init 6
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@@ -12,6 +12,8 @@ import org.bukkit.Material
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import org.bukkit.enchantments.Enchantment
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import org.bukkit.entity.Player
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import org.bukkit.inventory.ItemStack
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import org.bukkit.inventory.meta.CompassMeta
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import org.bukkit.scheduler.BukkitRunnable
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import org.bukkit.scheduler.BukkitTask
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import org.bukkit.scoreboard.Team
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import xyz.fortern.minehunt.rule.RuleItem
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@@ -44,27 +46,27 @@ class Console {
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/**
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* 速通者列表
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*/
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val speedrunnerSet: MutableSet<Player> = HashSet()
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private val speedrunnerSet: MutableSet<Player> = HashSet()
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/**
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* 猎人玩家集合
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*/
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val hunterSet: MutableSet<Player> = HashSet()
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private val hunterSet: MutableSet<Player> = HashSet()
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/**
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* 旁观者玩家集合
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*/
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val spectatorSet: MutableSet<Player> = HashSet()
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private val spectatorSet: MutableSet<Player> = HashSet()
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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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lateinit var speedrunnerList: List<Player>
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private lateinit var speedrunnerList: List<Player>
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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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val trackRunnerMap: MutableMap<String, Int> = ConcurrentHashMap()
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private val trackRunnerMap: MutableMap<String, Int> = ConcurrentHashMap()
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/**
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* 猎人的指南针标记
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@@ -143,6 +145,48 @@ class Console {
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spectatorTeam.entries.forEach { spectatorTeam.removeEntries(it) }
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}
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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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/**
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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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/**
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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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/**
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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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}
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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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}
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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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}
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/**
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* 尝试开始游戏。如果满足条件,则返回空字符串,否则返回原因描述
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*/
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@@ -159,7 +203,6 @@ class Console {
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* 游戏开始前的倒计时
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*/
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fun countdownToStart() {
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// TODO 如何阻止玩家玩家移动?设置速度为0或取消move事件
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beginningCountdown = Bukkit.getScheduler().runTaskTimerAsynchronously(Minehunt.instance(), object : Runnable {
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private var countdown = 6
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override fun run() {
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@@ -222,40 +265,50 @@ class Console {
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trackRunnerMap.put(it.name, 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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var 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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var flag = false
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items.forEach { k, v ->
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val lore = v.lore()
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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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}
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if (lore != null && lore.isNotEmpty() && 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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val meta = v.itemMeta as CompassMeta
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meta.isLodestoneTracked = false
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meta.lodestone = speedrunner.location
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}
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}
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}
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}
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}
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// 猎人出生倒计时Task
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hunterSpawnCD = Bukkit.getScheduler().runTaskTimerAsynchronously(Minehunt.instance(), Runnable {
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hunterSpawnCD = Bukkit.getScheduler().runTaskTimer(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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}
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speedrunnerSet.forEach { it.sendMessage(Component.text("猎人开始追杀", NamedTextColor.RED)) }
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// 指南针开始追踪
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compassRefreshTask = Bukkit.getScheduler().runTaskTimerAsynchronously(Minehunt.instance(), Runnable {
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// TODO 如何取得玩家身上的指南针?
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hunterSet.forEach {
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if (it.isOnline) {
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var i = (trackRunnerMap[it.name] ?: return@forEach) % speedrunnerList.size
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val speedrunner = speedrunnerList[i]
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val location = speedrunner.location
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val items = it.inventory.all(hunterCompass)
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items.forEach { k, v ->
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val lore = v.lore()
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if (lore != null && lore.isNotEmpty() && lore[0].equals(compassFlag)) {
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}
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}
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}
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}
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}, 0, 20)
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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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}, RuleItem.HUNTER_READY_CD.value * 20L, 0)
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// TODO 如何不再阻止玩家移动?
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}
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/**
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@@ -264,11 +317,19 @@ class Console {
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fun isHunterCompass(itemStack: ItemStack) = hunterCompass == itemStack
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/**
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* 让该玩家所追踪的目标切换倒下一个
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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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if (stage != GameStage.PROCESSING) return
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var i = trackRunnerMap[playerName] ?: return
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i++
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while (true) {
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i++
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i %= speedrunnerList.size
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val speedrunner = speedrunnerList[i]
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if (speedrunner.gameMode == GameMode.SURVIVAL) {
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continue
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}
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}
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trackRunnerMap[playerName] = i % speedrunnerList.size
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}
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