Refactored game rule handling in ProjectStart to use a unified GameRuleSetting record, eliminating redundant methods and improving code clarity.
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2 files changed
+21
-28
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@@ -31,12 +31,8 @@ public class IteratorUtil {
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rules.forEach((gameRule, value) -> IteratorUtil.worlds(world -> world.setGameRule(gameRule, value ^ inverse)));
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}
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public static void setIntGameRules(Map<GameRule<Integer>, Integer> rules) {
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rules.forEach((gameRule, value) -> IteratorUtil.worlds(world -> world.setGameRule(gameRule, value)));
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}
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public static void times(int times, Runnable callback) {
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IntStream.range(0, times).forEach(value -> callback.run());
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IntStream.range(0, times).forEach(_ -> callback.run());
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}
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public static <T> void iterateListInGlobal(int sectionStart, List<T> list, BiConsumer<Integer, T> callback) {
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+20
-23
@@ -26,10 +26,8 @@ import org.bukkit.inventory.ItemStack;
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import org.jetbrains.annotations.NotNull;
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import java.util.List;
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import java.util.Map;
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import java.util.Objects;
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import static java.util.Map.entry;
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import static org.bukkit.Sound.MUSIC_DISC_LAVA_CHICKEN;
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public class ProjectStart extends Appliance {
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@@ -57,22 +55,23 @@ public class ProjectStart extends Appliance {
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)
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);
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private final Map<GameRule<Boolean>, Boolean> gameRulesAfterStart = Map.ofEntries(
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entry(GameRules.ADVANCE_TIME, true),
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entry(GameRules.SPAWN_PHANTOMS, true),
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entry(GameRules.RAIDS, true),
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entry(GameRules.ENTITY_DROPS, true),
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entry(GameRules.SPAWN_PATROLS, true),
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entry(GameRules.SPAWN_WANDERING_TRADERS, true),
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entry(GameRules.ADVANCE_WEATHER, true),
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entry(GameRules.FALL_DAMAGE, true),
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entry(GameRules.FIRE_DAMAGE, true)
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);
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private final Map<GameRule<Integer>, Integer> intGameRulesAfterStart = Map.of(
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GameRules.FIRE_SPREAD_RADIUS_AROUND_PLAYER, -1
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);
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private final Map<GameRule<Integer>, Integer> intGameRulesBeforeStart = Map.of(
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GameRules.FIRE_SPREAD_RADIUS_AROUND_PLAYER, 0
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private record GameRuleSetting<T>(GameRule<T> rule, T before, T after) {
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void apply(boolean afterStart) {
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IteratorUtil.worlds(world -> world.setGameRule(this.rule, afterStart ? this.after : this.before));
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}
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}
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private final List<GameRuleSetting<?>> gameRules = List.of(
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new GameRuleSetting<>(GameRules.ADVANCE_TIME, false, true),
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new GameRuleSetting<>(GameRules.SPAWN_PHANTOMS, false, true),
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new GameRuleSetting<>(GameRules.RAIDS, false, true),
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new GameRuleSetting<>(GameRules.ENTITY_DROPS, false, true),
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new GameRuleSetting<>(GameRules.SPAWN_PATROLS, false, true),
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new GameRuleSetting<>(GameRules.SPAWN_WANDERING_TRADERS, false, true),
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new GameRuleSetting<>(GameRules.ADVANCE_WEATHER, false, true),
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new GameRuleSetting<>(GameRules.FALL_DAMAGE, false, true),
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new GameRuleSetting<>(GameRules.FIRE_DAMAGE, false, true),
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new GameRuleSetting<>(GameRules.FIRE_SPREAD_RADIUS_AROUND_PLAYER, 0, -1)
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);
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public ProjectStart() {
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@@ -81,7 +80,7 @@ public class ProjectStart extends Appliance {
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this.countdown.addCustomAnnouncement(
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new Countdown.CustomAnnouncements(
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counter -> counter == this.startMusicAt,
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counter -> this.glassLocation
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_ -> this.glassLocation
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.getWorld()
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.playSound(this.glassLocation, MUSIC_DISC_LAVA_CHICKEN, SoundCategory.RECORDS, 500f, 1f)
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)
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@@ -126,8 +125,7 @@ public class ProjectStart extends Appliance {
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this.setEnabled(false);
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IteratorUtil.worlds(World::getWorldBorder, worldBorder -> worldBorder.setSize(worldBorder.getMaxSize()));
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IteratorUtil.worlds(world -> IteratorUtil.setGameRules(this.gameRulesAfterStart, false));
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IteratorUtil.worlds(world -> IteratorUtil.setIntGameRules(this.intGameRulesAfterStart));
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this.gameRules.forEach(setting -> setting.apply(true));
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Bukkit.getWorlds().getFirst().setFullTime(0);
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this.netherFireLocations.forEach(location -> Objects.requireNonNull(this.startWorld).getBlockAt(location).setType(Material.FIRE));
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@@ -174,8 +172,7 @@ public class ProjectStart extends Appliance {
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worldBorder.setDamageAmount(0);
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});
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IteratorUtil.worlds(world -> world, world -> IteratorUtil.setGameRules(this.gameRulesAfterStart, true));
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IteratorUtil.worlds(world -> world, world -> IteratorUtil.setIntGameRules(this.intGameRulesBeforeStart));
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this.gameRules.forEach(setting -> setting.apply(false));
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this.resetAdvancements();
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this.blockCycle.reset();
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