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Refactoring to make my life easier
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@ -1,6 +1,7 @@
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package com.gmail.nossr50.skills.acrobatics;
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import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
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import com.gmail.nossr50.datatypes.skills.SubSkill;
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import com.gmail.nossr50.util.skills.SubSkillActivationType;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.enchantments.Enchantment;
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@ -11,8 +12,7 @@ import org.bukkit.inventory.ItemStack;
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import com.gmail.nossr50.config.Config;
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import com.gmail.nossr50.datatypes.player.McMMOPlayer;
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import com.gmail.nossr50.datatypes.skills.SecondaryAbility;
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import com.gmail.nossr50.datatypes.skills.SkillType;
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import com.gmail.nossr50.datatypes.skills.PrimarySkill;
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import com.gmail.nossr50.datatypes.skills.XPGainReason;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.skills.SkillManager;
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@ -26,15 +26,15 @@ public class AcrobaticsManager extends SkillManager {
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Location lastFallLocation;
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public AcrobaticsManager(McMMOPlayer mcMMOPlayer) {
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super(mcMMOPlayer, SkillType.ACROBATICS);
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super(mcMMOPlayer, PrimarySkill.ACROBATICS);
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}
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public boolean canRoll() {
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return !exploitPrevention() && Permissions.secondaryAbilityEnabled(getPlayer(), SecondaryAbility.ROLL);
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return !exploitPrevention() && Permissions.isSubSkillEnabled(getPlayer(), SubSkill.ACROBATICS_ROLL);
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}
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public boolean canDodge(Entity damager) {
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if (Permissions.secondaryAbilityEnabled(getPlayer(), SecondaryAbility.DODGE)) {
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if (Permissions.isSubSkillEnabled(getPlayer(), SubSkill.ACROBATICS_DODGE)) {
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if (damager instanceof LightningStrike && Acrobatics.dodgeLightningDisabled) {
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return false;
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}
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@ -55,7 +55,7 @@ public class AcrobaticsManager extends SkillManager {
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double modifiedDamage = Acrobatics.calculateModifiedDodgeDamage(damage, Acrobatics.dodgeDamageModifier);
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Player player = getPlayer();
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if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.DODGE, player, this.skill, getSkillLevel(), activationChance)) {
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if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SubSkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkill.ACROBATICS_DODGE, player, this.skill, getSkillLevel(), activationChance)) {
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ParticleEffectUtils.playDodgeEffect(player);
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if (mcMMOPlayer.useChatNotifications()) {
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@ -82,13 +82,13 @@ public class AcrobaticsManager extends SkillManager {
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public double rollCheck(double damage) {
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Player player = getPlayer();
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if (player.isSneaking() && Permissions.secondaryAbilityEnabled(player, SecondaryAbility.GRACEFUL_ROLL)) {
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if (player.isSneaking() && Permissions.isSubSkillEnabled(player, SubSkill.ACROBATICS_GRACEFUL_ROLL)) {
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return gracefulRollCheck(damage);
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}
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double modifiedDamage = Acrobatics.calculateModifiedRollDamage(damage, Acrobatics.rollThreshold);
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if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.ROLL, player, this.skill, getSkillLevel(), activationChance)) {
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if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SubSkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkill.ACROBATICS_ROLL, player, this.skill, getSkillLevel(), activationChance)) {
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player.sendMessage(LocaleLoader.getString("Acrobatics.Roll.Text"));
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applyXpGain(calculateRollXP(damage, true), XPGainReason.PVE);
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@ -112,7 +112,7 @@ public class AcrobaticsManager extends SkillManager {
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private double gracefulRollCheck(double damage) {
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double modifiedDamage = Acrobatics.calculateModifiedRollDamage(damage, Acrobatics.gracefulRollThreshold);
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if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.GRACEFUL_ROLL, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SubSkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkill.ACROBATICS_GRACEFUL_ROLL, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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getPlayer().sendMessage(LocaleLoader.getString("Acrobatics.Ability.Proc"));
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applyXpGain(calculateRollXP(damage, true), XPGainReason.PVE);
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