mcMMO/src/main/java/com/gmail/nossr50/skills/WoodCutting.java

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package com.gmail.nossr50.skills;
import java.util.ArrayList;
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import java.util.Random;
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import org.bukkit.Material;
import org.bukkit.TreeSpecies;
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import org.bukkit.block.Block;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
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import org.bukkit.material.Tree;
import org.bukkit.event.block.BlockBreakEvent;
import org.bukkit.event.player.PlayerAnimationEvent;
import org.bukkit.Bukkit;
import com.gmail.nossr50.Combat;
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import com.gmail.nossr50.Users;
import com.gmail.nossr50.m;
import com.gmail.nossr50.mcPermissions;
import com.gmail.nossr50.config.LoadProperties;
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import com.gmail.nossr50.datatypes.PlayerProfile;
import com.gmail.nossr50.datatypes.SkillType;
import com.gmail.nossr50.locale.mcLocale;
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import com.gmail.nossr50.spout.SpoutSounds;
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import org.getspout.spoutapi.sound.SoundEffect;
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public class WoodCutting {
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private static Random random = new Random();
/**
* Handle the Tree Feller ability.
*
* @param event Event to modify
*/
public static void treeFeller(BlockBreakEvent event) {
Player player = event.getPlayer();
Block firstBlock = event.getBlock();
PlayerProfile PP = Users.getProfile(player);
ArrayList<Block> toBeFelled = new ArrayList<Block>();
/* NOTE: Tree Feller will cut upwards like how you actually fell trees */
processTreeFelling(firstBlock, toBeFelled);
removeBlocks(toBeFelled, player, PP);
}
/**
* Handles removing & dropping the blocks from Tree Feller.
*
* @param toBeFelled List of Blocks to be removed from the tree
* @param player The player using the ability
* @param PP The PlayerProfile of the player
*/
private static void removeBlocks(ArrayList<Block> toBeFelled, Player player, PlayerProfile PP) {
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if (toBeFelled.size() > LoadProperties.treeFellerThreshold) {
player.sendMessage(mcLocale.getString("Skills.Woodcutting.TreeFellerThreshold"));
return;
}
int durabilityLoss = toBeFelled.size();
int xp = 0;
ItemStack inHand = player.getItemInHand();
/* Damage the tool */
inHand.setDurability((short) (inHand.getDurability() + durabilityLoss));
/* This is to prevent using wood axes everytime you tree fell */
if ((inHand.getDurability() + durabilityLoss >= inHand.getType().getMaxDurability()) || inHand.getType().equals(Material.AIR)) {
player.sendMessage(mcLocale.getString("TreeFeller.AxeSplinters"));
int health = player.getHealth();
if (health >= 2) {
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Combat.dealDamage(player, random.nextInt(health - 1));
}
return;
}
//Prepare ItemStacks
ItemStack item = null;
ItemStack oak = new ItemStack(Material.LOG, 1, (short) 0, TreeSpecies.GENERIC.getData());
ItemStack spruce = new ItemStack(Material.LOG, 1, (short) 0, TreeSpecies.REDWOOD.getData());
ItemStack birch = new ItemStack(Material.LOG, 1, (short) 0, TreeSpecies.BIRCH.getData());
ItemStack jungle = new ItemStack(Material.LOG, 1, (short) 0, TreeSpecies.JUNGLE.getData());
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for (Block x : toBeFelled) {
if (m.blockBreakSimulate(x, player, true)) {
if (x.getType() == Material.LOG) {
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Tree tree = (Tree) x.getState().getData();
TreeSpecies species = tree.getSpecies();
switch (species) {
case GENERIC:
item = oak;
break;
case REDWOOD:
item = spruce;
break;
case BIRCH:
item = birch;
break;
case JUNGLE:
item = jungle;
break;
default:
break;
}
if (!x.hasMetadata("mcmmoPlacedBlock")) {
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WoodCutting.woodCuttingProcCheck(player, x);
switch (species) {
case GENERIC:
xp += LoadProperties.moak;
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break;
case REDWOOD:
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xp += LoadProperties.mspruce;
break;
case BIRCH:
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xp += LoadProperties.mbirch;
break;
case JUNGLE:
xp += LoadProperties.mjungle / 4; //Nerf XP from Jungle Trees when using Tree Feller
break;
default:
break;
}
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}
/* Remove the block */
x.setData((byte) 0x0);
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x.setType(Material.AIR);
/* Drop the block */
m.mcDropItem(x.getLocation(), item);
}
else if (x.getType() == Material.LEAVES) {
final int SAPLING_DROP_CHANCE = 10;
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item = new ItemStack(Material.SAPLING, 1, (short) 0, (byte) (x.getData() & 3)); //Drop the right type of sapling
m.mcRandomDropItem(x.getLocation(), item, SAPLING_DROP_CHANCE);
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//Remove the block
x.setData((byte) 0);
x.setType(Material.AIR);
}
}
}
PP.addXP(SkillType.WOODCUTTING, xp, player); //Tree Feller gives nerf'd XP
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Skills.XpCheckSkill(SkillType.WOODCUTTING, player);
}
/**
* Checks if the block is affected by Tree Feller.
