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diff --git a/src/main/java/org/bukkit/GameRule.java b/src/main/java/org/bukkit/GameRule.java
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+package org.bukkit;
+
+import com.google.common.base.Preconditions;
+import java.util.HashMap;
+import java.util.Map;
+
+/**
+ * GameRules dictate certain behavior within Minecraft itself
+ * <br>
+ * For more information please visit the
+ * <a href="https://minecraft.gamepedia.com/Commands/gamerule">Minecraft
+ * Wiki</a>
+ */
+public final class GameRule<T> {
+
+ private static Map<String, GameRule<?>> gameRules = new HashMap<>();
+ // Boolean rules
+ /**
+ * Toggles the announcing of advancements.
+ */
+ public static final GameRule<Boolean> ANNOUNCE_ADVANCEMENTS = new GameRule<>("announceAdvancements", Boolean.class);
+
+ /**
+ * Whether command blocks should notify admins when they perform commands.
+ */
+ public static final GameRule<Boolean> COMMAND_BLOCK_OUTPUT = new GameRule<>("commandBlockOutput", Boolean.class);
+
+ /**
+ * Whether the server should skip checking player speed when the player is
+ * wearing elytra.
+ */
+ public static final GameRule<Boolean> DISABLE_ELYTRA_MOVEMENT_CHECK = new GameRule<>("disableElytraMovementCheck", Boolean.class);
+
+ /**
+ * Whether time progresses from the current moment.
+ */
+ public static final GameRule<Boolean> DO_DAYLIGHT_CYCLE = new GameRule<>("doDaylightCycle", Boolean.class);
+
+ /**
+ * Whether entities that are not mobs should have drops.
+ */
+ public static final GameRule<Boolean> DO_ENTITY_DROPS = new GameRule<>("doEntityDrops", Boolean.class);
+
+ /**
+ * Whether fire should spread and naturally extinguish.
+ */
+ public static final GameRule<Boolean> DO_FIRE_TICK = new GameRule<>("doFireTick", Boolean.class);
+
+ /**
+ * Whether players should only be able to craft recipes they've unlocked
+ * first.
+ */
+ public static final GameRule<Boolean> DO_LIMITED_CRAFTING = new GameRule<>("doLimitedCrafting", Boolean.class);
+
+ /**
+ * Whether mobs should drop items.
+ */
+ public static final GameRule<Boolean> DO_MOB_LOOT = new GameRule<>("doMobLoot", Boolean.class);
+
+ /**
+ * Whether mobs should naturally spawn.
+ */
+ public static final GameRule<Boolean> DO_MOB_SPAWNING = new GameRule<>("doMobSpawning", Boolean.class);
+
+ /**
+ * Whether blocks should have drops.
+ */
+ public static final GameRule<Boolean> DO_TILE_DROPS = new GameRule<>("doTileDrops", Boolean.class);
+
+ /**
+ * Whether the weather will change from the current moment.
+ */
+ public static final GameRule<Boolean> DO_WEATHER_CYCLE = new GameRule<>("doWeatherCycle", Boolean.class);
+
+ /**
+ * Whether the player should keep items in their inventory after death.
+ */
+ public static final GameRule<Boolean> KEEP_INVENTORY = new GameRule<>("keepInventory", Boolean.class);
+
+ /**
+ * Whether to log admin commands to server log.
+ */
+ public static final GameRule<Boolean> LOG_ADMIN_COMMANDS = new GameRule<>("logAdminCommands", Boolean.class);
+
+ /**
+ * Whether mobs can pick up items or change blocks.
+ */
+ public static final GameRule<Boolean> MOB_GRIEFING = new GameRule<>("mobGriefing", Boolean.class);
+
+ /**
+ * Whether players can regenerate health naturally through their hunger bar.
+ */
+ public static final GameRule<Boolean> NATURAL_REGENERATION = new GameRule<>("naturalRegeneration", Boolean.class);
+
+ /**
+ * Whether the debug screen shows all or reduced information.
+ */
+ public static final GameRule<Boolean> REDUCED_DEBUG_INFO = new GameRule<>("reducedDebugInfo", Boolean.class);
+
+ /**
+ * Whether the feedback from commands executed by a player should show up in
+ * chat. Also affects the default behavior of whether command blocks store
+ * their output text.
