[Beta] SNAPSHOT {Bug Fix} - Patch 0001

Changelog:
- Fixed an issue where the integrity checker for the main config would delete the entire data folder if the config was corrupted.
- Fixed an issue where the Rarity check was not working as intended; it would either return false if any Rarity other than NONE was set, and throw a new IllegalArgumentException if the switch clause exited with no return value.
- Fixed an issue where the command /luck reload -m did absolutely nothing.
- Fixed an issue where the proper command arguments were not being Tab Completed.
This commit is contained in:
Paldiu 2022-04-24 19:54:40 -05:00
parent 330fd278b7
commit 0488e1d6b1
10 changed files with 53 additions and 64 deletions

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@ -3,7 +3,7 @@ plugins {
}
group = 'io.github.simplex'
version = 'Alpha-1.0'
version = 'Beta-20220422-SNAPSHOT'
repositories {
mavenCentral()

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@ -1,6 +1,5 @@
package io.github.simplex.luck;
import io.github.simplex.lib.MiniComponent;
import io.github.simplex.luck.listener.AbstractListener;
import io.github.simplex.luck.util.SneakyWorker;
import org.bukkit.configuration.file.YamlConfiguration;
@ -9,11 +8,26 @@ import java.io.File;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
@SuppressWarnings("ResultOfMethodCallIgnored")
public class Config extends YamlConfiguration {
private final FeelingLucky plugin;
private final List<String> configEntries = new ArrayList<>() {{
add("high_rarity_chance");
add("medium_rarity_chance");
add("low_rarity_chance");
add("block_drops");
add("bonemeal");
add("cheat_death");
add("enchanting");
add("experience");
add("item_drops");
add("random_effect");
add("restore_hunger");
add("take_damage");
add("unbreakable");
}};
private File configFile;
public Config(FeelingLucky plugin) {
@ -33,7 +47,7 @@ public class Config extends YamlConfiguration {
if (validateIntegrity()) {
File newFile = new File(plugin.getDataFolder(), "config.yml");
SneakyWorker.sneakyTry(() -> {
Files.delete(Path.of(plugin.getDataFolder().getPath()));
Files.delete(Path.of(this.configFile.getPath()));
newFile.createNewFile();
plugin.saveResource("config.yml", true);
});
@ -72,20 +86,4 @@ public class Config extends YamlConfiguration {
public double getChance(String path) {
return getDouble(path);
}
private List<String> configEntries = new ArrayList<>() {{
add("high_rarity_chance");
add("medium_rarity_chance");
add("low_rarity_chance");
add("block_drops");
add("bonemeal");
add("cheat_death");
add("enchanting");
add("experience");
add("item_drops");
add("random_effect");
add("restore_hunger");
add("take_damage");
add("unbreakable");
}};
}

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@ -5,12 +5,8 @@ import io.github.simplex.luck.FeelingLucky;
import io.github.simplex.luck.player.PlayerHandler;
import org.bukkit.event.Listener;
import java.util.HashMap;
import java.util.Map;
public abstract class AbstractListener implements Listener {
protected final FeelingLucky plugin;
protected final Map<AbstractListener, Rarity> listenerRarityMap = new HashMap<>();
protected final Config config;
public AbstractListener(FeelingLucky plugin) {
@ -23,24 +19,19 @@ public abstract class AbstractListener implements Listener {
return plugin.getHandler();
}
public boolean doesQualify(String name, double luck) {
return switch (config.getRarity(name)) {
case HIGH -> luck > config.getChance("high_rarity_chance");
case MED -> luck > config.getChance("medium_rarity_chance");
case LOW -> luck > config.getChance("low_rarity_chance");
case NONE -> true;
};
}
public enum Rarity {
HIGH,
MED,
LOW,
NONE
}
public boolean doesQualify(String name, double luck) {
switch (config.getRarity(name)) {
case HIGH:
if (luck < config.getChance("high_rarity_chance")) return false;
case MED:
if (luck < config.getChance("medium_rarity_chance")) return false;
case LOW:
if (luck < config.getChance("low_rarity_chance")) return false;
case NONE:
return true;
}
throw new IllegalArgumentException("The value for the listener rarity is not a recognized rarity value.");
}
}

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@ -2,10 +2,10 @@ package io.github.simplex.luck.listener;
import io.github.simplex.luck.FeelingLucky;
import io.github.simplex.luck.player.Luck;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.World;
import org.bukkit.entity.*;
import org.bukkit.entity.Entity;
import org.bukkit.entity.Item;
import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player;
import org.bukkit.event.EventHandler;
import org.bukkit.event.entity.EntityDamageByEntityEvent;
import org.bukkit.event.entity.EntityDeathEvent;