*
* @param block Block to check
* @return true if the block is affected by Tree Feller, false otherwise
*/
private static boolean treeFellerCompatible(Block block) {
switch (block.getType()) {
case LOG:
case LEAVES:
case AIR:
return true;
default:
return false;
}
}
/**
* Handle the calculations from Tree Feller.
*
* @param currentBlock The current block to be removed
* @param toBeFelled The list of blocks left to be removed
*/
private static void processTreeFelling(Block currentBlock, ArrayList<Block> toBeFelled) {
Material type = currentBlock.getType();
if (type.equals(Material.LOG) || type.equals(Material.LEAVES)) {
toBeFelled.add(currentBlock);
}
Block xPositive = currentBlock.getRelative(1, 0, 0);
Block xNegative = currentBlock.getRelative(-1, 0, 0);
Block zPositive = currentBlock.getRelative(0, 0, 1);
Block zNegative = currentBlock.getRelative(0, 0, -1);
Block yPositive = currentBlock.getRelative(0, 1, 0);
if (!currentBlock.hasMetadata("mcmmoPlacedBlock")) {
if (!isTooAggressive(currentBlock, xPositive) && treeFellerCompatible(xPositive) && !toBeFelled.contains(xPositive)) {
processTreeFelling(xPositive, toBeFelled);
}
if (!isTooAggressive(currentBlock, xNegative) && treeFellerCompatible(xNegative) && !toBeFelled.contains(xNegative)) {
processTreeFelling(xNegative, toBeFelled);
}
if (!isTooAggressive(currentBlock, zPositive) && treeFellerCompatible(zPositive) && !toBeFelled.contains(zPositive)) {
processTreeFelling(zPositive, toBeFelled);
}
if (!isTooAggressive(currentBlock, zNegative) && treeFellerCompatible(zNegative) && !toBeFelled.contains(zNegative)) {
processTreeFelling(zNegative, toBeFelled);
}
if (treeFellerCompatible(yPositive) && !toBeFelled.contains(yPositive)) {
processTreeFelling(yPositive, toBeFelled);
}
}
}
/**
* Check if Tree Feller is being too aggressive.
*
* @param currentBlock The current block being felled
* @param newBlock The next block to be felled
* @return true if Tree Feller is too aggressive, false otherwise
*/
private static boolean isTooAggressive(Block currentBlock, Block newBlock) {
Material currentType = currentBlock.getType();
Material newType = currentBlock.getType();
if ((currentType.equals(Material.LEAVES) || currentType.equals(Material.AIR)) && (newType.equals(Material.LEAVES) || newType.equals(Material.AIR))) {
return true;
}
else {
return false;
}
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}
/**
* Check for double drops.
*
* @param player Player breaking the block
* @param block The block being broken
*/
private static void woodCuttingProcCheck(Player player, Block block) {
final int MAX_SKILL_LEVEL = 1000;
int skillLevel = Users.getProfile(player).getSkillLevel(SkillType.WOODCUTTING);
byte type = block.getData();
Material mat = Material.getMaterial(block.getTypeId());
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if ((skillLevel > MAX_SKILL_LEVEL || random.nextInt(1000) <= skillLevel) && mcPermissions.getInstance().woodcuttingDoubleDrops(player)) {
ItemStack item = new ItemStack(mat, 1, (short) 0, type);
m.mcDropItem(block.getLocation(), item);
}
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}
/**
* Check XP gain for woodcutting.
*
* @param player The player breaking the block
* @param block The block being broken
*/
public static void woodcuttingBlockCheck(Player player, Block block) {
PlayerProfile PP = Users.getProfile(player);
int xp = 0;
TreeSpecies species = TreeSpecies.getByData(block.getData());
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if (block.hasMetadata("mcmmoPlacedBlock")) {
return;
}
switch (species) {
case GENERIC:
xp += LoadProperties.moak;
break;
case REDWOOD:
xp += LoadProperties.mspruce;
break;
case BIRCH:
xp += LoadProperties.mbirch;
break;
case JUNGLE:
xp += LoadProperties.mjungle;
break;
default:
break;
}
WoodCutting.woodCuttingProcCheck(player, block);
PP.addXP(SkillType.WOODCUTTING, xp, player);
Skills.XpCheckSkill(SkillType.WOODCUTTING, player);
}
/**
* Handle the Leaf Blower ability.
*
* @param player Player using the ability
* @param block Block being broken
*/
public static void leafBlower(Player player, Block block) {
PlayerAnimationEvent armswing = new PlayerAnimationEvent(player);
Bukkit.getPluginManager().callEvent(armswing);
if (LoadProperties.woodcuttingrequiresaxe) {
Skills.abilityDurabilityLoss(player.getItemInHand(), LoadProperties.abilityDurabilityLoss);
}
if (LoadProperties.spoutEnabled) {
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SpoutSounds.playSoundForPlayer(SoundEffect.POP, player, block.getLocation());
}
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}
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}