2013-03-01 06:52:01 +01:00
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package com.gmail.nossr50.util.skills;
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import org.bukkit.entity.Player;
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import com.gmail.nossr50.datatypes.skills.SkillType;
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import com.gmail.nossr50.util.Permissions;
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public final class PerksUtils {
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private static final int LUCKY_SKILL_ACTIVATION_CHANCE = 75;
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private static final int NORMAL_SKILL_ACTIVATION_CHANCE = 100;
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private PerksUtils() {};
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public static int handleCooldownPerks(Player player, int cooldown) {
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if (Permissions.halvedCooldowns(player)) {
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cooldown *= 0.5;
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}
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else if (Permissions.thirdedCooldowns(player)) {
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cooldown *= (1.0 / 3.0);
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}
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else if (Permissions.quarteredCooldowns(player)) {
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cooldown *= 0.75;
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}
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return cooldown;
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}
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public static int handleActivationPerks(Player player, int ticks, int maxTicks) {
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if (Permissions.twelveSecondActivationBoost(player)) {
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ticks += 12;
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}
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else if (Permissions.eightSecondActivationBoost(player)) {
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ticks += 8;
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}
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else if (Permissions.fourSecondActivationBoost(player)) {
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ticks += 4;
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}
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if (maxTicks != 0 && ticks > maxTicks) {
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ticks = maxTicks;
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}
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return ticks;
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}
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public static int handleXpPerks(Player player, int xp) {
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if (Permissions.quadrupleXp(player)) {
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xp *= 4;
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}
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else if (Permissions.tripleXp(player)) {
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xp *= 3;
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}
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else if (Permissions.doubleAndOneHalfXp(player)) {
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xp *= 2.5;
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}
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else if (Permissions.doubleXp(player)) {
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xp *= 2;
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}
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else if (Permissions.oneAndOneHalfXp(player)) {
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xp *= 1.5;
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}
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return xp;
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}
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/**
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* Calculate activation chance for a skill.
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*
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* @param isLucky true if the player has the appropriate "lucky" perk, false otherwise
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* @return the activation chance
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*/
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public static int handleLuckyPerks(Player player, SkillType skill) {
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if (Permissions.lucky(player, skill)) {
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return LUCKY_SKILL_ACTIVATION_CHANCE;
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}
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return NORMAL_SKILL_ACTIVATION_CHANCE;
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}
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}
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