added Build Battle #15
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@@ -9,6 +9,7 @@ import eu.mhsl.minenet.minigames.instance.game.stateless.types.blockBattle.Block
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import eu.mhsl.minenet.minigames.instance.game.stateless.types.blockBreakRace.BlockBreakRaceFactory;
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import eu.mhsl.minenet.minigames.instance.game.stateless.types.boatRace.BoatRaceFactory;
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import eu.mhsl.minenet.minigames.instance.game.stateless.types.bowSpleef.BowSpleefFactory;
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import eu.mhsl.minenet.minigames.instance.game.stateless.types.buildBattle.BuildBattleFactory;
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import eu.mhsl.minenet.minigames.instance.game.stateless.types.colorJump.ColorJumpFactory;
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import eu.mhsl.minenet.minigames.instance.game.stateless.types.deathcube.DeathcubeFactory;
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import eu.mhsl.minenet.minigames.instance.game.stateless.types.elytraRace.ElytraRaceFactory;
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@@ -54,7 +55,8 @@ public enum GameList {
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PILLARS(new PillarsFactory(), GameType.PROTOTYPE),
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BLOCKBATTLE(new BlockBattleFactory(), GameType.PVP),
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COLORJUMP(new ColorJumpFactory(), GameType.JUMPNRUN),
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PLAYERRACE(new PlayerRaceFactory(), GameType.JUMPNRUN);
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PLAYERRACE(new PlayerRaceFactory(), GameType.JUMPNRUN),
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BUILDBATTLE(new BuildBattleFactory(), GameType.PROTOTYPE);
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private final GameFactory factory;
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private final GameType type;
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+205
@@ -0,0 +1,205 @@
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package eu.mhsl.minenet.minigames.instance.game.stateless.types.buildBattle;
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import eu.mhsl.minenet.minigames.instance.Dimension;
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import eu.mhsl.minenet.minigames.instance.game.stateless.StatelessGame;
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import eu.mhsl.minenet.minigames.score.PointsWinScore;
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import net.kyori.adventure.text.Component;
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import net.kyori.adventure.text.format.NamedTextColor;
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import net.kyori.adventure.title.Title;
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import net.minestom.server.MinecraftServer;
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import net.minestom.server.coordinate.Pos;
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import net.minestom.server.entity.GameMode;
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import net.minestom.server.entity.Player;
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import net.minestom.server.event.player.PlayerBlockBreakEvent;
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import net.minestom.server.event.player.PlayerBlockPlaceEvent;
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import net.minestom.server.event.player.PlayerUseItemEvent;
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import net.minestom.server.item.ItemStack;
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import net.minestom.server.item.Material;
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import net.minestom.server.timer.TaskSchedule;
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import org.jetbrains.annotations.NotNull;
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import java.util.*;
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import java.util.concurrent.atomic.AtomicInteger;
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public class BuildBattle extends StatelessGame {
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private static final int height = 100;
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private int spawnPosx = 0;
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private int spawnPosz = 0;
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private final int spacing = 39;
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private final int rowCount = 5;
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private Map<Player, Pos> spawnPositions = new WeakHashMap<>();
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private int seconds;
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private static final int ratingSeconds = 15;
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private final Map<Player, Integer> scores = new HashMap<>();
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private final Map<Player, Integer> currentVotes = new HashMap<>();
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private Player currentOwner = null;
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private boolean listenerRegistered = false;
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private static final List<String> themes = List.of(
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"Burg", "Raumschiff", "Unterwasserwelt", "Pizzeria", "Spukhaus",
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"Bauernhof", "Dschungel", "Zukunftsstadt", "Piratenschiff", "Vulkan",
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"Freizeitpark", "Leuchtturm", "Wikingerdorf", "Weihnachtsmarkt",
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"Schloss", "Strand", "Berghütte", "Bahnhof", "Zoo", "Schule",
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"Zeitreise", "Ein Haus, das auf dem Kopf steht", "Eine Stadt auf dem Rücken eines Riesen",
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"Wohnen in einer Schneekugel", "Alles ist aus Süßigkeiten", "Ein Schiff in der Luft",
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"Das Museum der Zukunft", "Das letzte Haus vor dem Weltuntergang",
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"Wenn Schweine fliegen könnten", "Das Gefängnis für Creeper", "Die Wohnung von Herobrine",
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"Ein Dönerladen im Weltall", "Ein Spa für Enderman", "Der Käse-Palast",
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"Mein Zimmer nach 3 Wochen ohne Aufräumen", "Die Hüpfburg des Todes"
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);
