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package com.MylesAndMore.tumble.commands;
import com.MylesAndMore.tumble.GameManager;
import com.MylesAndMore.tumble.TumbleManager;
import org.bukkit.Bukkit;
import org.bukkit.ChatColor;
import org.bukkit.command.Command;
import org.bukkit.command.CommandExecutor;
import org.bukkit.command.CommandSender;
import org.bukkit.entity.Player;
import java.util.List;
public class StartGame implements CommandExecutor {
// Define the startGame method so that other classes can refrence it
public void startGame(CommandSender sender, String[] args) {
// Check if sender has perms to run command
if (sender.hasPermission("tumble.start")) {
// Check if there is a lobbyWorld specified in config
if (TumbleManager.getLobbyWorld() != null) {
// Check if there is more than one person in lobby
if (TumbleManager.getPlayersInLobby().size() > 1) {
// Check if there is a gameWorld specified in config
if (TumbleManager.getGameWorld() != null) {
sender.sendMessage("Checking world, this could take a few moments...");
// Use multiverse to load game world
// If the load was successful, start game
if (TumbleManager.getMVWorldManager().loadWorld(TumbleManager.getGameWorld())) {
sender.sendMessage("Generating layers...");
// Check which gamemode to initiate from the config file
if (GameManager.createGame(TumbleManager.getPlugin().getConfig().getString("gameMode"))) {
// If game type exists, send players to the world
// At this point, layers have been generated, and items have been allotted from the createGame method
sendWorld();
}
else {
// If game type does not exist, give sender feedback
sender.sendMessage(ChatColor.RED + "Failed to recognize game of type " + ChatColor.GRAY + TumbleManager.getPlugin().getConfig().getString("gameMode"));
}
}
// If load was unsuccessful, give feedback
// Note: this should not occur unless the config file was edited externally,
// because the plugin prevents adding "worlds" that are not actually present to the config.
else {
sender.sendMessage(ChatColor.RED + "Failed to find a world named " + ChatColor.GRAY + TumbleManager.getGameWorld());
sender.sendMessage(ChatColor.RED + "Is the configuration file correct?");
}
}
// Feedback for if there is no gameWorld in the config
else {
sender.sendMessage(ChatColor.RED + "Please link a game world first!");
}
}
// Feedback for if there is only one person online
else {
sender.sendMessage(ChatColor.RED + "You can't start a game with yourself!");
}
}
else {
sender.sendMessage(ChatColor.RED + "Please link a lobby world first!");
}
}
// Feedback for if the sender has no perms
else {
sender.sendMessage(ChatColor.RED + TumbleManager.getPermissionMessage());
}
}
public void sendWorld() {
// Create Locations to scatter players around the first layer
// 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 (List<Player> playersInLobby = TumbleManager.getPlayersInLobby(); playersInLobby.size() > 0; playersInLobby = TumbleManager.getPlayersInLobby()) {
// Get a singular player from the player list
Player aPlayer = playersInLobby.get(0);
// Teleport that player to the spawn of the gameWorld
aPlayer.teleport(Bukkit.getWorld(TumbleManager.getGameWorld()).getSpawnLocation());
}
// Add a little break because it can take the clients a bit to load into the new world
// Then, transition to another method because this one is getting really long
// In that method: set a flag to monitor the playerDeathEvent so we know when all the players have died
// Also start music
}
@Override
public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
startGame(sender, args);
return true;
}
}
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