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https://github.com/mcMMO-Dev/mcMMO.git
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Fixed enchantments being ignored + removed uneccesary code
Fixed Unbreaking enchantments being ignored when using Treefelling and when hit by Armor Impact
This commit is contained in:
parent
0a028afe7f
commit
43de871392
@ -17,6 +17,7 @@ Version 1.3.13-dev
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= Fixed Async deprecation issues
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= Fixed Async deprecation issues
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= Fixed some issues with mySQL databases (non-alphanumeric characters preventing MySQL)
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= Fixed some issues with mySQL databases (non-alphanumeric characters preventing MySQL)
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= Fixed skill commands displaying .x% instead of 0.x%
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= Fixed skill commands displaying .x% instead of 0.x%
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= Fixed Unbreaking enchantments being ignored when using Treefelling and when hit by Armor Impact
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! GJ stopped being a lazy slacker and got stuff done
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! GJ stopped being a lazy slacker and got stuff done
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- Removed dead code relating to null profiles
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- Removed dead code relating to null profiles
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- Removed unused imports
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- Removed unused imports
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@ -2,6 +2,7 @@ package com.gmail.nossr50.skills.combat;
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import java.util.Random;
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import java.util.Random;
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import org.bukkit.enchantments.Enchantment;
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import org.bukkit.entity.AnimalTamer;
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import org.bukkit.entity.AnimalTamer;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.LivingEntity;
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@ -16,7 +17,6 @@ import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.party.PartyManager;
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import com.gmail.nossr50.party.PartyManager;
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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.Misc;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.Users;
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import com.gmail.nossr50.util.Users;
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@ -141,7 +141,13 @@ public class Axes {
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else {
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else {
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for (ItemStack armor : targetPlayer.getInventory().getArmorContents()) {
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for (ItemStack armor : targetPlayer.getInventory().getArmorContents()) {
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if(Math.random() * 100 > 75) {
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if(Math.random() * 100 > 75) {
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maxDurability = (short) (ItemChecks.getMaxDurabilityArmor(armor) * impactMaxDamage);
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if (armor.containsEnchantment(Enchantment.DURABILITY)) {
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int level = armor.getEnchantmentLevel(Enchantment.DURABILITY);
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if (random.nextInt(level + 1) > 0) {
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return;
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}
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}
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maxDurability = (short) (armor.getType().getMaxDurability() * impactMaxDamage);
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if (durabilityDamage > maxDurability) durabilityDamage = (short) maxDurability;
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if (durabilityDamage > maxDurability) durabilityDamage = (short) maxDurability;
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armor.setDurability((short) (armor.getDurability() + durabilityDamage)); //Damage armor piece
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armor.setDurability((short) (armor.getDurability() + durabilityDamage)); //Damage armor piece
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}
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}
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@ -7,6 +7,7 @@ import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.Material;
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import org.bukkit.TreeSpecies;
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import org.bukkit.TreeSpecies;
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import org.bukkit.block.Block;
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import org.bukkit.block.Block;
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import org.bukkit.enchantments.Enchantment;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Player;
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import org.bukkit.event.block.BlockBreakEvent;
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import org.bukkit.event.block.BlockBreakEvent;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.inventory.ItemStack;
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@ -65,9 +66,13 @@ public class WoodCutting {
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return;
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return;
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}
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}
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int durabilityLoss = durabilityLossCalulate(toBeFelled);
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int xp = 0;
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int xp = 0;
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ItemStack inHand = player.getItemInHand();
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ItemStack inHand = player.getItemInHand();
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int level = 0;
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if (inHand.containsEnchantment(Enchantment.DURABILITY)) {
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level = inHand.getEnchantmentLevel(Enchantment.DURABILITY);
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}
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int durabilityLoss = durabilityLossCalulate(toBeFelled, level);
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/* This is to prevent using wood axes everytime you tree fell */
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/* This is to prevent using wood axes everytime you tree fell */
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if (ModChecks.isCustomTool(inHand)) {
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if (ModChecks.isCustomTool(inHand)) {
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@ -79,7 +84,6 @@ public class WoodCutting {
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if (health >= 2) {
