1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
|
package com.MylesAndMore.tumble;
import com.MylesAndMore.tumble.api.Generator;
import org.bukkit.*;
import org.bukkit.entity.Player;
import org.bukkit.event.player.PlayerItemDamageEvent;
import org.bukkit.inventory.ItemStack;
import org.jetbrains.annotations.NotNull;
import java.util.*;
public class Game {
// Singleton class logic
// Define the gameInstance
private static Game gameInstance;
// Private Game() constructor for singleton instance
private Game() {
gameWorld = Bukkit.getWorld(TumbleManager.getGameWorld());
gameSpawn = gameWorld.getSpawnLocation();
}
// ONLY Public method to get the game instance
public static Game getGame() {
if (gameInstance == null) {
gameInstance = new Game();
}
return gameInstance;
}
// Define local game vars
// The gameType keeps the current game type (shocker)
private static String gameType = TumbleManager.getGameType();
// The gameState keeps the current state of the game (I'm so creative, I know)
private String gameState;
// Define a variable for the roundType
private String roundType;
// Initialize a new instance of the Random class for use later
private final Random Random = new Random();
// Define the game world and its spawnpoint as a new Location for use later
private final World gameWorld;
private final Location gameSpawn;
// Make a list of the game's players for later
private List<Player> gamePlayers;
// Make a list of the round's players
private List<Player> roundPlayers;
// Initialize a list to keep track of wins between rounds
private List<Integer> gameWins;
/**
* Creates a new Game
* @return true if the game succeeds creation, and false if not
*/
public boolean startGame() {
gameState = "starting";
if (Objects.equals(TumbleManager.getGameType(), "shovels")) {
// Set the roundType to gameType since it won't change for this mode
roundType = gameType;
// Generate the correct layers for a Shovels game
// The else statement is just in case the generator fails; this command will fail
if (generateLayers(gameType)) {
// If the layer generation succeeds, give players diamond shovels
giveItems(new ItemStack(Material.DIAMOND_SHOVEL));
// Send all players from lobby to the game
teleportPlayers(TumbleManager.getPlayersInLobby());
// Keep in mind that after this runs, this command will complete and return true
}
else {
return false;
}
}
else if (Objects.equals(TumbleManager.getGameType(), "snowballs")) {
roundType = gameType;
if (generateLayers(gameType)) {
giveItems(new ItemStack(Material.SNOWBALL));
teleportPlayers(TumbleManager.getPlayersInLobby());
}
else {
return false;
}
}
else if (Objects.equals(TumbleManager.getGameType(), "mixed")) {
// Mixed gamemode (choose random shovels/0 or snowballs/1)
if (Random.nextInt(2) == 0) {
roundType = "shovels";
generateLayers("shovels");
giveItems(new ItemStack(Material.DIAMOND_SHOVEL));
teleportPlayers(TumbleManager.getPlayersInLobby());
}
else {
roundType = "snowballs";
generateLayers("snowballs");
giveItems(new ItemStack(Material.SNOWBALL));
teleportPlayers(TumbleManager.getPlayersInLobby());
}
}
else {
// The game type in the config did not match a specified game type; return false to signify that
return false;
}
// If a game creation succeeded, then,
// Update the game's players for later
gamePlayers = new ArrayList<>(TumbleManager.getPlayersInGame());
// Update the round's players for later
roundPlayers = new ArrayList<>(TumbleManager.getPlayersInGame());
// Create a list that will later keep track of each player's wins
gameWins = new ArrayList<>();
gameWins.addAll(List.of(0,0,0,0,0,0,0,0));
gameState = "running";
return true;
}
/**
* Generates the layers in the gameWorld for a certain gameType
