Two small fixes (#4321)

* Fixed armor counting in BleedTimerTask

* Key instead of Name for Piercing
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TheBusyBiscuit 2020-11-02 22:57:53 +01:00 committed by GitHub
parent 65fba3e20e
commit 01ebba4443
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2 changed files with 15 additions and 5 deletions

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@ -31,6 +31,7 @@ import com.gmail.nossr50.util.skills.SkillActivationType;
import com.gmail.nossr50.worldguard.WorldGuardManager;
import com.gmail.nossr50.worldguard.WorldGuardUtils;
import org.bukkit.Material;
import org.bukkit.NamespacedKey;
import org.bukkit.OfflinePlayer;
import org.bukkit.block.Block;
import org.bukkit.enchantments.Enchantment;
@ -54,6 +55,12 @@ public class EntityListener implements Listener {
private final mcMMO pluginRef;
private final @NotNull AbstractPersistentDataLayer persistentDataLayer;
/**
* We can use this {@link NamespacedKey} for {@link Enchantment} comparisons to
* check if a {@link Player} has a {@link Trident} enchanted with "Piercing".
*/
private final NamespacedKey piercingEnchantment = NamespacedKey.minecraft("piercing");
public EntityListener(final mcMMO pluginRef) {
this.pluginRef = pluginRef;
persistentDataLayer = mcMMO.getCompatibilityManager().getPersistentDataLayer();
@ -161,9 +168,10 @@ public class EntityListener implements Listener {
projectile.setMetadata(mcMMO.bowForceKey, new FixedMetadataValue(pluginRef, 1.0));
projectile.setMetadata(mcMMO.arrowDistanceKey, new FixedMetadataValue(pluginRef, projectile.getLocation()));
for(Enchantment enchantment : player.getInventory().getItemInMainHand().getEnchantments().keySet()) {
if(enchantment.getName().equalsIgnoreCase("piercing"))
for (Enchantment enchantment : player.getInventory().getItemInMainHand().getEnchantments().keySet()) {
if (enchantment.getKey().equals(piercingEnchantment)) {
return;
}
}
if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.ARCHERY_ARROW_RETRIEVAL, player)) {

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@ -69,9 +69,11 @@ public class BleedTimerTask extends BukkitRunnable {
}
//Count Armor
for(ItemStack armorPiece : ((Player) target).getInventory().getArmorContents())
{
armorCount++;
for (ItemStack armorPiece : ((Player) target).getInventory().getArmorContents()) {
//We only want to count slots that contain armor.
if (armorPiece != null) {
armorCount++;
}
}
} else {