736 lines
29 KiB
Java
736 lines
29 KiB
Java
package com.massivecraft.factions.entity;
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import java.util.ArrayList;
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import java.util.HashSet;
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import java.util.LinkedHashSet;
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import java.util.List;
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import java.util.Map;
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import java.util.Set;
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import org.bukkit.ChatColor;
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import org.bukkit.Material;
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import org.bukkit.entity.EntityType;
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import org.bukkit.event.EventPriority;
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import com.massivecraft.factions.Factions;
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import com.massivecraft.factions.Rel;
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import com.massivecraft.factions.engine.EngineChat;
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import com.massivecraft.factions.event.EventFactionsChunkChangeType;
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import com.massivecraft.massivecore.collections.BackstringEnumSet;
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import com.massivecraft.massivecore.collections.WorldExceptionSet;
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import com.massivecraft.massivecore.store.Entity;
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import com.massivecraft.massivecore.util.MUtil;
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import com.massivecraft.massivecore.util.TimeUnit;
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public class MConf extends Entity<MConf>
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{
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// -------------------------------------------- //
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// META
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// -------------------------------------------- //
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protected static transient MConf i;
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public static MConf get() { return i; }
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// -------------------------------------------- //
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// OVERRIDE: ENTITY
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// -------------------------------------------- //
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@Override
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public MConf load(MConf that)
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{
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super.load(that);
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if (!Factions.get().isDatabaseInitialized()) return this;
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EngineChat.get().deactivate();
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EngineChat.get().activate();
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return this;
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}
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// -------------------------------------------- //
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// COMMAND ALIASES
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// -------------------------------------------- //
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// Don't you want "f" as the base command alias? Simply change it here.
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public List<String> aliasesF = MUtil.list("f");
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// -------------------------------------------- //
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// WORLDS FEATURE ENABLED
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// -------------------------------------------- //
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// Use this blacklist/whitelist system to toggle features on a per world basis.
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// Do you only want claiming enabled on the one map called "Hurr"?
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// In such case set standard to false and add "Hurr" as an exeption to worldsClaimingEnabled.
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public WorldExceptionSet worldsClaimingEnabled = new WorldExceptionSet();
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public WorldExceptionSet worldsPowerLossEnabled = new WorldExceptionSet();
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public WorldExceptionSet worldsPvpRulesEnabled = new WorldExceptionSet();
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// -------------------------------------------- //
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// DERPY OVERRIDES
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// -------------------------------------------- //
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// Add player names here who should bypass all protections.
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// Should /not/ be used for admins. There is "/f adminmode" for that.
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// This is 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 Set<String> playersWhoBypassAllProtection = new LinkedHashSet<String>();
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// -------------------------------------------- //
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// TASKS
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// -------------------------------------------- //
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// Define the time in minutes between certain Factions system tasks is ran.
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public double taskPlayerPowerUpdateMinutes = 1;
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public double taskPlayerDataRemoveMinutes = 5;
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public double taskEconLandRewardMinutes = 20;
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// -------------------------------------------- //
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// REMOVE DATA
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// -------------------------------------------- //
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// Should players be kicked from their faction and their data erased when banned?
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public boolean removePlayerWhenBanned = true;
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// After how many milliseconds should players be automatically kicked from their faction?
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// The Default
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public long removePlayerMillisDefault = 10 * TimeUnit.MILLIS_PER_DAY; // 10 days
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// Player Age Bonus
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public Map<Long, Long> removePlayerMillisPlayerAgeToBonus = MUtil.map(
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2 * TimeUnit.MILLIS_PER_WEEK, 10 * TimeUnit.MILLIS_PER_DAY // +10 days after 2 weeks
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);
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// Faction Age Bonus
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public Map<Long, Long> removePlayerMillisFactionAgeToBonus = MUtil.map(
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4 * TimeUnit.MILLIS_PER_WEEK, 10 * TimeUnit.MILLIS_PER_DAY, // +10 days after 4 weeks
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2 * TimeUnit.MILLIS_PER_WEEK, 5 * TimeUnit.MILLIS_PER_DAY // +5 days after 2 weeks
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);
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// -------------------------------------------- //
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// SPECIAL FACTION IDS
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// -------------------------------------------- //
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// These are a deprecated remnant from the universe system.
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// We needed these to understand the difference between wilderness in different universes.
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// Now that we are back to one universe only, we can have static names like simply "none", "safezone" and "warzone".
