Improve items for GameModeConfig

This commit is contained in:
2026-08-24 20:05:58 +02:00
parent 72b70a62e1
commit 5a52771ec1
12 changed files with 200 additions and 101 deletions
+5
View File
@@ -19,6 +19,7 @@
plugins {
steamwar.kotlin
kotlin("plugin.lombok")
}
kotlin {
@@ -40,4 +41,8 @@ dependencies {
compileOnlyApi(libs.exposedDao)
compileOnlyApi(libs.exposedJdbc)
compileOnlyApi(libs.exposedTime)
testImplementation(kotlin("test"))
}
repositories {
mavenCentral()
}
@@ -688,13 +688,6 @@ public final class GameModeConfig<M, W> {
*/
public final int MaxBlocks;
/**
* Maximal amount of items per dispenser
*
* @implSpec {@code 128} by default
*/
public final int MaxDispenserItems;
/**
* Maximal blast resistance for the blocks
*
@@ -715,6 +708,42 @@ public final class GameModeConfig<M, W> {
*/
public final Map<Set<M>, Integer> Limited;
/**
* Item amount limits per inventory (container) type.<br/>
* Key: inventory material (e.g. DISPENSER, CHEST, ...). Value: item material -&gt; maximal
* amount of that item allowed to be stored in a single inventory of that type.<br/>
* An item is only allowed to be placed in an inventory at all if it appears here for that
* inventory's material and item. Every material returned by
* {@link SQLWrapper#getInventoryMaterials()} is always present as a key - with an empty value
* map if not explicitly configured - so every real container is always scanned by the schematic
* checker for forbidden contents, it just allows no items by default.<br/>
* Configured via the {@code ItemsInInventory} list, entries consisting of {@code Inventories}
* (list of inventory materials or group names - {@code storage} for
* {@link SQLWrapper#getStorageMaterials()}, {@code all} for every material from
* {@link SQLWrapper#getInventoryMaterials()}), {@code Items} (list of item materials, each
* checked independently against {@code Amount} - not summed) and {@code Amount}.
*
* @implSpec No item is allowed in any inventory unless configured here
*/
public final Map<M, Map<M, Integer>> ItemsInInventory;
/**
* Resolves one {@code Inventories} entry to the concrete inventory materials it denotes:
* {@code storage} for {@link SQLWrapper#getStorageMaterials()}, {@code all} for
* {@link SQLWrapper#getInventoryMaterials()}, or the material itself otherwise.
*/
private Set<M> expandInventoryGroup(YMLWrapper<M, ?> loader, String name) {
switch (name.toUpperCase()) {
case "STORAGE":
return (Set<M>) SQLWrapper.impl.getStorageMaterials();
case "ALL":
return (Set<M>) SQLWrapper.impl.getInventoryMaterials();
default:
M material = loader.materialMapper.apply(name.toUpperCase());
return material != null ? Collections.singleton(material) : Collections.emptySet();
}
}
private SchematicConfig(YMLWrapper<M, ?> loader) {
loaded = loader.canLoad();
Size = new SizeConfig(loader.with("Size"));
@@ -731,7 +760,6 @@ public final class GameModeConfig<M, W> {
IgnorePublicOnly = loader.getBoolean("IgnorePublicOnly", false);
UnlimitedPrepare = loader.getBoolean("UnlimitedPrepare", false);
MaxBlocks = loader.getInt("MaxBlocks", 0);
MaxDispenserItems = loader.getInt("MaxDispenserItems", 128);
MaxBlastResistance = loader.getDouble("MaxBlastResistance", Double.MAX_VALUE);
MaxDesignBlastResistance = loader.getDouble("MaxDesignBlastResistance", MaxBlastResistance);
@@ -753,6 +781,30 @@ public final class GameModeConfig<M, W> {
});
this.Limited = Collections.unmodifiableMap(Limited);
Map<M, Map<M, Integer>> itemsInInventory = new HashMap<>();
for (Map<?, ?> entry : loader.getMapList("ItemsInInventory")) {
int amount = (Integer) entry.get("Amount");
List<String> inventories = (List<String>) entry.get("Inventories");
List<String> items = (List<String>) entry.get("Items");
for (String inventoryName : inventories) {
for (M inventoryMaterial : expandInventoryGroup(loader, inventoryName)) {
if (inventoryMaterial == null) continue;
Map<M, Integer> itemCaps = itemsInInventory.computeIfAbsent(inventoryMaterial, m -> new HashMap<>());
for (String itemName : items) {
M itemMaterial = loader.materialMapper.apply(itemName.toUpperCase());
if (itemMaterial == null) continue;
itemCaps.put(itemMaterial, amount);
}
}
}
}
for (M allMaterial : (Set<M>) SQLWrapper.impl.getInventoryMaterials()) {
if (allMaterial == null) continue;
itemsInInventory.computeIfAbsent(allMaterial, m -> new HashMap<>());
}
this.ItemsInInventory = Collections.unmodifiableMap(itemsInInventory.entrySet().stream()
.collect(Collectors.toMap(Map.Entry::getKey, e -> Collections.unmodifiableMap(e.getValue()))));
this.ReplacementsWithoutBlockUpdates = loader.getMap("ReplacementsWithoutBlockUpdates", loader.materialMapper, loader.materialMapper);
this.ReplacementsWithBlockUpdates = loader.getMap("ReplacementsWithBlockUpdates", loader.materialMapper, loader.materialMapper);
}
@@ -24,6 +24,7 @@ import de.steamwar.ImplementationProvider;
import java.io.File;
import java.util.Collections;
import java.util.List;
import java.util.Set;
public interface SQLWrapper<M> {
SQLWrapper<?> impl = ImplementationProvider.getImpl("de.steamwar.sql.SQLWrapperImpl");
@@ -36,5 +37,21 @@ public interface SQLWrapper<M> {
return Collections.emptyList();
}
/**
* Storage-type inventory materials (chests, barrels, shulker boxes of any color) - the
* {@code storage} group usable in {@code GameModeConfig}'s {@code ItemsInInventory}.
*/
default Set<M> getStorageMaterials() {
return Collections.emptySet();
}
/**
* Every inventory material - the {@code all} group usable in {@code GameModeConfig}'s
* {@code ItemsInInventory}. Expected to be a superset of {@link #getStorageMaterials()}.
*/
default Set<M> getInventoryMaterials() {
return Collections.emptySet();
}
void additionalExceptionMetadata(StringBuilder builder);
}