Factions/src/com/massivecraft/factions/Conf.java

353 lines
17 KiB
Java

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 Conf
{
public static List<String> baseCommandAliases = new ArrayList<String>();
public static boolean allowNoSlashCommand = true;
// 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<FFlag, Boolean> factionFlagDefaults;
public static Map<FFlag, Boolean> factionFlagIsChangeable;
public static Map<FPerm, Set<Rel>> factionPermDefaults;
// 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 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<String, String> chatSingleFormats = new HashMap<String, String>();
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<String> herochatFactionWorlds = new HashSet<String>();
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<String> herochatAlliesWorlds = new HashSet<String>();
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<String> permanentFactionMemberDenyCommands = new LinkedHashSet<String>();
// commands which will be prevented when in claimed territory of another faction
public static Set<String> territoryNeutralDenyCommands = new LinkedHashSet<String>();
public static Set<String> territoryEnemyDenyCommands = new LinkedHashSet<String>();
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<Material> materialsEditOnInteract = EnumSet.noneOf(Material.class);
public final transient static Set<Material> materialsEditTools = EnumSet.noneOf(Material.class);
public final transient static Set<Material> materialsDoor = EnumSet.noneOf(Material.class);
public final transient static Set<Material> materialsContainer = EnumSet.noneOf(Material.class);
//public static Set<Material> territoryProtectedMaterialsWhenOffline = EnumSet.noneOf(Material.class);
//public static Set<Material> territoryDenyUseageMaterialsWhenOffline = EnumSet.noneOf(Material.class);
// TODO: Rename to monsterCreatureTypes
public static transient Set<EntityType> 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<Double, String> spoutHealthBarColorUnderQuota = new LinkedHashMap<Double, String>();
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;
//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<String> playersWhoBypassAllProtection = new LinkedHashSet<String>();
public static Set<String> worldsNoClaiming = new LinkedHashSet<String>();
public static Set<String> worldsNoPowerLoss = new LinkedHashSet<String>();
public static Set<String> worldsIgnorePvP = new LinkedHashSet<String>();
// TODO: A better solution Would be to have One wilderness faction per world.
//public static Set<String> worldsNoWildernessProtection = new LinkedHashSet<String>();
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<FFlag, Boolean>();
for (FFlag flag : FFlag.values())
{
factionFlagDefaults.put(flag, flag.defaultDefaultValue);
}
factionPermDefaults = new LinkedHashMap<FPerm, Set<Rel>>();
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 Conf i = new Conf();
public static void load()
{
P.p.persist.loadOrSaveDefault(i, Conf.class, "conf");
}
public static void save()
{
P.p.persist.save(i);
}
}