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// Previously we set them to UUID.randomUUID().toString() but now we set them to null.
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// If the value is set we use it to update map entries and then set it to null really quick.
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public String factionIdNone = null;
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public String factionIdSafezone = null;
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public String factionIdWarzone = null;
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// -------------------------------------------- //
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// DEFAULTS
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// -------------------------------------------- //
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// Which faction should new players be followers of?
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// "none" means Wilderness. Remember to specify the id, like "3defeec7-b3b1-48d9-82bb-2a8903df24e3" and not the name.
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public String defaultPlayerFactionId = Factions.ID_NONE;
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// What rank should new players joining a faction get?
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// If not RECRUIT then MEMBER might make sense.
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public Rel defaultPlayerRole = Rel.RECRUIT;
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// What power should the player start with?
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public double defaultPlayerPower = 0.0;
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// -------------------------------------------- //
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// MOTD
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// -------------------------------------------- //
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// During which event priority should the faction message of the day be displayed?
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// Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST and MONITOR.
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// This setting only matters if "motdDelayTicks" is set to -1
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public EventPriority motdPriority = EventPriority.NORMAL;
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// How many ticks should we delay the faction message of the day with?
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// -1 means we don't delay at all. We display it at once.
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// 0 means it's deferred to the upcomming server tick.
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// 5 means we delay it yet another 5 ticks.
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public int motdDelayTicks = -1;
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// -------------------------------------------- //
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// POWER
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// -------------------------------------------- //
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// What is the maximum player power?
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public double powerMax = 10.0;
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// What is the minimum player power?
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// NOTE: Negative minimum values is possible.
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public double powerMin = 0.0;
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// How much power should be regained per hour online on the server?
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public double powerPerHour = 2.0;
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// How much power should be lost on death?
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public double powerPerDeath = -2.0;
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// Can players with negative power leave their faction?
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// NOTE: This only makes sense to set to false if your "powerMin" setting is negative.
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public boolean canLeaveWithNegativePower = true;
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// -------------------------------------------- //
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// CORE
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// -------------------------------------------- //
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// Is there a maximum amount of members per faction?
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// 0 means there is not. If you set it to 100 then there can at most be 100 members per faction.
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public int factionMemberLimit = 0;
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// Is there a maximum faction power cap?
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// 0 means there is not. Set it to a positive value in case you wan't to use this feature.
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public double factionPowerMax = 0.0;
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// Limit the length of faction names here.
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public int factionNameLengthMin = 3;
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public int factionNameLengthMax = 16;
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// Should faction names automatically be converted to upper case?
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// You probably don't want this feature.
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// It's a remnant from old faction versions.
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public boolean factionNameForceUpperCase = false;
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// -------------------------------------------- //
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// SET LIMITS
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// -------------------------------------------- //
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// When using radius setting of faction territory, what is the maximum radius allowed?
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public int setRadiusMax = 30;
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// When using fill setting of faction territory, what is the maximum chunk count allowed?
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public int setFillMax = 1000;
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// -------------------------------------------- //
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// CLAIMS
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// -------------------------------------------- //
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// Must claims be connected to each other?
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// If you set this to false you will allow factions to claim more than one base per world map.
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// That would makes outposts possible but also potentially ugly weird claims messing up your Dynmap and ingame experiance.
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public boolean claimsMustBeConnected = true;
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// Would you like to allow unconnected claims when conquering land from another faction?
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// Setting this to true would allow taking over someone elses base even if claims normally have to be connected.
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// Note that even without this you can pillage/unclaim another factions territory in war.
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// You just won't be able to take the land as your own.
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public boolean claimsCanBeUnconnectedIfOwnedByOtherFaction = false;
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// Is claiming from other factions even allowed?
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// Set this to false to disable territorial warfare altogether.
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public boolean claimingFromOthersAllowed = true;
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// Is a minimum distance (measured in chunks) to other factions required?
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// 0 means the feature is disabled.
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// Set the feature to 10 and there must be 10 chunks of wilderness between factions.
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// Factions may optionally allow their allies to bypass this limit by configuring their faction permissions ingame themselves.
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public int claimMinimumChunksDistanceToOthers = 0;
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// Do you need a minimum amount of faction members to claim land?
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// 1 means just the faction leader alone is enough.
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public int claimsRequireMinFactionMembers = 1;
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// Is there a maximum limit to chunks claimed?
