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synced 2024-11-26 07:06:45 +01:00
Command cleanup - Fishing. Added 2 new fishing permissions nodes.
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@ -10,6 +10,7 @@ Key:
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Version 1.3.07
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+ Added a permission node for Archery bonus damage
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+ Added a permission node for Greater Impact ability
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+ Added permission nodes for Treasure & Magic Hunter for Fishing
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= Fixed bug where the permission node for Impact didn't work
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! Changed MySQL to save player information 50ms apart from each other to reduce the load on the MySQL server
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- Removed some unused permission nodes
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@ -1,5 +1,7 @@
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package com.gmail.nossr50.commands.skills;
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import java.text.DecimalFormat;
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import org.bukkit.command.Command;
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import org.bukkit.command.CommandExecutor;
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import org.bukkit.command.CommandSender;
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@ -11,9 +13,17 @@ import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.skills.Fishing;
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import com.gmail.nossr50.util.Page;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.Users;
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public class FishingCommand implements CommandExecutor {
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private int lootTier;
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private String magicChance;
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private boolean canTreasureHunt;
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private boolean canMagicHunt;
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private boolean canShake;
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@Override
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public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
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if (CommandHelper.noConsoleUsage(sender)) {
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@ -27,29 +37,68 @@ public class FishingCommand implements CommandExecutor {
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Player player = (Player) sender;
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PlayerProfile PP = Users.getProfile(player);
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lootTier = Fishing.getFishingLootTier(PP);
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dataCalculations(lootTier);
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permissionsCheck(player);
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Fishing.SkillName") }));
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player.sendMessage(LocaleLoader.getString("Commands.XPGain", new Object[] { LocaleLoader.getString("Commands.XPGain.Fishing") }));
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player.sendMessage(LocaleLoader.getString("Effects.Level", new Object[] { PP.getSkillLevel(SkillType.FISHING), PP.getSkillXpLevel(SkillType.FISHING), PP.getXpToLevel(SkillType.FISHING) }));
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Effects.Effects") }));
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.0"), LocaleLoader.getString("Fishing.Effect.1") }));
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.2"), LocaleLoader.getString("Fishing.Effect.3") }));
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.4"), LocaleLoader.getString("Fishing.Effect.5") }));
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Commands.Stats.Self") }));
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player.sendMessage(LocaleLoader.getString("Fishing.Ability.Rank", new Object[] { Fishing.getFishingLootTier(PP) }));
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player.sendMessage(LocaleLoader.getString("Fishing.Ability.Info"));
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//TODO: Do we really need to display this twice? Not like there are any associated stats.
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if (PP.getSkillLevel(SkillType.FISHING) < 150) {
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player.sendMessage(LocaleLoader.getString("Ability.Generic.Template.Lock", new Object[] { LocaleLoader.getString("Fishing.Ability.Locked.0") }));
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if (canTreasureHunt || canMagicHunt || canShake) {
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Effects.Effects") }));
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}
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else {
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player.sendMessage(LocaleLoader.getString("Fishing.Ability.Shake"));
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if (canTreasureHunt) {
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.0"), LocaleLoader.getString("Fishing.Effect.1") }));
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}
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if (canMagicHunt) {
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.2"), LocaleLoader.getString("Fishing.Effect.3") }));
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}
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if (canShake) {
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Fishing.Effect.4"), LocaleLoader.getString("Fishing.Effect.5") }));
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}
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if (canTreasureHunt || canMagicHunt || canShake) {
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Commands.Stats.Self") }));
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}
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if (canTreasureHunt) {
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player.sendMessage(LocaleLoader.getString("Fishing.Ability.Rank", new Object[] { lootTier }));
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}
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if (canMagicHunt) {
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player.sendMessage(LocaleLoader.getString("Fishing.Enchant.Chance", new Object[] { magicChance }));
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}
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if (canShake) {
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//TODO: Do we really need to display this twice? Not like there are any associated stats.
