mcMMO/src/main/java/com/gmail/nossr50/skills/fishing/Fishing.java

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package com.gmail.nossr50.skills.fishing;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
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import org.bukkit.enchantments.Enchantment;
import org.bukkit.entity.Item;
import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player;
import org.bukkit.event.entity.FoodLevelChangeEvent;
import org.bukkit.event.player.PlayerFishEvent;
import org.bukkit.inventory.ItemStack;
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import com.gmail.nossr50.config.AdvancedConfig;
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import com.gmail.nossr50.config.Config;
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import com.gmail.nossr50.config.TreasuresConfig;
import com.gmail.nossr50.datatypes.treasure.FishingTreasure;
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import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.skills.SkillType;
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import com.gmail.nossr50.skills.SkillTools;
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import com.gmail.nossr50.util.ItemChecks;
import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.Users;
public final class Fishing {
static final AdvancedConfig ADVANCED_CONFIG = AdvancedConfig.getInstance();
// The order of the values is extremely important, Fishing.getLootTier() and ShakeMob.getShakeChance() depend on it to work properly
protected enum Tier {
FIVE(5) {@Override public int getLevel() {return ADVANCED_CONFIG.getFishingTierLevelsTier5();} @Override public int getShakeChance() {return ADVANCED_CONFIG.getShakeChanceRank5();}},
FOUR(4) {@Override public int getLevel() {return ADVANCED_CONFIG.getFishingTierLevelsTier4();} @Override public int getShakeChance() {return ADVANCED_CONFIG.getShakeChanceRank4();}},
THREE(3) {@Override public int getLevel() {return ADVANCED_CONFIG.getFishingTierLevelsTier3();} @Override public int getShakeChance() {return ADVANCED_CONFIG.getShakeChanceRank3();}},
TWO(2) {@Override public int getLevel() {return ADVANCED_CONFIG.getFishingTierLevelsTier2();} @Override public int getShakeChance() {return ADVANCED_CONFIG.getShakeChanceRank2();}},
ONE(1) {@Override public int getLevel() {return ADVANCED_CONFIG.getFishingTierLevelsTier1();} @Override public int getShakeChance() {return ADVANCED_CONFIG.getShakeChanceRank1();}};
int numerical;
private Tier(int numerical) {
this.numerical = numerical;
}
public int toNumerical() {
return numerical;
}
abstract protected int getLevel();
abstract protected int getShakeChance();
}
// TODO: Get rid of that
public static int fishermansDietRankLevel1 = ADVANCED_CONFIG.getFishermanDietRankChange();
public static int fishermansDietRankLevel2 = fishermansDietRankLevel1 * 2;
public static int fishermansDietMaxLevel = fishermansDietRankLevel1 * 5;
private Fishing() {}
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/**
* Begins Fisherman's Diet ability
*
* @param player Player using the ability
* @param rankChange ???
* @param event Event to process
*/
public static void beginFishermansDiet(Player player, int rankChange, FoodLevelChangeEvent event) {
// TODO: The permission should probably not be checked here
// TODO: Also I don't like the idea of moving event around
if (!Permissions.fishermansDiet(player)) {
return;
}
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SkillTools.handleFoodSkills(player, SkillType.FISHING, event, fishermansDietRankLevel1, fishermansDietMaxLevel, rankChange);
}
/**
* Begins Shake Mob ability
*
* @param player Player using the ability
* @param mob Targeted mob
* @param skillLevel Fishing level of the player
*/
public static void beginShakeMob(Player player, LivingEntity mob, int skillLevel) {
ShakeMob.process(player, mob, skillLevel);
}
/**
* Begins Fishing
*
* @param player Player fishing
* @param skillLevel Fishing level of the player
* @param event Event to process
*/
public static void beginFishing(Player player, int skillLevel, PlayerFishEvent event) {
// TODO: Find a way to not pass the event directly