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private String theme = "";
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public BuildBattle(int seconds) {
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super(Dimension.THE_END.key, "BluidBattle", new PointsWinScore());
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this.seconds = seconds;
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this.setGenerator(new BuildBattleChunkgenerator(height));
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}
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@Override
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protected void onStart() {
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this.theme = themes.get(this.rnd.nextInt(themes.size()));
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Title title = Title.title(
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Component.text("Thema", NamedTextColor.GOLD),
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Component.text(this.theme, NamedTextColor.YELLOW)
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);
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this.getPlayers().forEach(player -> {
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player.showTitle(title);
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player.sendMessage(Component.text("Euer Thema: ", NamedTextColor.GRAY)
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.append(Component.text(this.theme, NamedTextColor.YELLOW)));
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});
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this.getPlayers().forEach(player -> player.setGameMode(GameMode.CREATIVE));
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MinecraftServer.getSchedulerManager()
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.buildTask(() -> {
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this.getPlayers().forEach(player -> player.sendMessage("Die Bauzeit ist beendet!"));
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this.getPlayers().forEach(p -> {
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p.setGameMode(GameMode.ADVENTURE);
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p.setAllowFlying(true);
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p.setFlying(true);
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this.scores.put(p, 0);
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});
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MinecraftServer.getSchedulerManager()
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.buildTask(() -> {
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this.rating();
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}).delay(TaskSchedule.seconds(3)).schedule();
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}).delay(TaskSchedule.seconds(this.seconds)).schedule();
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}
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@Override
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protected boolean onPlayerJoin(Player player) {
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Pos spawnPos = new Pos(this.spawnPosx * this.spacing, height, this.spawnPosz * this.spacing);
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this.spawnPositions.put(player, spawnPos.add(16, 0, 16));
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if(this.spawnPosx >= this.rowCount) {
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this.spawnPosx = 0;
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this.spawnPosz++;
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}
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this.spawnPosx++;
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player.setGameMode(GameMode.ADVENTURE);
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MinecraftServer.getSchedulerManager().scheduleNextTick(() ->
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player.teleport(spawnPos.add(16, 1.5, 16)));
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return super.onPlayerJoin(player);
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}
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Pupsi marked this conversation as resolved
Outdated
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@Override
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protected void onBlockBreak(@NotNull PlayerBlockBreakEvent event) {
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var player = event.getPlayer();
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Pos blockPos = event.getBlockPosition().asPos();
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event.setCancelled(!this.isInArea(blockPos, player));
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}
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@Override
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protected void onBlockPlace(@NotNull PlayerBlockPlaceEvent event) {
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var player = event.getPlayer();
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Pos blockPos = event.getBlockPosition().asPos();
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event.setCancelled(!this.isInArea(blockPos, player));
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}
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private void rating() {
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List<Player> owners = new ArrayList<>(this.getPlayers());
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this.registerRatingListener();
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AtomicInteger index = new AtomicInteger(0);
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MinecraftServer.getSchedulerManager().submitTask(() -> {
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if (this.currentOwner != null) this.finishRound();
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Player next = null;
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while (index.get() < owners.size()) {
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Player candidate = owners.get(index.getAndIncrement());
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if (candidate.isOnline() && this.spawnPositions.containsKey(candidate)) {
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next = candidate;
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break;
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}
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}
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if (next == null) {
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return TaskSchedule.stop();
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}
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this.startRound(next);
