settings ported to the annotation based system

This commit is contained in:
gnembon committed 2019-06-11 23:01:09 -03:00
1 parent 79495eccd0
commit 734dc95dab
84 files changed
+299 -1238

No files matched your search

@@ -0,0 +1,377 @@
package carpet.settings;
import carpet.CarpetServer;
import carpet.fakes.MinecraftServer_motdInterface;
import carpet.utils.Messenger;
import net.minecraft.server.MinecraftServer;
import net.minecraft.server.command.ServerCommandSource;
import net.minecraft.server.dedicated.DedicatedServer;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import static carpet.settings.RuleCategory.BUGFIX;
import static carpet.settings.RuleCategory.COMMANDS;
import static carpet.settings.RuleCategory.CREATIVE;
import static carpet.settings.RuleCategory.EXPERIMENTAL;
import static carpet.settings.RuleCategory.FEATURE;
import static carpet.settings.RuleCategory.OPTIMIZATIONS;
import static carpet.settings.RuleCategory.SURVIVAL;
public class CarpetSettings
{
public static final String carpetVersion = "v19_06_04alpha";
public static final Logger LOG = LogManager.getLogger();
public static boolean skipGenerationChecks = false;
public static boolean impendingFillSkipUpdates = false;
@Rule(
desc = "Fixes server crashing supposedly on falling behind 60s in ONE tick, yeah bs.",
extra = "Fixed 1.12 watchdog crash in 1.13 pre-releases, reintroduced with 1.13, GG.",
category = BUGFIX,
validate = Validator.WIP.class
)
public static boolean watchdogCrashFix = false;
@Rule(
desc = "Nether portals correctly place entities going through",
extra = "Entities shouldn't suffocate in obsidian",
category = BUGFIX,
validate = Validator.WIP.class
)
public static boolean portalSuffocationFix = false;
@Rule(desc = "Gbhs sgnf sadsgras fhskdpri!", category = EXPERIMENTAL)
public static boolean superSecretSetting = false;
@Rule(
desc = "Portals won't let a creative player go through instantly",
extra = "Holding obsidian in either hand won't let you through at all",
category = CREATIVE
)
public static boolean portalCreativeDelay = false;
@Rule(desc = "Dropping entire stacks works also from on the crafting UI result slot", category = {BUGFIX, SURVIVAL})
public static boolean ctrlQCraftingFix = false;
@Rule(
desc = "Parrots don't get of your shoulders until you receive damage",
category = {SURVIVAL, FEATURE},
validate = Validator.WIP.class
)
public static boolean persistentParrots = false;
/*@Rule(
desc = "Mobs growing up won't glitch into walls or go through fences",
category = BUGFIX,
validate = Validator.WIP.class
)
public static boolean growingUpWallJump = false;
@Rule(
desc = "Won't let mobs glitch into blocks when reloaded.",
extra = "Can cause slight differences in mobs behaviour",
category = {BUGFIX, EXPERIMENTAL},
validate = Validator.WIP.class
)
public static boolean reloadSuffocationFix = false;
*/
@Rule( desc = "Players absorb XP instantly, without delay", category = CREATIVE )
public static boolean xpNoCooldown = false;
@Rule( desc = "XP orbs combine with other into bigger orbs", category = FEATURE )
public static boolean combineXPOrbs = false;
@Rule(
desc = "Empty shulker boxes can stack to 64 when dropped on the ground",
extra = "To move them around between inventories, use shift click to move entire stacks",
category = {SURVIVAL, FEATURE}
)
public static boolean stackableShulkerBoxes = false;
@Rule( desc = "Explosions won't destroy blocks", category = CREATIVE )
public static boolean explosionNoBlockDamage = false;
@Rule( desc = "Removes random TNT momentum when primed", category = CREATIVE )
public static boolean tntPrimerMomentumRemoved = false;
@Rule(
desc = "Lag optimizations for redstone dust",
extra = "by Theosib",
category = {EXPERIMENTAL, OPTIMIZATIONS},
validate = Validator.WIP.class
)
public static boolean fastRedstoneDust = false;
@Rule(desc = "Only husks spawn in desert temples", category = FEATURE, validate = Validator.WIP.class)
public static boolean huskSpawningInTemples = false;
@Rule( desc = "Shulkers will respawn in end cities", category = FEATURE )
public static boolean shulkerSpawningInEndCities = false;
@Rule(desc = "Entities pushed or moved into unloaded chunks no longer disappear", category = {EXPERIMENTAL, BUGFIX}, validate = Validator.WIP.class)
public static boolean unloadedEntityFix = false;
@Rule( desc = "TNT doesn't update when placed against a power source", category = CREATIVE )
public static boolean TNTDoNotUpdate = false;
@Rule(
desc = "Prevents players from rubberbanding when moving too fast",
extra = "Puts more trust in clients positioning",
category = {CREATIVE, SURVIVAL},
validate = Validator.WIP.class
)
public static boolean antiCheatSpeed = false;
@Rule(desc = "Pistons, droppers and dispensers react if block above them is powered", category = CREATIVE, validate = Validator.WIP.class)
public static boolean quasiConnectivity = true;
@Rule(
desc = "Players can flip and rotate blocks when holding cactus",
extra = {
"Doesn't cause block updates when rotated/flipped",
"Applies to pistons, observers, droppers, repeaters, stairs, glazed terracotta etc..."