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// 0 means there isn't.
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public int claimedLandsMax = 0;
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// -------------------------------------------- //
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// HOMES
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// -------------------------------------------- //
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// Is the home feature enabled?
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// If you set this to false players can't set homes or teleport home.
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public boolean homesEnabled = true;
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// Must homes be located inside the faction's territory?
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// It's usually a wise idea keeping this true.
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// Otherwise players can set their homes inside enemy territory.
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public boolean homesMustBeInClaimedTerritory = true;
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// Is the home teleport command available?
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// One reason you might set this to false is if you only want players going home on respawn after death.
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public boolean homesTeleportCommandEnabled = true;
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// These options can be used to limit rights to tp home under different circumstances.
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public boolean homesTeleportAllowedFromEnemyTerritory = true;
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public boolean homesTeleportAllowedFromDifferentWorld = true;
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public double homesTeleportAllowedEnemyDistance = 32.0;
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public boolean homesTeleportIgnoreEnemiesIfInOwnTerritory = true;
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// Should players teleport to faction home on death?
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// Set this to true to override the default respawn location.
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public boolean homesTeleportToOnDeathActive = false;
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// This value can be used to tweak compatibility with other plugins altering the respawn location.
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// Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST and MONITOR.
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public EventPriority homesTeleportToOnDeathPriority = EventPriority.NORMAL;
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// -------------------------------------------- //
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// TERRITORY INFO
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// -------------------------------------------- //
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public boolean territoryInfoTitlesDefault = true;
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public String territoryInfoTitlesMain = "{relcolor}{name}";
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public String territoryInfoTitlesSub = "<i>{desc}";
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public int territoryInfoTitlesTicksIn = 5;
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public int territoryInfoTitlesTicksStay = 60;
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public int territoryInfoTitleTicksOut = 5;
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public String territoryInfoChat = "<i> ~ {relcolor}{name} <i>{desc}";
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// -------------------------------------------- //
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// ASSORTED
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// -------------------------------------------- //
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// Set this to true if want to block the promotion of new leaders for permanent factions.
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// I don't really understand the user case for this option.
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public boolean permanentFactionsDisableLeaderPromotion = false;
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// How much health damage should a player take upon placing or breaking a block in a "pain build" territory?
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// 2.0 means one heart.
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public double actionDeniedPainAmount = 2.0D;
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// If you set this option to true then factionless players cant partake in PVP.
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// It works in both directions. Meaning you must join a faction to hurt players and get hurt by players.
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public boolean disablePVPForFactionlessPlayers = false;
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// Set this option to true to create an exception to the rule above.
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// Players inside their own faction territory can then hurt facitonless players.
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// This way you may "evict" factionless trolls messing around in your home base.
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public boolean enablePVPAgainstFactionlessInAttackersLand = false;
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// Inside your own faction territory you take less damage.
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// 0.1 means that you take 10% less damage at home.
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public double territoryShieldFactor = 0.1D;
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// Protects the faction land from piston extending/retracting
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// through the denying of MPerm build
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public boolean handlePistonProtectionThroughDenyBuild = true;
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// -------------------------------------------- //
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// DENY COMMANDS
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// -------------------------------------------- //
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// A list of commands to block for members of permanent factions.
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// I don't really understand the user case for this option.
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public List<String> denyCommandsPermanentFactionMember = new ArrayList<String>();
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// Lists of commands to deny depending on your relation to the current faction territory.
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// You may for example not type /home (might be the plugin Essentials) in the territory of your enemies.
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public Map<Rel, List<String>> denyCommandsTerritoryRelation = MUtil.map(
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Rel.ENEMY, MUtil.list(
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// Essentials commands
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"home",
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"homes",
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"sethome",
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"createhome",
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"tpahere",
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"tpaccept",
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"tpyes",
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"tpa",
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"call",
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"tpask",
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"warp",
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"warps",
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"spawn",
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// Essentials e-alliases
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"ehome",
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"ehomes",
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"esethome",
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"ecreatehome",
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"etpahere",
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"etpaccept",
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"etpyes",
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"etpa",
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"ecall",
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"etpask",
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"ewarp",
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"ewarps",
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"espawn",
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// Essentials fallback alliases
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"essentials:home",
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"essentials:homes",
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"essentials:sethome",
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"essentials:createhome",
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"essentials:tpahere",
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"essentials:tpaccept",
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"essentials:tpyes",
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"essentials:tpa",
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"essentials:call",
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"essentials:tpask",
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"essentials:warp",
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"essentials:warps",
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"essentials:spawn",
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// Other plugins
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"wtp",
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"uspawn",
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"utp",
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"mspawn",
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"mtp",
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"fspawn",
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"ftp",
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"jspawn",
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"jtp"
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),
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Rel.NEUTRAL, new ArrayList<String>(),
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Rel.TRUCE, new ArrayList<String>(),
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Rel.ALLY, new ArrayList<String>(),
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Rel.MEMBER, new ArrayList<String>()
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);
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// -------------------------------------------- //
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// CHAT
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// -------------------------------------------- //
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// Should Factions set the chat format?