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if (PP.getSkillLevel(SkillType.FISHING) < 150) {
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player.sendMessage(LocaleLoader.getString("Ability.Generic.Template.Lock", new Object[] { LocaleLoader.getString("Fishing.Ability.Locked.0") }));
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}
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else {
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player.sendMessage(LocaleLoader.getString("Fishing.Ability.Shake"));
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}
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}
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Page.grabGuidePageForSkill(SkillType.FISHING, player, args);
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return true;
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}
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private void dataCalculations(int lootTier) {
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DecimalFormat percent = new DecimalFormat("##0.00%");
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magicChance = percent.format((float) lootTier / 15);
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}
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private void permissionsCheck(Player player) {
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Permissions permInstance = Permissions.getInstance();
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canTreasureHunt = permInstance.fishingTreasures(player);
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canMagicHunt = permInstance.fishingMagic(player);
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canShake = permInstance.shakeMob(player);
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}
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}
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@ -26,6 +26,7 @@ import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.util.Combat;
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import com.gmail.nossr50.util.ItemChecks;
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import com.gmail.nossr50.util.Misc;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.Users;
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public class Fishing {
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@ -97,7 +98,7 @@ public class Fishing {
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break;
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}
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if (Config.getInstance().getFishingDropsEnabled() && rewards.size() > 0) {
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if (Config.getInstance().getFishingDropsEnabled() && rewards.size() > 0 && Permissions.getInstance().fishingTreasures(player)) {
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FishingTreasure treasure = rewards.get(random.nextInt(rewards.size()));
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if (random.nextDouble() * 100 <= treasure.getDropChance()) {
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@ -129,7 +130,7 @@ public class Fishing {
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PlayerProfile PP = Users.getProfile(player);
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getFishingResults(player, event);
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Item theCatch = (Item)event.getCaught();
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Item theCatch = (Item) event.getCaught();
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if (theCatch.getItemStack().getType() != Material.RAW_FISH) {
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final int ENCHANTMENT_CHANCE = 10;
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@ -138,7 +139,7 @@ public class Fishing {
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player.sendMessage(LocaleLoader.getString("Fishing.ItemFound"));
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if (ItemChecks.isArmor(fishingResults) || ItemChecks.isTool(fishingResults)) {
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if (random.nextInt(100) <= ENCHANTMENT_CHANCE) {
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if (random.nextInt(100) <= ENCHANTMENT_CHANCE && Permissions.getInstance().fishingMagic(player)) {
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for (Enchantment newEnchant : Enchantment.values()) {
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if (newEnchant.canEnchantItem(fishingResults)) {
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Map<Enchantment, Integer> resultEnchantments = fishingResults.getEnchantments();
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@ -204,9 +204,8 @@ public class Combat {
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dmgBonusPercent = 2;
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}
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/* Every 100 skill levels Archery gains 20% damage bonus, set that here */
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/* Every 50 skill levels Archery gains 10% damage bonus, set that here */
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//TODO: Work in progress for balancing out Archery, will work on it more later...
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//TODO: Right now this is calculating a 10% bonus every 50 levels, not 20% every 100. Is this intended?
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int archeryBonus = (int)(event.getDamage() * dmgBonusPercent);
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event.setDamage(event.getDamage() + archeryBonus);
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}
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@ -108,6 +108,14 @@ public class Permissions {
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return player.hasPermission("mcmmo.ability.fishing.shakemob");
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}
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public boolean fishingTreasures(Player player) {
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return player.hasPermission("mcmmo.ability.fishing.treasures");
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}
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public boolean fishingMagic(Player player) {
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return player.hasPermission("mcmmo.ability.fishing.magic");
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}
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/*
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* MCMMO.ABILITY.MINING.*
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*/
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@ -109,6 +109,7 @@ Fishing.Effect.2=Magic Hunter
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Fishing.Effect.3=Find Enchanted Items
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Fishing.Effect.4=Shake (vs. Entities)
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Fishing.Effect.5=Shake items off of mobs w/ fishing pole
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Fishing.Enchant.Chance=[[RED]]Magic Hunter Chance: [[YELLOW]]{0}
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Fishing.ItemFound=[[GRAY]]Treasure found!
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Fishing.Listener=Fishing:
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Fishing.MagicFound=[[GRAY]]You feel a touch of magic with this catch...
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@ -485,7 +486,7 @@ Guides.Unarmed=Guide coming soon...
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Guides.Woodcutting=Guide coming soon...
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#INSPECT
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Inspect.Offline= [[RED]]That player is offline, inspecting offline players is limited to Ops!
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Inspect.Offline= [[RED]]You do not have permission to inspect offline players!
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Inspect.OfflineStats=mcMMO Stats for Offline Player [[YELLOW]]{0}
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Inspect.Stats=[[GREEN]]mcMMO Stats for [[YELLOW]]{0}
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Inspect.TooFar=[[RED]]You are too far away to inspect that player!
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description: Allows access to all Fishing abilities
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children:
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mcmmo.ability.fishing.shakemob: true
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mcmmo.ability.fishing.treasures: true
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mcmmo.ability.fishing.magic: true
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mcmmo.ability.fishing.shakemob:
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description: Allows access to the Shake Mob ability
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mcmmo.ability.fishing.treasures:
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description: Allows treasure drops from Fishing
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mcmmo.ability.fishing.magic:
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description: Allows enchanted drops from Fishing
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mcmmo.ability.mining.*:
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description: Allows access to all Mining abilities
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children:
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