn", "tpahere", "tpaccept", "tpa", "warp");
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public static double territoryShieldFactor = 0.3;
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// for claimed areas where further faction-member ownership can be defined
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public static boolean pistonProtectionThroughDenyBuild = true;
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// Spout features
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public static boolean spoutFactionTagsOverNames = true; // show faction tags over names over player heads
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public static boolean spoutFactionTitlesOverNames = true; // whether to include player's title in that
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public static boolean spoutHealthBarUnderNames = true; // Show healthbar under player names.
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public static String spoutHealthBarLeft = "{c}[";
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public static String spoutHealthBarSolid = "|";
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public static String spoutHealthBarBetween = "&8";
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public static String spoutHealthBarEmpty = "|";
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public static String spoutHealthBarRight = "{c}]";
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public static double spoutHealthBarSolidsPerEmpty = 1d;
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public static String spoutHealthBarColorTag = "{c}";
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public static int spoutHealthBarWidth = 30;
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public static Map<Double, String> spoutHealthBarColorUnderQuota = MUtil.map(
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1.0d, "&2",
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0.8d, "&a",
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0.5d, "&e",
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0.4d, "&6",
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0.3d, "&c",
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0.2d, "&4"
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);
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public static boolean spoutCapes = true; // Show faction capes
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public static int spoutTerritoryDisplayPosition = 1; // permanent territory display, instead of by chat; 0 = disabled, 1 = top left, 2 = top center, 3+ = top right
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public static float spoutTerritoryDisplaySize = 1.0f; // text scale (size) for territory display
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public static boolean spoutTerritoryDisplayShowDescription = true; // whether to show the faction description, not just the faction tag
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public static boolean spoutTerritoryAccessShow = true; // show occasional territory access info as well ("access granted" or "access restricted" if relevant)
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public static boolean spoutTerritoryNoticeShow = true; // show additional brief territory notice near center of screen, to be sure player notices transition
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public static int spoutTerritoryNoticeTop = 40; // how far down the screen to place the additional notice
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public static boolean spoutTerritoryNoticeShowDescription = false; // whether to show the faction description in the notice, not just the faction tag
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public static float spoutTerritoryNoticeSize = 1.5f; // text scale (size) for notice
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public static float spoutTerritoryNoticeLeaveAfterSeconds = 2.00f; // how many seconds before the notice goes away
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// -------------------------------------------- //
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// INTEGRATION: ECONOMY
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// -------------------------------------------- //
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public static boolean econEnabled = false;
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public static String econUniverseAccount = "";
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public static double econCostClaimWilderness = 30.0;
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public static double econCostClaimFromFactionBonus = 30.0;
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public static double econClaimAdditionalMultiplier = 0.5;
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public static double econClaimRefundMultiplier = 0.7;
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public static double econClaimUnconnectedFee = 0.0;
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public static double econCostCreate = 100.0;
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public static double econCostSethome = 30.0;
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public static double econCostJoin = 0.0;
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public static double econCostLeave = 0.0;
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public static double econCostKick = 0.0;
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public static double econCostInvite = 0.0;
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public static double econCostHome = 0.0;
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public static double econCostTag = 0.0;
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public static double econCostDesc = 0.0;
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public static double econCostTitle = 0.0;
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public static double econCostList = 0.0;
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public static double econCostMap = 0.0;
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public static double econCostPower = 0.0;
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public static double econCostShow = 0.0;
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public static double econCostOpen = 0.0;
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public static double econCostAlly = 0.0;
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public static double econCostTruce = 0.0;
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public static double econCostNeutral = 0.0;
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public static double econCostEnemy = 0.0;
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public static int econLandRewardTaskRunsEveryXMinutes = 20;
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public static double econLandReward = 0.00;
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//Faction banks, to pay for land claiming and other costs instead of individuals paying for them
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public static boolean bankEnabled = true;
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//public static boolean bankMembersCanWithdraw = false; //Have to be at least moderator to withdraw or pay money to another faction
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public static boolean bankFactionPaysCosts = true; //The faction pays for faction command costs, such as sethome
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public static boolean bankFactionPaysLandCosts = true; //The faction pays for land claiming costs.
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// -------------------------------------------- //
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// DERPY OVERRIDES
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// -------------------------------------------- //
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// mainly for other plugins/mods that use a fake player to take actions, which shouldn't be subject to our protections
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public static Set<String> playersWhoBypassAllProtection = new LinkedHashSet<String>();
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public static Set<String> worldsNoClaiming = new LinkedHashSet<String>();
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// TODO: Should worldsNoPowerLoss rather be a bukkit permission node?
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public static Set<String> worldsNoPowerLoss = new LinkedHashSet<String>();
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public static Set<String> worldsIgnorePvP = new LinkedHashSet<String>();
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// TODO: A better solution Would be to have One wilderness faction per world.
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//public static Set<String> worldsNoWildernessProtection = new LinkedHashSet<String>();
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// -------------------------------------------- //
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// STATIC CONSTRUCTOR TO GET RID OF (TODO)
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// -------------------------------------------- //
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static
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{
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factionFlagDefaults = new LinkedHashMap<FFlag, Boolean>();
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for (FFlag flag : FFlag.values())
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{
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factionFlagDefaults.put(flag, flag.defaultDefaultValue);
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}
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factionPermDefaults = new LinkedHashMap<FPerm, Set<Rel>>();
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for (FPerm perm: FPerm.values())
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{
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factionPermDefaults.put(perm, perm.defaultDefaultValue);
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}
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}
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}
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