Adds an option for toggling whether reforging removing enchantments
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Kristian Knarvik 2023-01-30 12:34:34 +01:00
parent faff982585
commit cb70874093
5 changed files with 75 additions and 33 deletions

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@ -159,21 +159,22 @@ All currently supported presets, and available filters for each preset:
#### Configuration values
| Key | Value type | Description |
|------------------------|-----------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| dropItem | true/false | Whether the blacksmith should drop the repaired item on the ground (instead of putting it into the player's inventory). |
| disableCoolDown | true/false | Whether to completely disable the cool-down between repairs. |
| disableDelay | true/false | Whether to completely disable the delay required to reforge an item. |
| failReforgeChance | 0-100 | The chance of the blacksmith failing to repair an item. |
| extraEnchantmentChance | 0-100 | The chance of the blacksmith adding an enchantment to an item. |
| maxEnchantments | 0-10 | The maximum number of different enchantments a blacksmith can add. |
| maxReforgeDelay | 0-3600 | The maximum number of seconds a player needs to wait for an item to be repaired. |
| minReforgeDelay | 0-3600 | The minimum number of seconds a player needs to wait for an item to be repaired. |
| reforgeCoolDown | 0-3600 | The cool-down, in seconds, a player has to wait between each time they use one specific blacksmith. |
| reforgeAbleItems | DIAMOND_LEGGINGS,GOLD-pickaxe,bow, etc. | Specifies which items this blacksmith is able to reforge. If set to "" or null, all normally repairable items can be repaired. If set to a list of items, only the items specified can be repaired. Some presets have been included for ease of use. Use a preset by specifying "preset:sword-smith" instead of a material such as "gold-pickaxe". |
| blacksmithTitle | text string | The title displayed as part of the message explaining that a blacksmith doesn't recognize a player's held item |
| enchantmentBlocklist | string list | A string list of all enchantments a blacksmith should not be allowed to add to items. |
| reforgeAnvils | true/false | Whether to allow the blacksmith to reforge anvils. If enabled, chipped and damaged anvils will be replaced with a normal anvil. |
| Key | Value type | Description |
|--------------------------------|-----------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| dropItem | true/false | Whether the blacksmith should drop the repaired item on the ground (instead of putting it into the player's inventory). |
| disableCoolDown | true/false | Whether to completely disable the cool-down between repairs. |
| disableDelay | true/false | Whether to completely disable the delay required to reforge an item. |
| failReforgeChance | 0-100 | The chance of the blacksmith failing to repair an item (further damaging it, or just repairing it a bit), and either removing or downgrading all enchantments (if failReforgeRemovesEnchantments is true). |
| failReforgeRemovesEnchantments | true/false | Whether a failed reforge should remove or downgrade all enchantments on the item. |
| extraEnchantmentChance | 0-100 | The chance of the blacksmith adding an enchantment to an item. |
| maxEnchantments | 0-10 | The maximum number of different enchantments a blacksmith can add. |
| maxReforgeDelay | 0-3600 | The maximum number of seconds a player needs to wait for an item to be repaired. |
| minReforgeDelay | 0-3600 | The minimum number of seconds a player needs to wait for an item to be repaired. |
| reforgeCoolDown | 0-3600 | The cool-down, in seconds, a player has to wait between each time they use one specific blacksmith. |
| reforgeAbleItems | DIAMOND_LEGGINGS,GOLD-pickaxe,bow, etc. | Specifies which items this blacksmith is able to reforge. If set to "" or null, all normally repairable items can be repaired. If set to a list of items, only the items specified can be repaired. Some presets have been included for ease of use. Use a preset by specifying "preset:sword-smith" instead of a material such as "gold-pickaxe". |
| blacksmithTitle | text string | The title displayed as part of the message explaining that a blacksmith doesn't recognize a player's held item |
| enchantmentBlocklist | string list | A string list of all enchantments a blacksmith should not be allowed to add to items. |
| reforgeAnvils | true/false | Whether to allow the blacksmith to reforge anvils. If enabled, chipped and damaged anvils will be replaced with a normal anvil. |
#### Messages

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@ -17,6 +17,12 @@ public enum NPCSetting {
*/
FAIL_CHANCE("failReforgeChance", SettingValueType.PERCENTAGE, 10, "failReforgeChance"),
/**
* The setting for whether failing a reforging should downgrade/remove enchantments as well
*/
FAIL_REMOVE_ENCHANTMENTS("failReforgeRemovesEnchantments", SettingValueType.BOOLEAN, false,
"failReforgeRemovesEnchantments"),
/**
* The setting for the chance of an additional enchantment being added
*/

