Command cleanup - Fishing. Added 2 new fishing permissions nodes.

This commit is contained in:
GJ
2012-04-30 08:26:37 -04:00
parent def41af469
commit 3d2b881b0e
7 changed files with 85 additions and 20 deletions

View File

@ -1,5 +1,7 @@
package com.gmail.nossr50.commands.skills;
import java.text.DecimalFormat;
import org.bukkit.command.Command;
import org.bukkit.command.CommandExecutor;
import org.bukkit.command.CommandSender;
@ -11,9 +13,17 @@ import com.gmail.nossr50.datatypes.SkillType;
import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.skills.Fishing;
import com.gmail.nossr50.util.Page;
import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.Users;
public class FishingCommand implements CommandExecutor {
private int lootTier;
private String magicChance;
private boolean canTreasureHunt;
private boolean canMagicHunt;
private boolean canShake;
@Override
public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
if (CommandHelper.noConsoleUsage(sender)) {
@ -27,29 +37,68 @@ public class FishingCommand implements CommandExecutor {
Player player = (Player) sender;
PlayerProfile PP = Users.getProfile(player);
lootTier = Fishing.getFishingLootTier(PP);
dataCalculations(lootTier);
permissionsCheck(player);
player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Fishing.SkillName") }));
player.sendMessage(LocaleLoader.getString("Commands.XPGain", new Object[] { LocaleLoader.getString("Commands.XPGain.Fishing") }));
player.sendMessage(LocaleLoader.getString("Effects.Level", new Object[] { PP.getSkillLevel(SkillType.FISHING), PP.getSkillXpLevel(SkillType.FISHING), PP.getXpToLevel(SkillType.FISHING) }));
player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Effects.Effects") }));
player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.0"), LocaleLoader.getString("Fishing.Effect.1") }));
player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.2"), LocaleLoader.getString("Fishing.Effect.3") }));
player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.4"), LocaleLoader.getString("Fishing.Effect.5") }));
player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Commands.Stats.Self") }));
player.sendMessage(LocaleLoader.getString("Fishing.Ability.Rank", new Object[] { Fishing.getFishingLootTier(PP) }));
player.sendMessage(LocaleLoader.getString("Fishing.Ability.Info"));
//TODO: Do we really need to display this twice? Not like there are any associated stats.
if (PP.getSkillLevel(SkillType.FISHING) < 150) {
player.sendMessage(LocaleLoader.getString("Ability.Generic.Template.Lock", new Object[] { LocaleLoader.getString("Fishing.Ability.Locked.0") }));
if (canTreasureHunt || canMagicHunt || canShake) {
player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Effects.Effects") }));
}
else {
player.sendMessage(LocaleLoader.getString("Fishing.Ability.Shake"));
if (canTreasureHunt) {
player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.0"), LocaleLoader.getString("Fishing.Effect.1") }));
}
if (canMagicHunt) {
player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.2"), LocaleLoader.getString("Fishing.Effect.3") }));
}
if (canShake) {
player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.4"), LocaleLoader.getString("Fishing.Effect.5") }));
}
if (canTreasureHunt || canMagicHunt || canShake) {
player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Commands.Stats.Self") }));
}
if (canTreasureHunt) {
player.sendMessage(LocaleLoader.getString("Fishing.Ability.Rank", new Object[] { lootTier }));
}
if (canMagicHunt) {
player.sendMessage(LocaleLoader.getString("Fishing.Enchant.Chance", new Object[] { magicChance }));
}
if (canShake) {
//TODO: Do we really need to display this twice? Not like there are any associated stats.
if (PP.getSkillLevel(SkillType.FISHING) < 150) {
player.sendMessage(LocaleLoader.getString("Ability.Generic.Template.Lock", new Object[] { LocaleLoader.getString("Fishing.Ability.Locked.0") }));
}
else {
player.sendMessage(LocaleLoader.getString("Fishing.Ability.Shake"));
}
}
Page.grabGuidePageForSkill(SkillType.FISHING, player, args);
return true;
}
private void dataCalculations(int lootTier) {
DecimalFormat percent = new DecimalFormat("##0.00%");
magicChance = percent.format((float) lootTier / 15);
}
private void permissionsCheck(Player player) {
Permissions permInstance = Permissions.getInstance();
canTreasureHunt = permInstance.fishingTreasures(player);
canMagicHunt = permInstance.fishingMagic(player);
canShake = permInstance.shakeMob(player);
}
}

View File

@ -26,6 +26,7 @@ import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.util.Combat;
import com.gmail.nossr50.util.ItemChecks;
import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.Users;
public class Fishing {
@ -97,7 +98,7 @@ public class Fishing {
break;
}
if (Config.getInstance().getFishingDropsEnabled() && rewards.size() > 0) {
if (Config.getInstance().getFishingDropsEnabled() && rewards.size() > 0 && Permissions.getInstance().fishingTreasures(player)) {
FishingTreasure treasure = rewards.get(random.nextInt(rewards.size()));
if (random.nextDouble() * 100 <= treasure.getDropChance()) {
@ -129,7 +130,7 @@ public class Fishing {
PlayerProfile PP = Users.getProfile(player);
getFishingResults(player, event);
Item theCatch = (Item)event.getCaught();
Item theCatch = (Item) event.getCaught();
if (theCatch.getItemStack().getType() != Material.RAW_FISH) {
final int ENCHANTMENT_CHANCE = 10;
@ -138,7 +139,7 @@ public class Fishing {
player.sendMessage(LocaleLoader.getString("Fishing.ItemFound"));
if (ItemChecks.isArmor(fishingResults) || ItemChecks.isTool(fishingResults)) {
if (random.nextInt(100) <= ENCHANTMENT_CHANCE) {
if (random.nextInt(100) <= ENCHANTMENT_CHANCE && Permissions.getInstance().fishingMagic(player)) {
for (Enchantment newEnchant : Enchantment.values()) {
if (newEnchant.canEnchantItem(fishingResults)) {
Map<Enchantment, Integer> resultEnchantments = fishingResults.getEnchantments();

View File

@ -204,9 +204,8 @@ public class Combat {
dmgBonusPercent = 2;
}
/* Every 100 skill levels Archery gains 20% damage bonus, set that here */
/* Every 50 skill levels Archery gains 10% damage bonus, set that here */
//TODO: Work in progress for balancing out Archery, will work on it more later...
//TODO: Right now this is calculating a 10% bonus every 50 levels, not 20% every 100. Is this intended?
int archeryBonus = (int)(event.getDamage() * dmgBonusPercent);
event.setDamage(event.getDamage() + archeryBonus);
}

View File

@ -108,6 +108,14 @@ public class Permissions {
return player.hasPermission("mcmmo.ability.fishing.shakemob");
}
public boolean fishingTreasures(Player player) {
return player.hasPermission("mcmmo.ability.fishing.treasures");
}
public boolean fishingMagic(Player player) {
return player.hasPermission("mcmmo.ability.fishing.magic");
}
/*
* MCMMO.ABILITY.MINING.*
*/