/* * Copyright or © or Copr. Amaury Carrade (2014 - 2016) * * http://amaury.carrade.eu * * This software is governed by the CeCILL-B license under French law and * abiding by the rules of distribution of free software. You can use, * modify and/ or redistribute the software under the terms of the CeCILL-B * license as circulated by CEA, CNRS and INRIA at the following URL * "http://www.cecill.info". * * As a counterpart to the access to the source code and rights to copy, * modify and redistribute granted by the license, users are provided only * with a limited warranty and the software's author, the holder of the * economic rights, and the successive licensors have only limited * liability. * * In this respect, the user's attention is drawn to the risks associated * with loading, using, modifying and/or developing or reproducing the * software by the user in light of its specific status of free software, * that may mean that it is complicated to manipulate, and that also * therefore means that it is reserved for developers and experienced * professionals having in-depth computer knowledge. Users are therefore * encouraged to load and test the software's suitability as regards their * requirements in conditions enabling the security of their systems and/or * data to be ensured and, more generally, to use and operate it in the * same conditions as regards security. * * The fact that you are presently reading this means that you have had * knowledge of the CeCILL-B license and that you accept its terms. */ package eu.carrade.amaury.UHCReloaded.game; import eu.carrade.amaury.UHCReloaded.UHCReloaded; import eu.carrade.amaury.UHCReloaded.UHConfig; import eu.carrade.amaury.UHCReloaded.utils.UHUtils; import fr.zcraft.zlib.tools.Callback; import org.bukkit.Bukkit; import org.bukkit.Location; import org.bukkit.entity.Player; import java.util.HashMap; import java.util.HashSet; import java.util.Map; import java.util.Set; import java.util.UUID; /** * Manages the initial teleportation process, and stores the spawn points of the players. */ public class Teleporter { /** * The spawn point designed for each player. */ private final Map<UUID, Location> spawnPoints = new HashMap<>(); /** * The cages generated for each team */ private final Map<UUID, Cage> cages = new HashMap<>(); /** * Called when a player is teleported, during the teleportation process. * * <p>NOT called with {@link #teleportPlayer(UUID, Boolean)}.</p> */ private Callback<UUID> onTeleportation = null; /** * Called when a player is teleported successfully, during the teleportation process. * * <p>NOT called with {@link #teleportPlayer(UUID, Boolean)}.</p> */ private Callback<UUID> onTeleportationSuccessful = null; /** * Called when a player cannot be teleported (if offline, or without spawn...). */ private Callback<UUID> onTeleportationFailed = null; /** * Called when the teleportation process started by {@link #startTeleportationProcess(Boolean)} * ends. */ private Callback<Set<UUID>> onTeleportationProcessFinished = null; /** * Saves the spawn point of a player. * * @param playerUUID The player's UUID. * @param spawn The spawn location. */ public void setSpawnForPlayer(final UUID playerUUID, final Location spawn) { spawnPoints.put(playerUUID, spawn); } /** * Checks if a spawn point is registered for the given player. * * @param playerUUID The player UUID. * @return {@code true} if a spawn point is registered. */ public boolean hasSpawnForPlayer(final UUID playerUUID) { return spawnPoints.containsKey(playerUUID); } /** * @param playerUUID A player's UUID. * @return The registered spawn point for that player, or {@code null} if no-one was ever registered. */ public Location getSpawnForPlayer(final UUID playerUUID) { return spawnPoints.get(playerUUID).clone(); } /** * Registers a cage for a player. * * @param player The player * @param cage The cage */ public void setCageForPlayer(final UUID player, final Cage cage) { cages.put(player, cage); } /** * Checks if a cage is registered for the given player. * @param player The player. * @return {@code true} if a cage is registered. */ public boolean hasCageForPlayer(final UUID player) { return cages.containsKey(player); } /** * @param player A player * @return The registered {@link Cage} for this player, or {@code null} if no one is registered. */ public Cage getCageForPlayer(final UUID player) { return cages.get(player); } /** * Teleports the given player to the spawn point. * * @param playerUUID The player's UUID. * @param teleportOnGround if {@code true} the player will be teleported on the ground; else, at * the location directly. * * @return {@code true} if the player was teleported (i.e. was online and with an associated * spawn point). */ public boolean teleportPlayer(UUID playerUUID, Boolean teleportOnGround) { Player player = Bukkit.getPlayer(playerUUID); if (player == null) return false; Location spawn = spawnPoints.get(playerUUID); if (spawn == null) return false; else if (teleportOnGround) spawn = spawn.getWorld().getHighestBlockAt(spawn).getLocation().add(0, 2, 0); if (!teleportOnGround) { final Cage cage = cages.get(playerUUID); if (cage != null) cage.build(); } player.teleport(spawn); return true; } /** * Registers a callback called while trying to teleport a player. * * @param callback The callback. Argument: the teleported player's UUID. * * @return Same instance for chaining. */ public Teleporter whenTeleportationOccurs(Callback<UUID> callback) { onTeleportation = callback; return this; } /** * Registers a callback called when a player is teleported successfully. * * @param callback The callback. Argument: the non-teleported player's UUID. * * @return Same instance for chaining. */ public Teleporter whenTeleportationSuccesses(Callback<UUID> callback) { onTeleportationSuccessful = callback; return this; } /** * Registers a callback called when a player cannot be teleported. * * @param callback The callback. Argument: the non-teleported player's UUID. * * @return Same instance for chaining. */ public Teleporter whenTeleportationFails(Callback<UUID> callback) { onTeleportationFailed = callback; return this; } /** * Registers a callback called when the whole teleportation process (started with {@link * #startTeleportationProcess(Boolean)}) ends. * * <p>This callback is NOT called when {@link #teleportPlayer(UUID, Boolean)} is used.</p> * * @param callback The callback. Argument: a set containing the UUID of all non-teleported * players. * * @return Same instance for chaining. */ public Teleporter whenTeleportationEnds(Callback<Set<UUID>> callback) { onTeleportationProcessFinished = callback; return this; } /** * Teleports the players. * * @param slowMode if {@code true}, the players will be slowly teleported one by one, with a * delay between them. */ public void startTeleportationProcess(Boolean slowMode) { // Fast mode: we loop on the spawn points and teleport everyone. Bim. if (!slowMode) { Set<UUID> fails = new HashSet<>(); for (UUID playerUUID : spawnPoints.keySet()) { UHUtils.callIfDefined(onTeleportation, playerUUID); if (teleportPlayer(playerUUID, false)) { UHUtils.callIfDefined(onTeleportationSuccessful, playerUUID); } else { UHUtils.callIfDefined(onTeleportationFailed, playerUUID); fails.add(playerUUID); } } UHUtils.callIfDefined(onTeleportationProcessFinished, fails); } // Slow mode else { new TeleportationRunnable(this, spawnPoints.keySet(), onTeleportation, onTeleportationSuccessful, onTeleportationFailed, onTeleportationProcessFinished) .runTaskTimer(UHCReloaded.get(), 1l, UHConfig.START.SLOW.DELAY_BETWEEN_TP.get() * 20l); } } /** * Cleanups the cages left by the teleportation process, to be executed when the game really starts. */ public void cleanup() { for (final Cage nicolas : cages.values()) // sorry nicolas.destroy(); } }