},
category = {CREATIVE, SURVIVAL, FEATURE}
)
public static boolean flippinCactus = false;
@Rule(
desc = "hoppers pointing to wool will count items passing through them",
extra = {
"Enables /counter command, and actions while placing red and green carpets on wool blocks",
"Use /counter <color?> reset to reset the counter, and /counter <color?> to query",
"In survival, place green carpet on same color wool to query, red to reset the counters",
"Counters are global and shared between players, 16 channels available",
"Items counted are destroyed, count up to one stack per tick per hopper"
},
category = {COMMANDS, CREATIVE, FEATURE}
)
public static boolean hopperCounters = false;
@Rule( desc = "Guardians turn into Elder Guardian when struck by lightning", category = FEATURE )
public static boolean renewableSponges = false;
@Rule( desc = "Pistons can push tile entities, like hoppers, chests etc.", category = {EXPERIMENTAL, FEATURE} )
public static boolean movableTileEntities = false;
@Rule( desc = "Saplings turn into dead shrubs in hot climates and no water access", category = FEATURE )
public static boolean desertShrubs = false;
@Rule( desc = "Silverfish drop a gravel item when breaking out of a block", category = FEATURE )
public static boolean silverFishDropGravel = false;
@Rule( desc = "summoning a lightning bolt has all the side effects of natural lightning", category = CREATIVE )
public static boolean summonNaturalLightning = false;
@Rule(desc = "Enables /spawn command for spawn tracking", category = COMMANDS)
public static boolean commandSpawn = true;
@Rule(desc = "Enables /tick command to control game clocks", category = COMMANDS)
public static boolean commandTick = true;
@Rule(desc = "Enables /log command to monitor events in the game via chat and overlays", category = COMMANDS)
public static boolean commandLog = true;
@Rule(
desc = "Enables /distance command to measure in game distance between points",
extra = "Also enables brown carpet placement action if 'carpets' rule is turned on as well",
category = COMMANDS
)
public static boolean commandDistance = true;
@Rule(
desc = "Enables /info command for blocks",
extra = {
"Also enables gray carpet placement action",
"if 'carpets' rule is turned on as well"
},
category = COMMANDS
)
public static boolean commandInfo = true;
@Rule(
desc = "Enables /c and /s commands to quickly switch between camera and survival modes",
extra = "/c and /s commands are available to all players regardless of their permission levels",
category = COMMANDS
)
public static boolean commandCameramode = true;
@Rule(
desc = "Enables /perimeterinfo command",
extra = "... that scans the area around the block for potential spawnable spots",
category = COMMANDS
)
public static boolean commandPerimeterInfo = true;
@Rule(desc = "Enables /draw commands", extra = "... allows for drawing simple shapes", category = COMMANDS)
public static boolean commandDraw = true;
@Rule(desc = "Enables /script command", extra = "an in-game scripting API", category = COMMANDS)
public static boolean commandScript = true;
@Rule(desc = "Enables /player command to control/spawn players", category = COMMANDS, validate = Validator.WIP.class)
public static boolean commandPlayer = true;
@Rule(desc = "Placing carpets may issue carpet commands for non-op players", category = SURVIVAL)
public static boolean carpets = false;
@Rule(
desc = "Pistons, Glass and Sponge can be broken faster with their appropriate tools",
category = SURVIVAL,
validate = Validator.WIP.class
)
public static boolean missingTools = false;
@Rule(desc = "Alternative, persistent caching strategy for nether portals", category = {SURVIVAL, CREATIVE})
public static boolean portalCaching = false;
@Rule(desc = "Permanent fires don't schedule random updates", category = OPTIMIZATIONS, validate = Validator.WIP.class)
public static boolean calmNetherFires = false;
@Rule(desc = "fill/clone/setblock and structure blocks cause block updates", category = CREATIVE)
public static boolean fillUpdates = true;
private static class PushLimitLimits extends Validator<Integer> {
@Override Integer validate(ServerCommandSource source, ParsedRule<Integer> currentRule, Integer newValue, String string) {
return (newValue>0 && newValue < 1024) ? newValue : null;
}
}
@Rule(
desc = "Customizable piston push limit",
options = {"10", "12", "14", "100"},
category = CREATIVE,
validate = PushLimitLimits.class
)
public static int pushLimit = 12;
@Rule(
