ctf/src/main/java/com/alttd/ctf/game/RunningGame.java
Teriuihi 9563e9641f Add skip phase command to bypass game phases
Introduced a new `/ctf skipphase` command allowing admins to skip the current game phase. Updated relevant classes to handle phase-skipping logic and ensure proper game state transitions. Added corresponding message configuration and subcommand registration.
2025-02-11 21:45:14 +01:00

105 lines
4.4 KiB
Java

package com.alttd.ctf.game;
import com.alttd.ctf.config.GameConfig;
import com.alttd.ctf.flag.Flag;
import lombok.Getter;
import lombok.extern.slf4j.Slf4j;
import net.kyori.adventure.text.minimessage.MiniMessage;
import net.kyori.adventure.text.minimessage.tag.resolver.Placeholder;
import org.bukkit.Bukkit;
import org.jetbrains.annotations.NotNull;
import javax.annotation.Nullable;
import java.time.Duration;
import java.time.Instant;
import java.util.HashMap;
import java.util.concurrent.ScheduledExecutorService;
@Slf4j
public class RunningGame implements Runnable {
private final HashMap<GamePhase, Duration> phaseDurations = GameConfig.PHASES.getGAME_PHASE_DURATION();
private final GameManager gameManager;
private final Flag flag;
private final ScheduledExecutorService executorService;
@Getter
private GamePhase currentPhase = GamePhase.values()[0];
private Instant phaseStartTime = null;
private int lastMinuteBroadcast = 0;
public RunningGame(GameManager gameManager, Duration gameDuration, Flag flag, ScheduledExecutorService executorService) {
this.gameManager = gameManager;
this.flag = flag;
this.executorService = executorService;
phaseDurations.put(GamePhase.COMBAT, gameDuration);
}
@Override
public void run() {
try {
GamePhase nextPhase = (currentPhase.ordinal() + 1 < GamePhase.values().length) ? GamePhase.values()[currentPhase.ordinal() + 1] : null;
if (phaseStartTime == null) {
phaseStartTime = Instant.now();
nextPhaseActions(null, currentPhase);
}
if (nextPhase != null && Duration.between(phaseStartTime, Instant.now()).compareTo(phaseDurations.get(currentPhase)) >= 0) {
nextPhaseActions(currentPhase, nextPhase);
phaseStartTime = Instant.now();
} else if (nextPhase != null) {
broadcastNextPhaseStartTime(currentPhase, nextPhase);
} else {
executorService.shutdown();
}
} catch (Exception e) {
log.error("Unexpected error in running game", e);
throw new RuntimeException(e);
}
}
private void nextPhaseActions(@Nullable GamePhase previousPhase, @NotNull GamePhase phase) {
//TODO command to go to next phase
this.currentPhase = phase;
if (previousPhase != null) {
gameManager.getPhaseExecutor(previousPhase).end(phase);
}
gameManager.getPhaseExecutor(phase).start(flag);
}
private void broadcastNextPhaseStartTime(GamePhase currentPhase, GamePhase nextPhase) {//TODO check how this works/what it should do
//Remaining time for this phase
Duration duration = phaseDurations.get(currentPhase).minus(Duration.between(phaseStartTime, Instant.now()));
log.debug(duration.toString());//TODO remove debug
if ((duration.toMinutes() > 1 && (duration.toMinutes() % 15 == 0 || duration.toMinutes() <= 5)) && duration.toSecondsPart() < 2) {
if (lastMinuteBroadcast == duration.toMinutes()) {
return;
}
lastMinuteBroadcast = (int) duration.toMinutes();
Bukkit.broadcast(MiniMessage.miniMessage().deserialize(
"<green>The <phase> will start in <bold><red>" + duration.toMinutes() + "</red> minutes</bold></green>",
Placeholder.component("phase", nextPhase.getDisplayName())
));
} else if (duration.toMinutes() < 1 && duration.toSeconds() % 15 == 0) {
Bukkit.broadcast(MiniMessage.miniMessage().deserialize(
"<green>The <phase> will start in <bold><red>" + duration.toSeconds() + "</red> seconds</bold></green>",
Placeholder.component("phase", nextPhase.getDisplayName())
));
}
}
public boolean skipCurrentPhase() {
GamePhase nextPhase = (currentPhase.ordinal() + 1 < GamePhase.values().length) ? GamePhase.values()[currentPhase.ordinal() + 1] : null;
if (nextPhase == null) {
log.warn("Tried to skip phase {} but there is no next phase", currentPhase);
return false;
}
nextPhaseActions(currentPhase, nextPhase);
return true;
}
public void end() {
//TODO say the phase ended early?
nextPhaseActions(currentPhase, GamePhase.ENDED);
}
}