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package com.MylesAndMore.tumble;
import com.MylesAndMore.tumble.api.Generator;
import org.bukkit.*;
import org.bukkit.entity.Player;
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 String gameType;
// The gameState keeps the current state of the game (I'm so creative, I know)
private String gameState;
// 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 = null;
// Creates a new Game
// This will return true if the game succeeds creation, and false if not
public boolean startGame() {
gameState = "starting";
if (Objects.equals(TumbleManager.getGameType(), "shovels")) {
// Set the correct gameType for the game we're playing, for later
gameType = "shovels";
// 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
// Reminder: we need a way for blocks to break instantly and for these to not lose durability!
giveItems(new ItemStack(Material.DIAMOND_SHOVEL));
// Send players to the game
sendPlayers();
// Keep in mind that after this runs, this command will complete and return true
}
else {
return false;
}
}
else if (Objects.equals(TumbleManager.getGameType(), "snowballs")) {
gameType = "snowballs";
if (generateLayers(gameType)) {
// Reminder: we need a way to make this snowball infinite!
giveItems(new ItemStack(Material.SNOWBALL));
sendPlayers();
}
else {
return false;
}
}
else if (Objects.equals(TumbleManager.getGameType(), "mixed")) {
gameType = "mixed";
// Mixed gamemode (choose random shovels or snowballs)
if (Random.nextInt(2) == 0) {
generateLayers("shovels");
giveItems(new ItemStack(Material.DIAMOND_SHOVEL));
sendPlayers();
}
else {
generateLayers("snowballs");
giveItems(new ItemStack(Material.SNOWBALL));
sendPlayers();
}
}
else {
// The game type in the config did not match a specified game type; return false to signify that
return false;
}
// Update the game's players for later
gamePlayers = new ArrayList<>(TumbleManager.getPlayersInGame());
gameState = "running";
return true;
}
private boolean generateLayers(String gameType) {
// Location layer = gameSpawn;
Location layer = new Location(gameSpawn.getWorld(), gameSpawn.getX(), gameSpawn.getY(), gameSpawn.getZ(), gameSpawn.getYaw(), gameSpawn.getPitch());
if (Objects.equals(gameType, "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.GRASS);
}
else if (Objects.equals(gameType, "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);
}
else {
return false;
}
layer = null;
return true;
}
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);
}
}
public void playerDeath(@NotNull Player player) {
player.setGameMode(GameMode.SPECTATOR);
// If there are more than 2 players in the game,
if (gamePlayers.size() > 2) {
// remove that player (who just died) from the gamePlayersArray, effectively eliminating them,
gamePlayers.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 {
gamePlayers.remove(player);
// End the game, passing the winner to the gameEnd method
gameEnd(gamePlayers.get(0));
}
}
private void gameEnd(@NotNull Player winner) {
gameState = "complete";
Bukkit.getServer().broadcastMessage(ChatColor.GREEN + winner.getName() + " has won!");
}
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; }
}
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