Refactoring to make my life easier

This commit is contained in:
nossr50
2018-12-29 05:24:55 -08:00
parent 35368db05d
commit 0d260a74c9
126 changed files with 1471 additions and 1408 deletions

View File

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