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// This should be kept at false if you use an external chat format plugin.
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// If you are planning on running a more lightweight server you can set this to true.
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public boolean chatSetFormat = true;
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// At which event priority should the chat format be set in such case?
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// Choose between: LOWEST, LOW, NORMAL, HIGH and HIGHEST.
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public EventPriority chatSetFormatAt = EventPriority.LOWEST;
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// What format should be set?
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public String chatSetFormatTo = "<{factions_relcolor}§l{factions_roleprefix}§r{factions_relcolor}{factions_name|rp}§f%1$s> %2$s";
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// Should the chat tags such as {factions_name} be parsed?
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// NOTE: You can set this to true even with chatSetFormat = false.
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// But in such case you must set the chat format using an external chat format plugin.
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public boolean chatParseTags = true;
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// At which event priority should the faction chat tags be parsed in such case?
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// Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST.
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public EventPriority chatParseTagsAt = EventPriority.LOW;
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// -------------------------------------------- //
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// COLORS
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// -------------------------------------------- //
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// Here you can alter the colors tied to certain faction relations and settings.
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// You probably don't want to edit these to much.
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// Doing so might confuse players that are used to Factions.
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public ChatColor colorMember = ChatColor.GREEN;
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public ChatColor colorAlly = ChatColor.DARK_PURPLE;
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public ChatColor colorTruce = ChatColor.LIGHT_PURPLE;
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public ChatColor colorNeutral = ChatColor.WHITE;
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public ChatColor colorEnemy = ChatColor.RED;
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// This one is for example applied to SafeZone since that faction has the pvp flag set to false.
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public ChatColor colorNoPVP = ChatColor.GOLD;
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// This one is for example applied to WarZone since that faction has the friendly fire flag set to true.
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public ChatColor colorFriendlyFire = ChatColor.DARK_RED;
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// -------------------------------------------- //
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// PREFIXES
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// -------------------------------------------- //
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// Here you may edit the name prefixes associated with different faction ranks.
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public String prefixLeader = "**";
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public String prefixOfficer = "*";
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public String prefixMember = "+";
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public String prefixRecruit = "-";
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// -------------------------------------------- //
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// EXPLOITS
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// -------------------------------------------- //
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public boolean handleExploitObsidianGenerators = true;
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public boolean handleExploitEnderPearlClipping = true;
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public boolean handleExploitTNTWaterlog = false;
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public boolean handleNetherPortalTrap = true;
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// -------------------------------------------- //
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// SEE CHUNK
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// -------------------------------------------- //
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// These options can be used to tweak the "/f seechunk" particle effect.
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// They are fine as is but feel free to experiment with them if you want to.
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// Use 1 or multiple of 3, 4 or 5.
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public int seeChunkSteps = 1;
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// White/Black List for creating sparse patterns.
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public int seeChunkKeepEvery = 5;
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public int seeChunkSkipEvery = 0;
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public long seeChunkPeriodMillis = 500;
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public int seeChunkParticleAmount = 30;
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public float seeChunkParticleOffsetY = 2;
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public float seeChunkParticleDeltaY = 2;
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// -------------------------------------------- //
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// UNSTUCK
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// -------------------------------------------- //
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public int unstuckSeconds = 30;
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public int unstuckChunkRadius = 10;
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// -------------------------------------------- //
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// LOGGING
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// -------------------------------------------- //
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// Here you can disable logging of certain events to the server console.
