Add ItemSpawnListener to control item despawn delays based on round phases
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@ -5,6 +5,7 @@ import com.alttd.hunger_games.config.Config;
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import com.alttd.hunger_games.config.LootItems;
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import com.alttd.hunger_games.config.Messages;
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import com.alttd.hunger_games.event_listeners.ChestListener;
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import com.alttd.hunger_games.event_listeners.ItemSpawnListener;
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import com.alttd.hunger_games.event_listeners.PlayerDamageListener;
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import com.alttd.hunger_games.event_listeners.PlayerDisconnectListener;
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import com.alttd.hunger_games.event_listeners.PlayerJoinListener;
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@ -62,6 +63,7 @@ public final class Main extends JavaPlugin {
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pluginManager.registerEvents(new PlayerJoinListener(playerService), this);
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pluginManager.registerEvents(new PlayerDamageListener(roundService, playerService, statService), this);
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pluginManager.registerEvents(new ChestListener(roundService, lootService), this);
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pluginManager.registerEvents(new ItemSpawnListener(roundService), this);
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}
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public void reloadConfigs() {
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@ -0,0 +1,34 @@
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package com.alttd.hunger_games.event_listeners;
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import com.alttd.hunger_games.data_objects.ROUND_STATE;
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import com.alttd.hunger_games.services.RoundService;
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import lombok.RequiredArgsConstructor;
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import org.bukkit.entity.Item;
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import org.bukkit.event.EventHandler;
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import org.bukkit.event.EventPriority;
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import org.bukkit.event.Listener;
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import org.bukkit.event.entity.ItemSpawnEvent;
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import org.bukkit.event.player.PlayerDropItemEvent;
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@RequiredArgsConstructor
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public class ItemSpawnListener implements Listener {
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private final RoundService roundService;
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@EventHandler(priority = EventPriority.HIGHEST, ignoreCancelled = true)
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public void onItemSpawn(ItemSpawnEvent event) {
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setDespawnDelay(event.getEntity());
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}
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@EventHandler(priority = EventPriority.HIGHEST, ignoreCancelled = true)
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public void onPlayerDropItem(PlayerDropItemEvent event) {
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setDespawnDelay(event.getItemDrop());
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}
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private void setDespawnDelay(Item item) {
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ROUND_STATE roundState = roundService.getRoundState();
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if (roundState == ROUND_STATE.SAFE_PHASE || roundState == ROUND_STATE.KILL_PHASE || roundState == ROUND_STATE.FINALE) {
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item.setTicksLived(5800);
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}
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}
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}
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