Refactored game rule handling in ProjectStart to use a unified GameRuleSetting record, eliminating redundant methods and improving code clarity.

This commit is contained in:
MineTec committed 2026-10-13 22:41:14 +02:00
1 parent a1ab06a80d
commit 46ee734bbc
2 files changed
+21 -28

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