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public boolean logFactionCreate = true;
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public boolean logFactionDisband = true;
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public boolean logFactionJoin = true;
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public boolean logFactionKick = true;
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public boolean logFactionLeave = true;
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public boolean logLandClaims = true;
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public boolean logLandUnclaims = true;
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public boolean logMoneyTransactions = true;
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public boolean logPlayerCommands = true;
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// -------------------------------------------- //
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// ENUMERATIONS
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// -------------------------------------------- //
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// These values are fine for most standard bukkit/spigot servers.
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// If you however are using Forge with mods that add new container types you might want to add them here.
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// This way they can be protected in Faction territory.
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// Interacting with these materials when they are already placed in the terrain results in an edit.
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public BackstringEnumSet<Material> materialsEditOnInteract = new BackstringEnumSet<Material>(Material.class,
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"DIODE_BLOCK_OFF", // Minecraft 1.?
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"DIODE_BLOCK_ON", // Minecraft 1.?
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"NOTE_BLOCK", // Minecraft 1.?
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"CAULDRON", // Minecraft 1.?
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"SOIL" // Minecraft 1.?
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);
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// Interacting with the the terrain holding this item in hand results in an edit.
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// There's no need to add all block materials here. Only special items other than blocks.
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public BackstringEnumSet<Material> materialsEditTools = new BackstringEnumSet<Material>(Material.class,
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|
"FIREBALL", // Minecraft 1.?
|
|
"FLINT_AND_STEEL", // Minecraft 1.?
|
|
"BUCKET", // Minecraft 1.?
|
|
"WATER_BUCKET", // Minecraft 1.?
|
|
"LAVA_BUCKET", // Minecraft 1.?
|
|
"ARMOR_STAND" // Minecraft 1.8
|
|
);
|
|
|
|
// The duplication bug found in Spigot 1.8 protocol patch
|
|
// https://github.com/MassiveCraft/Factions/issues/693
|
|
public BackstringEnumSet<Material> materialsEditToolsDupeBug = new BackstringEnumSet<Material>(Material.class,
|
|
"CHEST", // Minecraft 1.?
|
|
"SIGN_POST", // Minecraft 1.?
|
|
"TRAPPED_CHEST", // Minecraft 1.?
|
|
"SIGN", // Minecraft 1.?
|
|
"WOOD_DOOR", // Minecraft 1.?
|
|
"IRON_DOOR" // Minecraft 1.?
|
|
);
|
|
|
|
// Interacting with these materials placed in the terrain results in door toggling.
|
|
public BackstringEnumSet<Material> materialsDoor = new BackstringEnumSet<Material>(Material.class,
|
|
"WOODEN_DOOR", // Minecraft 1.?
|
|
"ACACIA_DOOR", // Minecraft 1.8
|
|
"BIRCH_DOOR", // Minecraft 1.8
|
|
"DARK_OAK_DOOR", // Minecraft 1.8
|
|
"JUNGLE_DOOR", // Minecraft 1.8
|
|
"SPRUCE_DOOR", // Minecraft 1.8
|
|
"TRAP_DOOR", // Minecraft 1.?
|
|
"FENCE_GATE", // Minecraft 1.?
|
|
"ACACIA_FENCE_GATE", // Minecraft 1.8
|
|
"BIRCH_FENCE_GATE", // Minecraft 1.8
|
|
"DARK_OAK_FENCE_GATE", // Minecraft 1.8
|
|
"JUNGLE_FENCE_GATE", // Minecraft 1.8
|
|
"SPRUCE_FENCE_GATE" // Minecraft 1.8
|
|
);
|
|
|
|
// Interacting with these materials placed in the terrain results in opening a container.
|
|
public BackstringEnumSet<Material> materialsContainer = new BackstringEnumSet<Material>(Material.class,
|
|
"DISPENSER", // Minecraft 1.?
|
|
"CHEST", // Minecraft 1.?
|
|
"FURNACE", // Minecraft 1.?
|
|
"BURNING_FURNACE", // Minecraft 1.?
|
|
"JUKEBOX", // Minecraft 1.?
|
|
"BREWING_STAND", // Minecraft 1.?
|
|
"ENCHANTMENT_TABLE", // Minecraft 1.?
|
|
"ANVIL", // Minecraft 1.?
|
|
"BEACON", // Minecraft 1.?
|
|
"TRAPPED_CHEST", // Minecraft 1.?
|
|
"HOPPER", // Minecraft 1.?
|
|
"DROPPER" // Minecraft 1.?
|
|
);
|
|
|
|
// Interacting with these entities results in an edit.