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return TaskSchedule.seconds(ratingSeconds);
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});
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}
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private void startRound(Player owner) {
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this.currentOwner = owner;
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this.currentVotes.clear();
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Pos plot = this.spawnPositions.get(owner).add(0, 1.5, 0);
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this.getPlayers().forEach(p -> {
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p.teleport(plot);
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p.sendMessage(Component.text("Bewerte das Grundstück von " + owner.getUsername() + "!"));
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if (p != owner) this.giveRatingItems(p);
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else p.getInventory().clear();
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});
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}
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private void giveRatingItems(Player player) {
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Material[] materials = {
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Material.RED_CONCRETE, Material.ORANGE_CONCRETE, Material.YELLOW_CONCRETE,
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Material.LIME_CONCRETE, Material.GREEN_CONCRETE
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};
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player.getInventory().clear();
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for (int i = 0; i < materials.length; i++) {
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player.getInventory().setItemStack(i, ItemStack.builder(materials[i])
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.customName(Component.text((i + 1) + " Punkte"))
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Pupsi marked this conversation as resolved
Outdated
Pupsi
commented
Vielleicht lieber einen Durchschnitt oder so anstatt einer Summe? Dann wird es nicht unfair, wenn bewertende Spieler leaven und insgesamt weniger Punkte vergeben werden können. Vielleicht lieber einen Durchschnitt oder so anstatt einer Summe? Dann wird es nicht unfair, wenn bewertende Spieler leaven und insgesamt weniger Punkte vergeben werden können.
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.build());
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}
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}
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private void registerRatingListener() {
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Pupsi marked this conversation as resolved
Outdated
Pupsi
commented
Wieso nicht erst insertResult(this.currentOwner, sum) und dann currentOwner = null ? Dann wäre Zeile 170 unnötig. Wieso nicht erst insertResult(this.currentOwner, sum) und dann currentOwner = null ? Dann wäre Zeile 170 unnötig.
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if (this.listenerRegistered) return;
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this.listenerRegistered = true;
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this.eventNode().addListener(PlayerUseItemEvent.class, event -> {
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Player voter = event.getPlayer();
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if (this.currentOwner == null || voter == this.currentOwner) return;
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int slot = voter.getHeldSlot();
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if (slot > 4) return;
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event.setCancelled(true);
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this.currentVotes.put(voter, slot + 1);
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voter.sendMessage(Component.text("Du hast " + (slot + 1) + " Punkte vergeben."));
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});
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}
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private void finishRound() {
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int sum = this.currentVotes.values().stream().mapToInt(Integer::intValue).sum();
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this.getPlayers().forEach(p -> p.getInventory().clear());
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Player owner = this.currentOwner;
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this.currentOwner = null;
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this.getScore().insertResult(owner, sum);
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}
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private boolean isInArea(Pos blockToCheck, Player player) {
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Pos pos1 = this.spawnPositions.get(player).add(15, 1, 15);
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Pos pos2 = this.spawnPositions.get(player).add(-16, 300, -16);
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return blockToCheck.x() >= Math.min(pos1.x(), pos2.x()) && blockToCheck.x() <= Math.max(pos1.x(), pos2.x())
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&& blockToCheck.y() >= Math.min(pos1.y(), pos2.y()) && blockToCheck.y() <= Math.max(pos1.y(), pos2.y())
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&& blockToCheck.z() >= Math.min(pos1.z(), pos2.z()) && blockToCheck.z() <= Math.max(pos1.z(), pos2.z());
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}
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}
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+50
@@ -0,0 +1,50 @@
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package eu.mhsl.minenet.minigames.instance.game.stateless.types.buildBattle;
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import eu.mhsl.minenet.minigames.util.GeneratorUtils;
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import eu.mhsl.minenet.minigames.world.generator.terrain.BaseGenerator;
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import net.minestom.server.instance.block.Block;
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public class BuildBattleChunkgenerator extends BaseGenerator {
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private static final int inner = 32;
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private static final int ring = 3;
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private static final int wall = 1;
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private static final int wallHeight = 200;
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private static final int period = wall + ring + inner + ring;