desc = "Customizable powered rail power range",
options = {"9", "15", "30"},
category = CREATIVE,
validate = PushLimitLimits.class
)
public static int railPowerLimit = 9;
private static class FillLimitLimits extends Validator<Integer> {
@Override Integer validate(ServerCommandSource source, ParsedRule<Integer> currentRule, Integer newValue, String string) {
return (newValue>0 && newValue < 20000000) ? newValue : null;
}
}
@Rule(
desc = "Customizable fill/clone volume limit",
options = {"32768", "250000", "1000000"},
category = CREATIVE,
validate = FillLimitLimits.class
)
public static int fillLimit = 32768;
@Rule(
desc = "Customizable maximal entity collision limits, 0 for no limits",
options = {"0", "1", "20"},
category = OPTIMIZATIONS,
validate = Validator.NONNEGATIVE_NUMBER.class
)
public static int maxEntityCollisions = 0;
@Rule(desc = "One player is required on the server to cause night to pass", category = SURVIVAL)
public static boolean onePlayerSleeping = false;
private static class SetMotd extends Validator<String> {
@Override String validate(ServerCommandSource source, ParsedRule<String> currentRule, String newValue, String string) {
customMOTD = newValue; // accelerate a smidge
((MinecraftServer_motdInterface) CarpetServer.minecraft_server).checkMOTD();
return newValue;
}
}
@Rule(
desc = "Sets a different motd message on client trying to connect to the server",
extra = "use '_' to use the startup setting from server.properties",
options = "_",
category = CREATIVE,
validate = {SetMotd.class, Validator.WIP.class} // for some reason doesn't yet work
)
public static String customMOTD = "_";
@Rule(desc = "Cactus in dispensers rotates blocks.", extra = "Rotates block anti-clockwise if possible", category = FEATURE)
public static boolean rotatorBlock = false;
private static class ViewDistanceValidator extends Validator<Integer>
{
@Override Integer validate(ServerCommandSource source, ParsedRule<Integer> currentRule, Integer newValue, String string)
{
if (newValue < 0 || newValue > 32)
{
Messenger.m(source, "r view distance has to be between 0 and 32");
return null;
}
MinecraftServer server = source.getMinecraftServer();
if (server.isDedicated())
{
int vd = (newValue >= 2)?newValue:((DedicatedServer) server).getProperties().viewDistance;
if (vd != CarpetServer.minecraft_server.getPlayerManager().getViewDistance())
CarpetServer.minecraft_server.getPlayerManager().setViewDistance(vd);
return newValue;
}
else
{
Messenger.m(source, "r view distance can only be changed on a server");
return 0;
}
}
}
@Rule(
desc = "Changes the view distance of the server.",
extra = "Set to 0 to not override the value in server settings.",
options = {"0", "12", "16", "32"},
category = CREATIVE,
validate = ViewDistanceValidator.class
)
public static int viewDistance = 0;
private static class DisableSpawnChunksValidator extends Validator<Boolean> {
@Override Boolean validate(ServerCommandSource source, ParsedRule<Boolean> currentRule, Boolean newValue, String string) {
if (!newValue)
Messenger.m(source, "w Spawn chunks re-enabled. Visit spawn to load them?");
return newValue;
}
}
@Rule(
desc = "Allows spawn chunks to unload",
category = CREATIVE,
validate = {Validator.WIP.class, DisableSpawnChunksValidator.class}
)
public static boolean disableSpawnChunks = false;
private static class KelpLimit extends Validator<Integer> {
@Override Integer validate(ServerCommandSource source, ParsedRule<Integer> currentRule, Integer newValue, String string) {
return (newValue>=0 && newValue <=25)?newValue:null;
}
}
@Rule(
desc = "limits growth limit of newly naturally generated kelp to this amount of blocks",
options = {"0", "2", "25"},
category = FEATURE,
validate = KelpLimit.class
)
public static int kelpGenerationGrowthLimit = 25;
@Rule(desc = "Coral structures will grow with bonemeal from coral plants", category = FEATURE)
public static boolean renewableCoral = false;
@Rule(desc = "fixes block placement rotation issue when player rotates quickly while placing blocks", category = BUGFIX)
public static boolean placementRotationFix = false;
@Rule(
desc = "Fixes leads breaking/becoming invisible in unloaded chunks",
extra = "You may still get visibly broken leash links on the client side, but server side the link is still there.",
category = BUGFIX,
validate = Validator.WIP.class
)
public static boolean leadFix = false;
@Rule(desc = "Spawning requires much less CPU and Memory", category = OPTIMIZATIONS)
public static boolean lagFreeSpawning = false;
}