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https://github.com/mcMMO-Dev/mcMMO.git
synced 2025-07-14 11:34:43 +02:00
Refactoring to make my life easier
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@ -4,11 +4,11 @@ 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.HiddenConfig;
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import com.gmail.nossr50.datatypes.player.McMMOPlayer;
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import com.gmail.nossr50.datatypes.skills.AbilityType;
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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.events.skills.secondaryabilities.SecondaryAbilityEvent;
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import com.gmail.nossr50.events.skills.secondaryabilities.SecondaryAbilityWeightedActivationCheckEvent;
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import com.gmail.nossr50.datatypes.skills.SuperAbility;
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import com.gmail.nossr50.datatypes.skills.PrimarySkill;
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import com.gmail.nossr50.datatypes.skills.SubSkill;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillEvent;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillWeightedActivationCheckEvent;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.util.EventUtils;
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@ -32,7 +32,7 @@ import java.util.ArrayList;
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import java.util.List;
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public class SkillUtils {
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public static int handleFoodSkills(Player player, SkillType skill, int eventFoodLevel, int baseLevel, int maxLevel, int rankChange) {
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public static int handleFoodSkills(Player player, PrimarySkill skill, int eventFoodLevel, int baseLevel, int maxLevel, int rankChange) {
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int skillLevel = UserManager.getPlayer(player).getSkillLevel(skill);
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int currentFoodLevel = player.getFoodLevel();
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@ -80,7 +80,7 @@ public class SkillUtils {
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* @return true if this is a valid skill, false otherwise
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*/
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public static boolean isSkill(String skillName) {
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return Config.getInstance().getLocale().equalsIgnoreCase("en_US") ? SkillType.getSkill(skillName) != null : isLocalizedSkill(skillName);
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return Config.getInstance().getLocale().equalsIgnoreCase("en_US") ? PrimarySkill.getSkill(skillName) != null : isLocalizedSkill(skillName);
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}
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public static void sendSkillMessage(Player player, String message) {
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@ -130,7 +130,7 @@ public class SkillUtils {
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}
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McMMOPlayer mcMMOPlayer = UserManager.getPlayer(player);
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SkillType skill = mcMMOPlayer.getAbilityMode(AbilityType.SUPER_BREAKER) ? SkillType.MINING : SkillType.EXCAVATION;
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PrimarySkill skill = mcMMOPlayer.getAbilityMode(SuperAbility.SUPER_BREAKER) ? PrimarySkill.MINING : PrimarySkill.EXCAVATION;
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int ticks = PerksUtils.handleActivationPerks(player, 2 + (mcMMOPlayer.getSkillLevel(skill) / AdvancedConfig.getInstance().getAbilityLength()), skill.getAbility().getMaxLength()) * Misc.TICK_CONVERSION_FACTOR;
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PotionEffect abilityBuff = new PotionEffect(PotionEffectType.FAST_DIGGING, duration + ticks, amplifier + 10);
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@ -199,7 +199,7 @@ public class SkillUtils {
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/**
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* Checks whether or not the given skill succeeds
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* @param skillAbility The ability corresponding to this check
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* @param subSkill The ability corresponding to this check
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* @param player The player whose skill levels we are checking against
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* @param skillLevel The skill level of the corresponding skill
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* @param activationChance used to determine activation chance
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@ -207,9 +207,9 @@ public class SkillUtils {
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* @param maxLevel maximum skill level bonus
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* @return true if random chance succeeds and the event isn't cancelled
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*/
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private static boolean performRandomSkillCheck(SecondaryAbility skillAbility, Player player, int skillLevel, int activationChance, double maxChance, int maxLevel) {
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private static boolean performRandomSkillCheck(SubSkill subSkill, Player player, int skillLevel, int activationChance, double maxChance, int maxLevel) {
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double chance = (maxChance / maxLevel) * Math.min(skillLevel, maxLevel) / activationChance;
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return performRandomSkillCheckStatic(skillAbility, player, activationChance, chance);
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return performRandomSkillCheckStatic(subSkill, player, activationChance, chance);
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}
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/**
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@ -224,34 +224,34 @@ public class SkillUtils {
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* Random skills check for success based on numbers and then fire a cancellable event, if that event is not cancelled they succeed
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* All other skills just fire the cancellable event and succeed if it is not cancelled
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*
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* @param skillAbility The identifier for this specific sub-skill
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* @param subSkill The identifier for this specific sub-skill
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* @param player The owner of this sub-skill
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* @param skill The identifier for the parent of our sub-skill
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* @param activationChance This is the value that we roll against, 100 is normal, and 75 is for lucky perk
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* @param secondarySkillActivationType this value represents what kind of activation procedures this sub-skill uses
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* @param subskillActivationType this value represents what kind of activation procedures this sub-skill uses
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* @return returns true if all conditions are met and they event is not cancelled
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*/
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public static boolean isActivationSuccessful(SecondarySkillActivationType secondarySkillActivationType, SecondaryAbility skillAbility, Player player,
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SkillType skill, int skillLevel, int activationChance)
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public static boolean isActivationSuccessful(SubSkillActivationType subskillActivationType, SubSkill subSkill, Player player,
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PrimarySkill skill, int skillLevel, int activationChance)
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{
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//Maximum chance to succeed
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double maxChance = AdvancedConfig.getInstance().getMaxChance(skillAbility);
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double maxChance = AdvancedConfig.getInstance().getMaxChance(subSkill);