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if (health >= 2) {
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Combat.dealDamage(player, random.nextInt(health - 1));
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Combat.dealDamage(player, random.nextInt(health - 1));
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}
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}
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return;
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}
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}
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}
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}
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else if ((inHand.getDurability() + durabilityLoss >= inHand.getType().getMaxDurability()) || inHand.getType().equals(Material.AIR)) {
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else if ((inHand.getDurability() + durabilityLoss >= inHand.getType().getMaxDurability()) || inHand.getType().equals(Material.AIR)) {
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@ -90,7 +94,6 @@ public class WoodCutting {
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if (health >= 2) {
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if (health >= 2) {
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Combat.dealDamage(player, random.nextInt(health - 1));
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Combat.dealDamage(player, random.nextInt(health - 1));
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}
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}
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return;
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}
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}
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/* Damage the tool */
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/* Damage the tool */
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@ -498,11 +501,12 @@ public class WoodCutting {
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}
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}
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}
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}
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private static int durabilityLossCalulate(ArrayList<Block> toBeFelled) {
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private static int durabilityLossCalulate(ArrayList<Block> toBeFelled, int level) {
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int durabilityLoss = 0;
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int durabilityLoss = 0;
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for (Block x : toBeFelled) {
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for (Block x : toBeFelled) {
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if (x.getType().equals(Material.LOG) || (Config.getInstance().getBlockModsEnabled() && ModChecks.isCustomLogBlock(x))) {
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if (random.nextInt(level + 1) > 0) {}//Don't add durabilityLoss, because Unbreaking enchantment does it work.
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durabilityLoss++;
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else if (x.getType().equals(Material.LOG) || (Config.getInstance().getBlockModsEnabled() && ModChecks.isCustomLogBlock(x))) {
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durabilityLoss++;
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durabilityLoss = durabilityLoss + Config.getInstance().getAbilityToolDamage();
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durabilityLoss = durabilityLoss + Config.getInstance().getAbilityToolDamage();
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}
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}
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}
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}
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@ -474,39 +474,4 @@ public class ItemChecks {
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public static boolean isEnchantable(ItemStack is) {
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public static boolean isEnchantable(ItemStack is) {
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return isArmor(is) || isSword(is) || isAxe(is) || isShovel(is) || isPickaxe(is) || (is.getType() == Material.BOW);
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return isArmor(is) || isSword(is) || isAxe(is) || isShovel(is) || isPickaxe(is) || (is.getType() == Material.BOW);
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}
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}
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/**
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* Get the maximum durability of an armor type.
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*
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* @param is Item to check
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* @return maximum durability value.
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*/
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public static int getMaxDurabilityArmor(ItemStack is) {
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int durability = 0;
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if (isDiamondArmor(is)) {
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if (isHelmet(is)) durability = 364;
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else if (isChestplate(is)) durability = 529;
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else if (isPants(is)) durability = 496;
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else if (isBoots(is)) durability = 430;
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}
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else if (isIronArmor(is)) {
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if (isHelmet(is)) durability = 166;
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else if (isChestplate(is)) durability = 242;
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else if (isPants(is)) durability = 226;
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else if (isBoots(is)) durability = 196;
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}
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else if (isGoldArmor(is)) {
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if (isHelmet(is)) durability = 78;
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else if (isChestplate(is)) durability = 114;
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else if (isPants(is)) durability = 106;
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else if (isBoots(is)) durability = 92;
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}
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else if (isLeatherArmor(is)) {
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if (isHelmet(is)) durability = 56;
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else if (isChestplate(is)) durability = 82;
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else if (isPants(is)) durability = 76;
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else if (isBoots(is)) durability = 66;
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}
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return durability;
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}
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}
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}
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