* @param gameType can be either "shovels", "snowballs", or "mixed", anything else will fail generation
* @return true if gameType was recognized and layers were (hopefully) generated, false if unrecognized
*/
private boolean generateLayers(String gameType) {
Location layer = new Location(gameSpawn.getWorld(), gameSpawn.getX(), gameSpawn.getY(), gameSpawn.getZ(), gameSpawn.getYaw(), gameSpawn.getPitch());
if (Objects.equals(roundType, "shovels")) {
layer.setY(layer.getY() - 1);
Generator.generateLayer(layer, 17, 1, Material.SNOW_BLOCK);
Generator.generateLayer(layer, 13, 1, Material.AIR);
layer.setY(layer.getY() - 1);
Generator.generateLayer(layer, 13, 1, Material.GRASS_BLOCK);
layer.setY(layer.getY() - 1);
Generator.generateLayer(layer, 4, 1, Material.PODZOL);
layer.setY(layer.getY() + 2);
Generator.generateLayer(layer, 4, 2, Material.TALL_GRASS);
roundType = "shovels";
}
else if (Objects.equals(roundType, "snowballs")) {
layer.setY(layer.getY() - 1);
Generator.generateLayer(layer, 17, 1, Material.COAL_ORE);
Generator.generateLayer(layer, 13, 1, Material.AIR);
layer.setY(layer.getY() - 1);
Generator.generateLayer(layer, 13, 1, Material.GRANITE);
Generator.generateLayer(layer, 4, 1, Material.AIR);
layer.setY(layer.getY() - 1);
Generator.generateLayer(layer, 4, 1, Material.LIME_GLAZED_TERRACOTTA);
roundType = "snowballs";
}
else if (Objects.equals(gameType, "mixed")) {
if (Random.nextInt(2) == 0) {
generateLayers("shovels");
} else {
generateLayers("snowballs");
}
}
else {
return false;
}
return true;
}
// THIS METHOD IS DEPRECATED!!
// It has been replaced by teleportPlayers(), I'm just leaving this just in case teleportPlayers() doesn't work out
/**
private void sendPlayers() {
// Get the X, Y, and Z coords of that location
double x = gameSpawn.getX();
double y = gameSpawn.getY();
double z = gameSpawn.getZ();
// Create Locations to scatter players around the first layer
// These are just edited off the original spawn location;
// they assume that the first layer has a radius of 17 blocks (it always will w/ the current generator code)
List<Location> scatterLocations = new ArrayList<>();
scatterLocations.addAll(List.of(
new Location(gameWorld, (x - 14.5), y, (z + 0.5) , -90, 0),
new Location(gameWorld, (x + 0.5), y, (z - 14.5), 0, 0),
new Location(gameWorld, (x + 15.5), y, (z + 0.5), 90, 0),
new Location(gameWorld, (x + 0.5), y, (z + 15.5), 180, 0 ),
new Location(gameWorld, (x - 10.5), y, (z - 10.5), -45, 0),
new Location(gameWorld, (x - 10.5), y, (z + 11.5), -135, 0),
new Location(gameWorld, (x + 11.5), y, (z - 10.5), 45, 0),
new Location(gameWorld, (x + 11.5), y, (z + 11.5), 135, 0))
);
// Shuffle the location list so players don't always spawn in the same location (basically, actually scatter the locations)
Collections.shuffle(scatterLocations);
// While there are still players in the lobby, send them to the gameWorld
// This is just a way of sending everybody in the lobby to the game
for (Player aPlayer : TumbleManager.getPlayersInLobby()) {
// Get a singular location from the scatter list
Location aLocation = scatterLocations.get(0);
// Teleport that player to that scatter location
aPlayer.teleport(aLocation);
// Remove that location from the list so that it cannot be used again
scatterLocations.remove(0);
}
}
*/
/**
* Teleports a list of players to the specified scatter locations in the gameWorld
* @param players a List of Players to teleport
*/
private void teleportPlayers(List<Player> players) {
// Get the coords of the game's spawn location
double x = gameSpawn.getX();
double y = gameSpawn.getY();
double z = gameSpawn.getZ();
// Create the scatter locations based off the game's spawn
List<Location> scatterLocations = new ArrayList<>();
scatterLocations.addAll(List.of(
new Location(gameWorld, (x - 14.5), y, (z + 0.5) , -90, 0),
