init 17
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@@ -47,12 +47,12 @@ class Console {
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/**
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* 主世界
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*/
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val overworld = Bukkit.getWorld("world")!!
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private val overworld = Bukkit.getWorld("world")!!
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/**
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* 下界
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*/
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val nether = Bukkit.getWorld("world_nether")!!
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private val nether = Bukkit.getWorld("world_nether")!!
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/**
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* 速通者队伍
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@@ -74,17 +74,17 @@ class Console {
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/**
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* 速通者列表
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*/
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private val speedrunnerSet: MutableSet<Player> = HashSet()
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private val speedrunnerSet: MutableSet<UUID> = HashSet()
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/**
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* 猎人玩家集合
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*/
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private val hunterSet: MutableSet<Player> = HashSet()
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private val hunterSet: MutableSet<UUID> = HashSet()
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/**
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* 旁观者玩家集合
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*/
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private val spectatorSet: MutableSet<Player> = HashSet()
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private val spectatorSet: MutableSet<UUID> = HashSet()
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/**
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* 淘汰玩家集合
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@@ -94,7 +94,7 @@ class Console {
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/**
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* 终止游戏的投票统计
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*/
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private val votingEndMap: MutableMap<String, Boolean> = HashMap()
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private val votingEndMap: MutableMap<UUID, Boolean> = HashMap()
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/**
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* 投票计数
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@@ -104,7 +104,7 @@ class Console {
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/**
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* 速通者列表,用于指南针指向的遍历
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*/
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private lateinit var speedrunnerList: List<Player>
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private lateinit var speedrunnerList: List<UUID>
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/**
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* 玩家离开主世界时最后的位置
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@@ -119,7 +119,7 @@ class Console {
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/**
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* 猎人持有的指南针指向的速通者在speedrunnerList中的index
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*/
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private val trackRunnerMap: MutableMap<String, Int> = ConcurrentHashMap()
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private val trackRunnerMap: MutableMap<UUID, Int> = ConcurrentHashMap()
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/**
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* 猎人的指南针标记
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@@ -215,43 +215,46 @@ class Console {
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/**
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* 判断玩家是否为猎人
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*/
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fun isHunter(player: Player) = hunterSet.contains(player)
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fun isHunter(player: Player) = hunterSet.contains(player.uniqueId)
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/**
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* 判断是否为观察者
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*/
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fun isSpectator(player: Player) = spectatorSet.contains(player)
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fun isSpectator(player: Player) = spectatorSet.contains(player.uniqueId)
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/**
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* 判断是否为速通者
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*/
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fun isSpeedrunner(player: Player) = speedrunnerSet.contains(player)
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fun isSpeedrunner(player: Player) = speedrunnerSet.contains(player.uniqueId)
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/**
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* 加入猎人阵营
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*/
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fun joinHunter(player: Player) {
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speedrunnerSet.remove(player)
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spectatorSet.remove(player)
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hunterSet.add(player)
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val uuid = player.uniqueId
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speedrunnerSet.remove(uuid)
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spectatorSet.remove(uuid)
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hunterSet.add(uuid)
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}
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/**
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* 加入速通者阵营
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*/
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fun joinSpeedrunner(player: Player) {
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hunterSet.remove(player)
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spectatorSet.remove(player)
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speedrunnerSet.add(player)
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val uuid = player.uniqueId
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hunterSet.remove(uuid)
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spectatorSet.remove(uuid)
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speedrunnerSet.add(uuid)
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}
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/**
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* 加入观察者阵营
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*/
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fun joinSpectator(player: Player) {
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hunterSet.remove(player)
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speedrunnerSet.remove(player)
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spectatorSet.add(player)
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val uuid = player.uniqueId
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hunterSet.remove(uuid)
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speedrunnerSet.remove(uuid)
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spectatorSet.add(uuid)
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}
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/**
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@@ -323,30 +326,32 @@ class Console {
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}
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// 速通者更改为生存模式,并加入speedrunnerList
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speedrunnerSet.forEach { it.gameMode = GameMode.SURVIVAL }
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speedrunnerSet.forEach { Bukkit.getPlayer(it)?.gameMode = GameMode.SURVIVAL }
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speedrunnerList = speedrunnerSet.toList()
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// 将猎人传送到世界底部,且指南针开始有所指向
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hunterSet.forEach {
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it.teleport(Location(world, 0.0, -64.0, 0.0))
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trackRunnerMap[it.name] = 0
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Bukkit.getPlayer(it)?.teleport(Location(world, 0.0, -64.0, 0.0))
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trackRunnerMap[it] = 0
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}
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// 创建指南针更新任务
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val compassTask = object : BukkitRunnable() {