+ */
+ public static final GameRule<Boolean> SEND_COMMAND_FEEDBACK = new GameRule<>("sendCommandFeedback", Boolean.class);
+
+ /**
+ * Whether a message appears in chat when a player dies.
+ */
+ public static final GameRule<Boolean> SHOW_DEATH_MESSAGES = new GameRule<>("showDeathMessages", Boolean.class);
+
+ /**
+ * Whether players in spectator mode can generate chunks.
+ */
+ public static final GameRule<Boolean> SPECTATORS_GENERATE_CHUNKS = new GameRule<>("spectatorsGenerateChunks", Boolean.class);
+
+ // Numerical rules
+ /**
+ * How often a random block tick occurs (such as plant growth, leaf decay,
+ * etc.) per chunk section per game tick. 0 will disable random ticks,
+ * higher numbers will increase random ticks.
+ */
+ public static final GameRule<Integer> RANDOM_TICK_SPEED = new GameRule<>("randomTickSpeed", Integer.class);
+
+ /**
+ * The number of blocks outward from the world spawn coordinates that a
+ * player will spawn in when first joining a server or when dying without a
+ * spawnpoint.
+ */
+ public static final GameRule<Integer> SPAWN_RADIUS = new GameRule<>("spawnRadius", Integer.class);
+
+ /**
+ * The maximum number of other pushable entities a mob or player can push,
+ * before taking suffocation damage.
+ * <br>
+ * Setting to 0 disables this rule.
+ */
+ public static final GameRule<Integer> MAX_ENTITY_CRAMMING = new GameRule<>("maxEntityCramming", Integer.class);
+
+ /**
+ * Determines the number at which the chain of command blocks act as a
+ * "chain."
+ * <br>
+ * This is the maximum amount of command blocks that can be activated in a
+ * single tick from a single chain.
+ */
+ public static final GameRule<Integer> MAX_COMMAND_CHAIN_LENGTH = new GameRule<>("maxCommandChainLength", Integer.class);
+
+ // All GameRules instantiated above this for organizational purposes
+ private final String name;
+ private final Class<T> type;
+
+ private GameRule(String name, Class<T> clazz) {
+ Preconditions.checkNotNull(name, "GameRule name cannot be null");
+ Preconditions.checkNotNull(clazz, "GameRule type cannot be null");
+ Preconditions.checkArgument(clazz == Boolean.class || clazz == Integer.class, "Must be of type Boolean or Integer. Found %s ", clazz.getName());
+ this.name = name;
+ this.type = clazz;
+ gameRules.put(name, this);
+ }
+
+ /**
+ * Get the name of this GameRule.
+ *
+ * @return the name of this GameRule
+ */
+ public String getName() {
+ return name;
+ }
+
+ /**
+ * Get the type of this rule.
+ *
+ * @return the rule type; Integer or Boolean
+ */
+ public Class<T> getType() {
+ return type;
+ }
+
+ @Override
+ public boolean equals(Object obj) {
+ if (this == obj) {
+ return true;
+ }
+ if (!(obj instanceof GameRule)) {
+ return false;
+ }
+ GameRule<?> other = (GameRule<?>) obj;
+ return this.getName().equals(other.getName()) && this.getType() == other.getType();
+ }
+
+ @Override
+ public String toString() {
+ return "GameRule{" + "key=" + name + ", type=" + type + '}';
+ }
+
+ /**
+ * Get a {@link GameRule} by its name.
+ *
+ * @param rule the name of the GameRule
+ * @return the {@link GameRule} or null if no GameRule matches the given
+ * name
+ */
+ public static GameRule<?> getByName(String rule) {
+ Preconditions.checkNotNull(rule, "Rule cannot be null");
+ return gameRules.get(rule);
+ }
+
+ /**
+ * Get an immutable collection of {@link GameRule}s.
+ *
+ * @return an immutable collection containing all registered GameRules.
+ */
+ public static GameRule<?>[] values() {
+ return gameRules.values().toArray(new GameRule<?>[gameRules.size()]);
+ }
+}