|
|
public BackstringEnumSet<EntityType> entityTypesEditOnInteract = new BackstringEnumSet<EntityType>(EntityType.class,
|
|
"ITEM_FRAME", // Minecraft 1.?
|
|
"ARMOR_STAND" // Minecraft 1.8
|
|
);
|
|
|
|
// Damaging these entities results in an edit.
|
|
public BackstringEnumSet<EntityType> entityTypesEditOnDamage = new BackstringEnumSet<EntityType>(EntityType.class,
|
|
"ITEM_FRAME", // Minecraft 1.?
|
|
"ARMOR_STAND" // Minecraft 1.8
|
|
);
|
|
|
|
// Interacting with these entities results in opening a container.
|
|
public BackstringEnumSet<EntityType> entityTypesContainer = new BackstringEnumSet<EntityType>(EntityType.class,
|
|
"MINECART_CHEST", // Minecraft 1.?
|
|
"MINECART_HOPPER" // Minecraft 1.?
|
|
);
|
|
|
|
// The complete list of entities considered to be monsters.
|
|
public BackstringEnumSet<EntityType> entityTypesMonsters = new BackstringEnumSet<EntityType>(EntityType.class,
|
|
"BLAZE", // Minecraft 1.?
|
|
"CAVE_SPIDER", // Minecraft 1.?
|
|
"CREEPER", // Minecraft 1.?
|
|
"ENDERMAN", // Minecraft 1.?
|
|
"ENDERMITE", // Minecraft 1.8
|
|
"ENDER_DRAGON", // Minecraft 1.?
|
|
"GUARDIAN", // Minecraft 1.8
|
|
"GHAST", // Minecraft 1.?
|
|
"GIANT", // Minecraft 1.?
|
|
"MAGMA_CUBE", // Minecraft 1.?
|
|
"PIG_ZOMBIE", // Minecraft 1.?
|
|
"SILVERFISH", // Minecraft 1.?
|
|
"SKELETON", // Minecraft 1.?
|
|
"SLIME", // Minecraft 1.?
|
|
"SPIDER", // Minecraft 1.?
|
|
"WITCH", // Minecraft 1.?
|
|
"WITHER", // Minecraft 1.?
|
|
"ZOMBIE" // Minecraft 1.?
|
|
);
|
|
|
|
// List of entities considered to be animals.
|
|
public BackstringEnumSet<EntityType> entityTypesAnimals = new BackstringEnumSet<EntityType>(EntityType.class,
|
|
"CHICKEN", // Minecraft 1.?
|
|
"COW", // Minecraft 1.?
|
|
"HORSE", // Minecraft 1.?
|
|
"MUSHROOM_COW", // Minecraft 1.?
|
|
"OCELOT", // Minecraft 1.?
|
|
"PIG", // Minecraft 1.?
|
|
"RABBIT", // Minecraft 1.?
|
|
"SHEEP", // Minecraft 1.?
|
|
"SQUID" // Minecraft 1.?
|
|
);
|
|
|
|
// -------------------------------------------- //
|
|
// INTEGRATION: HeroChat
|
|
// -------------------------------------------- //
|
|
|
|
// 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 herochatFactionNick = "F";
|
|
public String herochatFactionFormat = "{color}[&l{nick}&r{color} &l{factions_roleprefix}&r{color}{factions_title|rp}{sender}{color}] &f{msg}";
|
|
public ChatColor herochatFactionColor = ChatColor.GREEN;
|
|
public int herochatFactionDistance = 0;
|
|
public boolean herochatFactionIsShortcutAllowed = false;
|
|
public boolean herochatFactionCrossWorld = true;
|
|
public boolean herochatFactionMuted = false;
|
|
public Set<String> herochatFactionWorlds = new HashSet<String>();
|
|
|
|
// The Allies Channel
|
|
public String herochatAlliesName = "Allies";
|
|
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 ChatColor herochatAlliesColor = ChatColor.DARK_PURPLE;
|
|
public int herochatAlliesDistance = 0;
|
|
public boolean herochatAlliesIsShortcutAllowed = false;
|
|
public boolean herochatAlliesCrossWorld = true;
|
|
public boolean herochatAlliesMuted = false;
|
|
public Set<String> herochatAlliesWorlds = new HashSet<String>();
|
|
|
|
// -------------------------------------------- //
|
|
// INTEGRATION: LWC
|
|
// -------------------------------------------- //
|
|
|
|
// Do you need faction build rights in the territory to create an LWC protection there?