new Location(gameWorld, (x + 0.5), y, (z - 14.5), 0, 0),
new Location(gameWorld, (x + 15.5), y, (z + 0.5), 90, 0),
new Location(gameWorld, (x + 0.5), y, (z + 15.5), 180, 0 ),
new Location(gameWorld, (x - 10.5), y, (z - 10.5), -45, 0),
new Location(gameWorld, (x - 10.5), y, (z + 11.5), -135, 0),
new Location(gameWorld, (x + 11.5), y, (z - 10.5), 45, 0),
new Location(gameWorld, (x + 11.5), y, (z + 11.5), 135, 0))
);
// Shuffle the list (randomize)
Collections.shuffle(scatterLocations);
// While there are still unteleported players from the list, teleport them
for (Player aPlayer : players) {
// Select a singular player and singular location from the lists and teleport that player
aPlayer.teleport(scatterLocations.get(0));
// Remove that location so multiple players won't get the same one
scatterLocations.remove(0);
}
}
private void setSurvival() {
for (List<Player> spectators = gamePlayers; spectators.size() > 0; spectators.remove(0)) {
// Get a singular player from the player list
Player spectatorPlayer = spectators.get(0);
// Set that player's gamemode to survival
spectatorPlayer.setGameMode(GameMode.SURVIVAL);
}
}
public void itemDamage(PlayerItemDamageEvent event) {
// If the game type is shovels,
if (Objects.equals(roundType, "shovels")) {
// Cancel the event
event.setCancelled(true);
}
}
public void playerDeath(@NotNull Player player) {
player.setGameMode(GameMode.SPECTATOR);
// If there are more than 2 players in the game,
if (roundPlayers.size() > 2) {
// remove that player (who just died) from the roundPlayersArray, effectively eliminating them,
roundPlayers.remove(player);
}
// otherwise, the game must have two people left (and one just died), meaning it is over
// This logic is so that it will not remove the last player standing from the list, so we know who the winner is.
else {
// roundPlayers.remove(player);
// End the game, passing the winner to the gameEnd method
roundEnd(roundPlayers.get(0));
}
}
private void roundEnd(@NotNull Player winner) {
// Set the wins of the player to their current # of wins + 1
gameWins.set(gamePlayers.indexOf(winner), (gameWins.get(gamePlayers.indexOf(winner)) + 1));
Bukkit.getServer().broadcastMessage(ChatColor.GREEN + winner.getName() + " has won the round!");
// Clear old layers (as a fill command, this would be /fill ~-20 ~-4 ~-20 ~20 ~ ~20 relative to spawn)
Generator.generateCuboid(new Location(gameSpawn.getWorld(), gameSpawn.getX() - 20, gameSpawn.getY() - 4, gameSpawn.getZ() - 20), new Location(gameSpawn.getWorld(), gameSpawn.getX() + 20, gameSpawn.getY(), gameSpawn.getZ() + 20), Material.AIR);
// If the player has three wins, they won the game, so initiate the gameEnd
if (gameWins.get(gamePlayers.indexOf(winner)) == 3) {
gameEnd(winner);
}
// If that player doesn't have three wins, nobody else does, so we need another round
else {
// Re-generate layers
generateLayers(gameType);
// Re-scatter players
teleportPlayers(gamePlayers);
// Set their gamemodes to survival
setSurvival();
}
}
private void gameEnd(@NotNull Player winner) {
Bukkit.getServer().broadcastMessage(ChatColor.GOLD + winner.getName() + " has won the game!");
// Send players back to lobby
}
private void giveItems(ItemStack itemStack) {
for (List<Player> playersWithoutItem = TumbleManager.getPlayersInLobby(); playersWithoutItem.size() > 0; playersWithoutItem.remove(0)) {
// Get a singular player from the player list
Player playerWithoutItem = playersWithoutItem.get(0);
// Give that player the specified item
playerWithoutItem.getInventory().addItem(itemStack);
}
}
// Methods to get the game type and game state for other classes outside the Game
private String getGameType() { return gameType; }
public String getGameState() { return gameState; }
}
|