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override fun run() {
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hunterSet.forEach {
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if (!it.isOnline) return@forEach
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val i = (trackRunnerMap[it.name] ?: return@forEach) % speedrunnerList.size
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val speedrunner = speedrunnerList[i]
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val items = it.inventory.all(hunterCompass)
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val hunter = Bukkit.getPlayer(it) ?: return@forEach
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val i = (trackRunnerMap[it] ?: return@forEach) % speedrunnerList.size
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// hunter 正在追踪的 speedrunner
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val speedrunner = Bukkit.getPlayer(speedrunnerList[i]) ?: return@forEach
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val items = hunter.inventory.all(hunterCompass)
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var flag = false
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items.forEach { (k, v) ->
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val lore = v.lore()
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items.forEach inner@{ (k, v) ->
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// 避免玩家身上有多个猎人指南针
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if (flag) {
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it.inventory.clear(k)
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hunter.inventory.clear(k)
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return@inner
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}
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val lore = v.lore()
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if (!lore.isNullOrEmpty() && lore[0].equals(compassFlag)) {
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flag = true
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// 让指南针指向某一个猎人
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@@ -363,17 +368,18 @@ class Console {
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hunterSpawnCD = Bukkit.getScheduler().runTaskLater(Minehunt.instance(), Runnable {
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// 猎人设置初始状态
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hunterSet.forEach {
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it.sendMessage(Component.text("你已到达出生点", NamedTextColor.RED))
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it.gameMode = GameMode.SURVIVAL
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it.teleport(spawnLocation)
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it.inventory.addItem(hunterCompass)
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val player = Bukkit.getPlayer(it) ?: return@forEach
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player.sendMessage(Component.text("你已到达出生点", NamedTextColor.RED))
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player.gameMode = GameMode.SURVIVAL
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player.teleport(spawnLocation)
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player.inventory.addItem(hunterCompass)
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}
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// “自动更新指南针”任务开始运行
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compassRefreshTask = compassTask.runTaskTimer(Minehunt.instance(), 0, 20)
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// 通知速通者
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speedrunnerSet.forEach { it.sendMessage(Component.text("猎人开始追杀", NamedTextColor.RED)) }
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speedrunnerSet.forEach { Bukkit.getPlayer(it)?.sendMessage(Component.text("猎人开始追杀", NamedTextColor.RED)) }
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}, gameRules.getRuleValue(RuleKey.HUNTER_READY_CD) * 20L)
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}
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@@ -390,7 +396,6 @@ class Console {
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player.sendMessage(Component.text("只有游戏中的玩家才能投票"))
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return
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}
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val name = player.name
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if (voteTask == null) {
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// 投票发起
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voteTask = Bukkit.getScheduler().runTaskLater(Minehunt.instance(), Runnable {
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@@ -400,26 +405,26 @@ class Console {
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}, 60)
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// 统计参与投票的玩家
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speedrunnerSet.forEach {
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Bukkit.getPlayer(it) ?: return@forEach
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// 生存模式的速通者统计进来
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if (it.isOnline && !outPlayers.contains(it.uniqueId)) {
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votingEndMap[it.name] = false
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if (!outPlayers.contains(it)) {
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votingEndMap[it] = false
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}
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}
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hunterSet.forEach {
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if (it.isOnline) {
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votingEndMap[it.name] = false
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}
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Bukkit.getPlayer(it) ?: return@forEach
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votingEndMap[it] = false
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}
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Bukkit.getOnlinePlayers().forEach {
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it.sendMessage(Component.text("${name}发起了终止游戏的投,如果赞成请在60秒内执行 /minehunt stop"))
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it.sendMessage(Component.text("${player.name}发起了终止游戏的投,如果赞成请在60秒内执行 /minehunt stop"))
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}
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}
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// 玩家投票
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if (!votingEndMap.containsKey(name)) {
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if (!votingEndMap.containsKey(player.uniqueId)) {
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player.sendMessage(Component.text("你不在可投票的名单中", NamedTextColor.RED))
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return
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}
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votingEndMap[name] = true
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votingEndMap[player.uniqueId] = true
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votingCount++
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player.sendMessage(Component.text("voting (${votingCount}/${votingEndMap.size})", NamedTextColor.RED))
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if (votingCount != votingEndMap.size) {
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@@ -462,9 +467,9 @@ class Console {
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/**
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* 让该玩家所追踪的目标切换到下一个
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*/
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fun trackNextPlayer(playerName: String) {
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fun trackNextPlayer(player: Player) {
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if (stage != GameStage.PROCESSING) return
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val i = trackRunnerMap[playerName] ?: return
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val i = trackRunnerMap[player.uniqueId] ?: return
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if (speedrunnerList.isEmpty()) return
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var j = i
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@@ -472,8 +477,8 @@ class Console {
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j++
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j %= speedrunnerList.size
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val speedrunner = speedrunnerList[i]
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if (!outPlayers.contains(speedrunner.uniqueId) && speedrunner.isOnline || i == j) {
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trackRunnerMap[playerName] = j
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if (!outPlayers.contains(speedrunner) && Bukkit.getPlayer(speedrunner) != null || i == j) {
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trackRunnerMap[player.uniqueId] = j
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break
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}
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}
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