int xp = 0;
FishingTreasure treasure = checkForTreasure(player, skillLevel);
if (treasure != null) {
player.sendMessage(LocaleLoader.getString("Fishing.ItemFound"));
xp += treasure.getXp();
ItemStack treasureDrop = treasure.getDrop();
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if (Permissions.fishingMagic(player) && beginMagicHunter(player, skillLevel, treasureDrop, player.getWorld().hasStorm())) {
player.sendMessage(LocaleLoader.getString("Fishing.MagicFound"));
}
// Drop the original catch at the feet of the player and set the treasure as the real catch
Item caught = (Item) event.getCaught();
Misc.dropItem(player.getEyeLocation(), caught.getItemStack());
caught.setItemStack(treasureDrop);
}
SkillTools.xpProcessing(player, Users.getProfile(player), SkillType.FISHING, Config.getInstance().getFishingBaseXP() + xp);
}
/**
* Checks for treasure
*
* @param player Player fishing
* @param skillLevel Fishing level of the player
* @return Chosen treasure
*/
private static FishingTreasure checkForTreasure(Player player, int skillLevel) {
if (!Config.getInstance().getFishingDropsEnabled() || !Permissions.fishingTreasures(player)) {
return null;
}
List<FishingTreasure> rewards = new ArrayList<FishingTreasure>();
for (FishingTreasure treasure : TreasuresConfig.getInstance().fishingRewards) {
int maxLevel = treasure.getMaxLevel();
if (treasure.getDropLevel() <= skillLevel && (maxLevel >= skillLevel || maxLevel <= 0)) {
rewards.add(treasure);
}
}
if (rewards.isEmpty()) {
return null;
}
FishingTreasure treasure = rewards.get(Misc.getRandom().nextInt(rewards.size()));
ItemStack treasureDrop = treasure.getDrop();
int activationChance = Misc.calculateActivationChance(Permissions.luckyFishing(player));
if (Misc.getRandom().nextDouble() * activationChance > treasure.getDropChance()) {
return null;
}
short maxDurability = treasureDrop.getType().getMaxDurability();
if (maxDurability > 0) {
treasureDrop.setDurability((short) (Misc.getRandom().nextInt(maxDurability)));
}
return treasure;
}
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/**
* Processes for treasure
*
* @param player Player fishing
* @param skillLevel Fishing level of the player
* @param itemStack ItemStack to enchant
* @param storm World's weather
* @return True if the ItemStack has been enchanted
*/
private static boolean beginMagicHunter(Player player, int skillLevel, ItemStack itemStack, boolean storm) {
if (!ItemChecks.isEnchantable(itemStack)) {
return false;
}
int activationChance = Misc.calculateActivationChance(Permissions.luckyFishing(player));
if (storm) {
activationChance = (int) (activationChance * 0.909);
}
if (Misc.getRandom().nextInt(activationChance) > getLootTier(skillLevel) * ADVANCED_CONFIG.getFishingMagicMultiplier()) {
return false;
}
List<Enchantment> possibleEnchantments = new ArrayList<Enchantment>();
for (Enchantment enchantment : Enchantment.values()) {
if (enchantment.canEnchantItem(itemStack)) {
possibleEnchantments.add(enchantment);
}
}
// This make sure that the order isn't always the same, for example previously Unbreaking had a lot more chance to be used than any other enchant
Collections.shuffle(possibleEnchantments, Misc.getRandom());
boolean enchanted = false;
int specificChance = 1;
for (Enchantment possibleEnchantment : possibleEnchantments) {
boolean conflicts = false;
for (Enchantment currentEnchantment : itemStack.getEnchantments().keySet()) {
conflicts = currentEnchantment.conflictsWith(possibleEnchantment);
if (conflicts) {
break;
}
}
if (!conflicts && Misc.getRandom().nextInt(specificChance) == 0) {
itemStack.addEnchantment(possibleEnchantment, Misc.getRandom().nextInt(possibleEnchantment.getMaxLevel()) + 1);
specificChance++;
enchanted = true;
}
}
return enchanted;
}
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/**
* Gets the loot tier for a given skill level
*
* @param skillLevel Fishing skill level
* @return Loot tier
*/
public static int getLootTier(int skillLevel) {
for (Tier tier : Tier.values()) {
if (skillLevel >= tier.getLevel()) {
return tier.toNumerical();
}
}
return 0;
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}
}