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//Maximum roll we can make
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int maxBonusLevel = AdvancedConfig.getInstance().getMaxBonusLevel(skillAbility);
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int maxBonusLevel = AdvancedConfig.getInstance().getMaxBonusLevel(subSkill);
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switch(secondarySkillActivationType)
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switch(subskillActivationType)
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{
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//100 Skill = Guaranteed
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case RANDOM_LINEAR_100_SCALE_NO_CAP:
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return performRandomSkillCheck(skillAbility, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), 100.0D, 100);
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return performRandomSkillCheck(subSkill, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), 100.0D, 100);
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case RANDOM_LINEAR_100_SCALE_WITH_CAP:
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return performRandomSkillCheck(skillAbility, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), AdvancedConfig.getInstance().getMaxChance(skillAbility), AdvancedConfig.getInstance().getMaxBonusLevel(skillAbility));
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return performRandomSkillCheck(subSkill, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), AdvancedConfig.getInstance().getMaxChance(subSkill), AdvancedConfig.getInstance().getMaxBonusLevel(subSkill));
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case RANDOM_STATIC_CHANCE:
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//Grab the static activation chance of this skill
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double staticRoll = getSecondaryAbilityStaticChance(skillAbility) / activationChance;
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return performRandomSkillCheckStatic(skillAbility, player, activationChance, staticRoll);
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double staticRoll = getSecondaryAbilityStaticChance(subSkill) / activationChance;
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return performRandomSkillCheckStatic(subSkill, player, activationChance, staticRoll);
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case ALWAYS_FIRES:
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SecondaryAbilityEvent event = EventUtils.callSecondaryAbilityEvent(player, skillAbility);
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SubSkillEvent event = EventUtils.callSubSkillEvent(player, subSkill);
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return !event.isCancelled();
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default:
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return false;
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@ -260,18 +260,18 @@ public class SkillUtils {
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/**
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* Grabs static activation rolls for Secondary Abilities
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* @param secondaryAbility The secondary ability to grab properties of
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* @param subSkill The secondary ability to grab properties of
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* @return The static activation roll involved in the RNG calculation
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*/
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public static double getSecondaryAbilityStaticChance(SecondaryAbility secondaryAbility)
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public static double getSecondaryAbilityStaticChance(SubSkill subSkill)
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{
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switch(secondaryAbility)
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switch(subSkill)
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{
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case ARMOR_IMPACT:
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case AXES_ARMOR_IMPACT:
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return AdvancedConfig.getInstance().getImpactChance();
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case GREATER_IMPACT:
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case AXES_GREATER_IMPACT:
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return AdvancedConfig.getInstance().getGreaterImpactChance();
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case FAST_FOOD:
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case TAMING_FAST_FOOD:
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return AdvancedConfig.getInstance().getFastFoodChance();
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default:
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return 100.0D;
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@ -280,26 +280,26 @@ public class SkillUtils {
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/**
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* Used to determine whether or not a sub-skill activates from random chance (using static values)
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* @param skillAbility The identifier for this specific sub-skill
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* @param subSkill The identifier for this specific sub-skill
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* @param player The owner of this sub-skill
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* @param activationChance This is the value that we roll against, 100 is normal, and 75 is for lucky perk
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* @param chance This is the static modifier for our random calculations
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* @return true if random chance was successful and the event wasn't cancelled
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*/
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private static boolean performRandomSkillCheckStatic(SecondaryAbility skillAbility, Player player, int activationChance, double chance) {
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SecondaryAbilityWeightedActivationCheckEvent event = new SecondaryAbilityWeightedActivationCheckEvent(player, skillAbility, chance);
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private static boolean performRandomSkillCheckStatic(SubSkill subSkill, Player player, int activationChance, double chance) {
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SubSkillWeightedActivationCheckEvent event = new SubSkillWeightedActivationCheckEvent(player, subSkill, chance);
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mcMMO.p.getServer().getPluginManager().callEvent(event);
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return (event.getChance() * activationChance) > Misc.getRandom().nextInt(activationChance) && !event.isCancelled();
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}
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public static boolean treasureDropSuccessful(Player player, double dropChance, int activationChance) {
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SecondaryAbilityWeightedActivationCheckEvent event = new SecondaryAbilityWeightedActivationCheckEvent(player, SecondaryAbility.EXCAVATION_TREASURE_HUNTER, dropChance / activationChance);
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SubSkillWeightedActivationCheckEvent event = new SubSkillWeightedActivationCheckEvent(player, SubSkill.EXCAVATION_TREASURE_HUNTER, dropChance / activationChance);
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mcMMO.p.getServer().getPluginManager().callEvent(event);
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return (event.getChance() * activationChance) > (Misc.getRandom().nextDouble() * activationChance) && !event.isCancelled();
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}
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private static boolean isLocalizedSkill(String skillName) {
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for (SkillType skill : SkillType.values()) {
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for (PrimarySkill skill : PrimarySkill.values()) {
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if (skillName.equalsIgnoreCase(LocaleLoader.getString(StringUtils.getCapitalized(skill.toString()) + ".SkillName"))) {
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return true;
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}
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