From 4a685c14587f18d749a0a9271b101c6de5a0341c Mon Sep 17 00:00:00 2001 From: Paul J Thordarson Date: Thu, 9 May 2013 09:01:19 -0400 Subject: [PATCH] Magic Hunter fix and optimization There was a small bug in magic hunter, where it tried to apply an enchantment level between 1 and the Enchantment.getMaxLevel(), however it didn't take into account Enchantment.getStartLevel(), so when it tried to apply an enchantment level below the start level, an IllegalArgumentException was being thrown and the magic hunter event wasn't happening. Also, it's potentially inefficient to recalculate which enchantments are possible for each ItemStack every time, so I added a HashMap to cache the possibleEnchantments for each material type, then check this cache instead of just looping to regenerate the list each time. --- .../skills/fishing/FishingManager.java | 25 +++++++++++++++---- 1 file changed, 20 insertions(+), 5 deletions(-) diff --git a/src/main/java/com/gmail/nossr50/skills/fishing/FishingManager.java b/src/main/java/com/gmail/nossr50/skills/fishing/FishingManager.java index 5f6d490bc..0985d8676 100644 --- a/src/main/java/com/gmail/nossr50/skills/fishing/FishingManager.java +++ b/src/main/java/com/gmail/nossr50/skills/fishing/FishingManager.java @@ -2,6 +2,7 @@ package com.gmail.nossr50.skills.fishing; import java.util.ArrayList; import java.util.Collections; +import java.util.HashMap; import java.util.List; import org.bukkit.ChatColor; @@ -48,6 +49,7 @@ import com.gmail.nossr50.util.skills.CombatUtils; import com.gmail.nossr50.util.skills.SkillUtils; public class FishingManager extends SkillManager { + private static HashMap> enchantableCache = new HashMap>(); private final long FISHING_COOLDOWN_SECONDS = 1000L; private int fishingTries = 0; @@ -411,12 +413,22 @@ public class FishingManager extends SkillManager { return false; } - List possibleEnchantments = new ArrayList(); + // When calculating the possible enchantments, we should cache the possible enchantments to minimize + // looping every time someone fishes. + List possibleEnchantments; - for (Enchantment enchantment : Enchantment.values()) { - if (enchantment.canEnchantItem(treasureDrop)) { - possibleEnchantments.add(enchantment); + if (enchantableCache.containsKey(treasureDrop.getType())) { // Check if possible enchantments is already cached for this item. + possibleEnchantments = enchantableCache.get(treasureDrop.getType()); + } else { // If not, check which enchantments are possible + possibleEnchantments = new ArrayList(); + + for (Enchantment enchantment : Enchantment.values()) { + if (enchantment.canEnchantItem(treasureDrop)) { + possibleEnchantments.add(enchantment); + } } + + enchantableCache.put(treasureDrop.getType(), possibleEnchantments); // Cache these enchantments. } // This make sure that the order isn't always the same, for example previously Unbreaking had a lot more chance to be used than any other enchant @@ -427,7 +439,10 @@ public class FishingManager extends SkillManager { for (Enchantment possibleEnchantment : possibleEnchantments) { if (!treasureDrop.getItemMeta().hasConflictingEnchant(possibleEnchantment) && Misc.getRandom().nextInt(specificChance) == 0) { - treasureDrop.addEnchantment(possibleEnchantment, Misc.getRandom().nextInt(possibleEnchantment.getMaxLevel()) + 1); + // We need our random enchantment level to fall in the range between getStartLevel() and getMaxLevel() + // so we take a random number in the range of their difference, then add the start level. + final int levelDiff = possibleEnchantment.getMaxLevel() - possibleEnchantment.getStartLevel(); + treasureDrop.addEnchantment(possibleEnchantment, Misc.getRandom().nextInt(levelDiff + 1) + possibleEnchantment.getStartLevel()); specificChance++; enchanted = true;