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@ -258,6 +258,15 @@ public class NPCSettings {
return asInt(NPCSetting.FAIL_CHANCE);
}
/**
* Gets whether a failed reforging should remove/downgrade enchantments
*
* @return <p>Whether enchantments should be removed</p>
*/
public boolean getFailRemovesEnchantments() {
return asBoolean(NPCSetting.FAIL_REMOVE_ENCHANTMENTS);
}
/**
* Gets the chance for adding an extra enchantment to an item
*
@ -282,7 +291,7 @@ public class NPCSettings {
* @return <p>Whether to drop reforged items on the ground</p>
*/
public boolean getDropItem() {
return ConfigHelper.asBoolean(getValue(NPCSetting.DROP_ITEM));
return asBoolean(NPCSetting.DROP_ITEM);
}
/**
@ -318,7 +327,7 @@ public class NPCSettings {
* @return <p>True if this blacksmith is able to repair anvils</p>
*/
public boolean getRepairAnvils() {
return ConfigHelper.asBoolean(getValue(NPCSetting.REPAIR_ANVILS));
return asBoolean(NPCSetting.REPAIR_ANVILS);
}
/**
@ -343,6 +352,16 @@ public class NPCSettings {
return getValue(setting).toString();
}
/**
* Gets the boolean value of the given setting
*
* @param setting <p>The setting to get the value of</p>
* @return <p>The value of the given setting as a boolean</p>
*/
private boolean asBoolean(NPCSetting setting) {
return ConfigHelper.asBoolean(getValue(setting));
}
/**
* Gets the value of a setting, using the default if not set
*

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@ -133,14 +133,19 @@ public class ReforgeSession implements Runnable {
itemToReforge.setType(Material.ANVIL);
}
// Add random enchantments
//See if a random roll (0-99) is less than extraEnchantmentChance, and add a random enchantment
int roll = random.nextInt(100);
if (!(roll < config.getExtraEnchantmentChance() &&
itemToReforge.getEnchantments().keySet().size() < config.getMaxEnchantments())) {
// Abort if randomness isn't on our side, or if max enchantments has been reached
return;
if (roll < config.getExtraEnchantmentChance() &&
itemToReforge.getEnchantments().keySet().size() < config.getMaxEnchantments() &&
!ItemHelper.isAnvil(itemToReforge.getType(), false)) {
addRandomEnchantment();
}
}
/**
* Adds a random enchantment to the currently reforged item
*/
private void addRandomEnchantment() {
//Find usable enchantments first
List<Enchantment> usableEnchantments = new ArrayList<>();
for (String enchantmentName : enchantments) {
@ -176,19 +181,11 @@ public class ReforgeSession implements Runnable {
* The method to run when a blacksmith fails re-forging an item
*/
private void failReforge() {
// Remove or downgrade existing enchantments
for (Enchantment enchantment : itemToReforge.getEnchantments().keySet()) {
if (random.nextBoolean()) {
itemToReforge.removeEnchantment(enchantment);
} else {
if (itemToReforge.getEnchantmentLevel(enchantment) > 1) {
itemToReforge.removeEnchantment(enchantment);
itemToReforge.addEnchantment(enchantment, 1);
}
}
if (config.getFailRemovesEnchantments()) {
removeOrDowngradeEnchantments();
}
// Damage the item
//Damage the item
short currentItemDurability = ItemHelper.getDurability(itemToReforge);
short newDurability = (short) (currentItemDurability + (currentItemDurability * random.nextInt(8)));
short maxDurability = itemToReforge.getType().getMaxDurability();
@ -200,6 +197,22 @@ public class ReforgeSession implements Runnable {
updateDamage(itemToReforge, maxDurability - newDurability);
}
/**
* Removes or downgrades all enchantments for the currently reforged item
*/
private void removeOrDowngradeEnchantments() {
//Remove or downgrade existing enchantments
for (Enchantment enchantment : itemToReforge.getEnchantments().keySet()) {
//Completely remove the enchantment, downgrade it, or keep it if lucky and already level 1
if (random.nextBoolean()) {
itemToReforge.removeEnchantment(enchantment);
} else if (itemToReforge.getEnchantmentLevel(enchantment) > 1) {
itemToReforge.removeEnchantment(enchantment);
itemToReforge.addEnchantment(enchantment, 1);
}
}
}
/**
* Updates the damage done to an item
*

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@ -50,6 +50,9 @@ defaults:
# The chance to fail reforging an item, which only repairs the item a tiny bit or not at all (0-100)
failReforgeChance: 10 # Default = 10%
# Whether failed reforging should remove or downgrade the item's enchantments
failReforgeRemovesEnchantments: false # Default = false
# The chance that an enchantment will be added to the reforged item (0-100)
extraEnchantmentChance: 5 # Default = 5%