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private static final int offset = wall + ring;
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private static final Block middleBlocks = Block.QUARTZ_BLOCK;
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private static final Block outerBlocks = Block.STONE_BRICKS;
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private static final Block wallBlocks = Block.POLISHED_DEEPSLATE;
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public BuildBattleChunkgenerator(int height) {
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this.addMixIn(unit -> {
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GeneratorUtils.foreachXZ(unit, point -> {
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int lx = Math.floorMod(point.blockX() + offset, period);
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int lz = Math.floorMod(point.blockZ() + offset, period);
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boolean isWall = lx < wall || lz < wall;
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if (isWall) {
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for (int y = 0; y <= wallHeight; y++) {
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unit.modifier().setBlock(point.withY(height + y), wallBlocks);
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}
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return;
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}
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unit.modifier().setBlock(point.withY(height), floorBlock(lx, lz));
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});
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});
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}
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private static Block floorBlock(int lx, int lz) {
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int innerStart = wall + ring;
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int innerEnd = innerStart + inner;
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boolean inInner = lx >= innerStart && lx < innerEnd
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&& lz >= innerStart && lz < innerEnd;
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return inInner ? middleBlocks : outerBlocks;
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}
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}
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+40
@@ -0,0 +1,40 @@
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package eu.mhsl.minenet.minigames.instance.game.stateless.types.buildBattle;
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import eu.mhsl.minenet.minigames.instance.game.Game;
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import eu.mhsl.minenet.minigames.instance.game.stateless.config.ConfigManager;
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import eu.mhsl.minenet.minigames.instance.game.stateless.config.GameFactory;
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import eu.mhsl.minenet.minigames.instance.game.stateless.config.Option;
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import eu.mhsl.minenet.minigames.instance.game.stateless.config.common.NumericOption;
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import eu.mhsl.minenet.minigames.instance.room.Room;
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import eu.mhsl.minenet.minigames.message.component.TranslatedComponent;
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import net.minestom.server.item.Material;
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import java.util.Map;
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public class BuildBattleFactory implements GameFactory {
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@Override
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public TranslatedComponent name() {
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return TranslatedComponent.byId("game_BuildBattle#name");
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}
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@Override
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public ConfigManager configuration() {
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return new ConfigManager()
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.addOption(new NumericOption("seconds", Material.CLOCK, TranslatedComponent.byId("game_BuildBattle#seconds"), 60, 120, 300, 600));
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}
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@Override
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public Game manufacture(Room parent, Map<String, Option<?>> configuration) throws Exception {
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return new BuildBattle(configuration.get("seconds").getAsInt()).setParent(parent);
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}
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@Override
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public Material symbol() {
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return Material.SANDSTONE;
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}
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@Override
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public TranslatedComponent description() {
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return TranslatedComponent.byId("game_BuildBattle#description");
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}
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}
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@@ -191,3 +191,8 @@ description;Jump on the right color!;Springe auf die richtige Farbe!
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ns:game_PlayerRace#;;
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name;Player Race;Wettrennen
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description;Get to the other side as quickly as possible!;Komme so schnell wie möglich auf die andere Seite!
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;;
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ns:game_BuildBattle#;;
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name;Build Battle;Bauwettbewerb
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description;Build the best creation for the given theme before time runs out and win through the other players’ ratings.;Baue in der Zeit das beste Bauwerk zum Thema und gewinne durch die Bewertung der anderen Spieler.
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seconds;Build Time;Bauzeit
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Reference in new issue
Block a user
Im if wird x wieder auf 0 gesetzt, aber danach durch spawnPosx++ direkt wieder auf 1. x ist also nur beim ersten Spieler 0.
also das spawnPosx ++ vor das if statement?