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@ -5,15 +5,12 @@ import io.github.simplex.luck.FeelingLucky;
import io.github.simplex.luck.player.Luck;
import io.github.simplex.luck.util.CooldownTimer;
import io.github.simplex.luck.util.SpecialFootItem;
import net.kyori.adventure.text.Component;
import org.bukkit.Bukkit;
import org.bukkit.Material;
import org.bukkit.entity.Entity;
import org.bukkit.entity.Guardian;
import org.bukkit.entity.Player;
import org.bukkit.entity.Witch;
import org.bukkit.event.EventHandler;
import org.bukkit.event.Listener;
import org.bukkit.event.block.Action;
import org.bukkit.event.entity.EntityDamageByEntityEvent;
import org.bukkit.event.entity.EntityDamageEvent;

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@ -7,7 +7,6 @@ import io.github.simplex.luck.util.SpecialFootItem;
import org.bukkit.Material;
import org.bukkit.entity.Villager;
import org.bukkit.event.EventHandler;
import org.bukkit.event.Listener;
import org.bukkit.event.player.PlayerInteractAtEntityEvent;
import org.bukkit.inventory.MerchantRecipe;

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@ -1,7 +1,5 @@
package io.github.simplex.luck.util;
import io.github.simplex.lib.MiniComponent;
import net.kyori.adventure.text.Component;
import org.bukkit.entity.Player;
import java.util.HashMap;
@ -10,9 +8,8 @@ import java.util.UUID;
import java.util.concurrent.TimeUnit;
public class CooldownTimer {
private final Map<UUID, Long> cooldowns = new HashMap<>();
public static final long DEFAULT_COOLDOWN = 30L;
private final Map<UUID, Long> cooldowns = new HashMap<>();
public void setCooldown(UUID playerUUID, long time) {
if (time < 1) {

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@ -95,7 +95,9 @@ public class LuckCMD extends Command implements TabCompleter {
if (args.length == 2) {
if ((sender instanceof ConsoleCommandSender) || sender.hasPermission("luck.admin")) {
if (args[0].equalsIgnoreCase("reload") && args[1].equalsIgnoreCase("-m")) {
plugin.getConfig().reload();
sender.sendMessage(MiniComponent.info("Configuration successfully reloaded."));
return true;
}
if (args[0].equalsIgnoreCase("info")) {
@ -163,23 +165,22 @@ public class LuckCMD extends Command implements TabCompleter {
List<String> playerNames = new ArrayList<>() {{
Bukkit.getOnlinePlayers().forEach(p -> add(p.getName()));
}};
List<String> adminCommands = List.of("set", "reset", "give", "take");
List<String> adminCommands = List.of("set", "reset", "give", "take", "reload");
if ((sender instanceof ConsoleCommandSender) || sender.hasPermission("luck.admin")) {
completions.addAll(adminCommands);
return completions;
return completions.stream().filter(n -> n.startsWith(args[0])).toList();
}
if (args[0].equalsIgnoreCase("info") && sender.hasPermission("luck.admin")) {
return playerNames;
}
if (completions.contains(args[1]) && sender.hasPermission("luck.admin")) {
if (adminCommands.contains(args[0])
&& sender.hasPermission("luck.admin")
&& (args.length == 2)) {
switch (args[0]) {
case "info":
case "reset":
return playerNames.stream().filter(n -> n.startsWith(args[1])).toList();
case "reload":
return new ArrayList<>();
return List.of("-m", "-p");
case "give":
case "take":
case "set":
@ -187,6 +188,12 @@ public class LuckCMD extends Command implements TabCompleter {
}
}
return completions;
if (args[0].equalsIgnoreCase("reload")
&& args[1].equalsIgnoreCase("-p")
&& sender.hasPermission("luck.admin") && (args.length == 3)) {
return playerNames.stream().filter(n -> n.startsWith(args[2])).toList();
}
return completions.stream().filter(n -> n.startsWith(args[0])).toList();
}
}

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@ -4,9 +4,9 @@
# These values must be in the form of doubles, as listed below.
# The maximum amount of luck that can be attributed is 1024.0, and the minimum is -1024.0
high_rarity_chance: 512
medium_rarity_chance: 128
low_rarity_chance: 64
high_rarity_chance: 512.0
medium_rarity_chance: 128.0
low_rarity_chance: 64.0
# The following entries are for the rarity level of each event trigger.
# This will determine which rarity chance to use which ensures players