|
|
public boolean lwcMustHaveBuildRightsToCreate = true;
|
|
|
|
// The config option above does not handle situations where a player creates an LWC protection in Faction territory and then leaves the faction.
|
|
// The player would then have an LWC protection in a territory where they can not build.
|
|
// Set this config option to true to enable an automatic removal feature.
|
|
// LWC protections that couldn't be created will be removed on an attempt to open them by any player.
|
|
public boolean lwcRemoveIfNoBuildRights = false;
|
|
|
|
// WARN: Experimental and semi buggy.
|
|
// If you change this to true: alien LWC protections will be removed upon using /f set.
|
|
public Map<EventFactionsChunkChangeType, Boolean> lwcRemoveOnChange = MUtil.map(
|
|
EventFactionsChunkChangeType.BUY, false, // when claiming from wilderness
|
|
EventFactionsChunkChangeType.SELL, false, // when selling back to wilderness
|
|
EventFactionsChunkChangeType.CONQUER, false, // when claiming from another player faction
|
|
EventFactionsChunkChangeType.PILLAGE, false // when unclaiming (to wilderness) from another player faction
|
|
);
|
|
|
|
// -------------------------------------------- //
|
|
// INTEGRATION: WorldGuard
|
|
// -------------------------------------------- //
|
|
|
|
// Global WorldGuard Integration Switch
|
|
public boolean worldguardCheckEnabled = false;
|
|
|
|
// Enable the WorldGuard check per-world
|
|
// Specify which worlds the WorldGuard Check can be used in
|
|
public WorldExceptionSet worldguardCheckWorldsEnabled = new WorldExceptionSet();
|
|
|
|
// -------------------------------------------- //
|
|
// INTEGRATION: ECONOMY
|
|
// -------------------------------------------- //
|
|
|
|
// Should economy features be enabled?
|
|
// This requires that you have the external plugin called "Vault" installed.
|
|
public boolean econEnabled = true;
|
|
|
|
// A money reward per chunk. This reward is divided among the players in the faction.
|
|
// You set the time inbetween each reward almost at the top of this config file. (taskEconLandRewardMinutes)
|
|
public double econLandReward = 0.00;
|
|
|
|
// When paying a cost you may specify an account that should receive the money here.
|
|
// Per default "" the money is just destroyed.
|
|
public String econUniverseAccount = "";
|
|
|
|
// What is the price per chunk when using /f set?
|
|
public Map<EventFactionsChunkChangeType, Double> econChunkCost = MUtil.map(
|
|
EventFactionsChunkChangeType.BUY, 1.0, // when claiming from wilderness
|
|
EventFactionsChunkChangeType.SELL, 0.0, // when selling back to wilderness
|
|
EventFactionsChunkChangeType.CONQUER, 0.0, // when claiming from another player faction
|
|
EventFactionsChunkChangeType.PILLAGE, 0.0 // when unclaiming (to wilderness) from another player faction
|
|
);
|
|
|
|
// What is the price to create a faction?
|
|
public double econCostCreate = 100.0;
|
|
|
|
// And so on and so forth ... you get the idea.
|
|
public double econCostSethome = 0.0;
|
|
public double econCostJoin = 0.0;
|
|
public double econCostLeave = 0.0;
|
|
public double econCostKick = 0.0;
|
|
public double econCostInvite = 0.0;
|
|
public double econCostDeinvite = 0.0;
|
|
public double econCostHome = 0.0;
|
|
public double econCostName = 0.0;
|
|
public double econCostDescription = 0.0;
|
|
public double econCostTitle = 0.0;
|
|
public double econCostFlag = 0.0;
|
|
|
|
public Map<Rel, Double> econRelCost = MUtil.map(
|
|
Rel.ENEMY, 0.0,
|
|
Rel.ALLY, 0.0,
|
|
Rel.TRUCE, 0.0,
|
|
Rel.NEUTRAL, 0.0
|
|
);
|
|
|
|
// Should the faction bank system be enabled?
|
|
// This enables the command /f money.
|
|
public boolean bankEnabled = true;
|
|
|
|
// That costs should the faciton bank take care of?
|
|
// If you set this to false the player executing the command will pay instead.
|
|
public boolean bankFactionPaysCosts = true;
|
|
public boolean bankFactionPaysLandCosts = true;
|
|
|
|
}
|