Add ItemSpawnListener to control item despawn delays based on round phases

This commit is contained in:
akastijn 2026-06-27 22:55:09 +02:00
parent 897c8ab14d
commit a7ce376abb
2 changed files with 36 additions and 0 deletions

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@ -5,6 +5,7 @@ import com.alttd.hunger_games.config.Config;
import com.alttd.hunger_games.config.LootItems;
import com.alttd.hunger_games.config.Messages;
import com.alttd.hunger_games.event_listeners.ChestListener;
import com.alttd.hunger_games.event_listeners.ItemSpawnListener;
import com.alttd.hunger_games.event_listeners.PlayerDamageListener;
import com.alttd.hunger_games.event_listeners.PlayerDisconnectListener;
import com.alttd.hunger_games.event_listeners.PlayerJoinListener;
@ -62,6 +63,7 @@ public final class Main extends JavaPlugin {
pluginManager.registerEvents(new PlayerJoinListener(playerService), this);
pluginManager.registerEvents(new PlayerDamageListener(roundService, playerService, statService), this);
pluginManager.registerEvents(new ChestListener(roundService, lootService), this);
pluginManager.registerEvents(new ItemSpawnListener(roundService), this);
}
public void reloadConfigs() {

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@ -0,0 +1,34 @@
package com.alttd.hunger_games.event_listeners;
import com.alttd.hunger_games.data_objects.ROUND_STATE;
import com.alttd.hunger_games.services.RoundService;
import lombok.RequiredArgsConstructor;
import org.bukkit.entity.Item;
import org.bukkit.event.EventHandler;
import org.bukkit.event.EventPriority;
import org.bukkit.event.Listener;
import org.bukkit.event.entity.ItemSpawnEvent;
import org.bukkit.event.player.PlayerDropItemEvent;
@RequiredArgsConstructor
public class ItemSpawnListener implements Listener {
private final RoundService roundService;
@EventHandler(priority = EventPriority.HIGHEST, ignoreCancelled = true)
public void onItemSpawn(ItemSpawnEvent event) {
setDespawnDelay(event.getEntity());
}
@EventHandler(priority = EventPriority.HIGHEST, ignoreCancelled = true)
public void onPlayerDropItem(PlayerDropItemEvent event) {
setDespawnDelay(event.getItemDrop());
}
private void setDespawnDelay(Item item) {
ROUND_STATE roundState = roundService.getRoundState();
if (roundState == ROUND_STATE.SAFE_PHASE || roundState == ROUND_STATE.KILL_PHASE || roundState == ROUND_STATE.FINALE) {
item.setTicksLived(5800);
}
}
}