Fixing everything you guys broke while I was gone...

This commit is contained in:
GJ
2013-05-14 11:28:50 -04:00
parent 0b18ae8ff2
commit 501f5de55a
5 changed files with 54 additions and 46 deletions

View File

@ -49,7 +49,7 @@ import com.gmail.nossr50.util.skills.CombatUtils;
import com.gmail.nossr50.util.skills.SkillUtils;
public class FishingManager extends SkillManager {
private static HashMap<Material, List<Enchantment>> enchantableCache = new HashMap<Material, List<Enchantment>>();
private final HashMap<Material, List<Enchantment>> enchantableCache = new HashMap<Material, List<Enchantment>>();
private final long FISHING_COOLDOWN_SECONDS = 1000L;
private int fishingTries = 0;
@ -112,12 +112,7 @@ public class FishingManager extends SkillManager {
player.setItemInHand(null);
Creature kraken;
if (Misc.getRandom().nextInt(100) == 0) {
kraken = (Creature) world.spawnEntity(player.getEyeLocation(), EntityType.CHICKEN);
} else {
kraken = (Creature) world.spawnEntity(player.getEyeLocation(), EntityType.SQUID);
}
Creature kraken = (Creature) world.spawnEntity(player.getEyeLocation(), (Misc.getRandom().nextInt(100) == 0 ? EntityType.CHICKEN : EntityType.SQUID));
kraken.setCustomName(AdvancedConfig.getInstance().getKrakenName());
if (!kraken.isValid()) {
@ -418,23 +413,7 @@ public class FishingManager extends SkillManager {
return false;
}
// When calculating the possible enchantments, we should cache the possible enchantments to minimize
// looping every time someone fishes.
List<Enchantment> possibleEnchantments;
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<Enchantment>();
for (Enchantment enchantment : Enchantment.values()) {
if (enchantment.canEnchantItem(treasureDrop)) {
possibleEnchantments.add(enchantment);
}
}
enchantableCache.put(treasureDrop.getType(), possibleEnchantments); // Cache these enchantments.
}
List<Enchantment> possibleEnchantments = getPossibleEnchantments(treasureDrop);
// 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
Collections.shuffle(possibleEnchantments, Misc.getRandom());
@ -443,20 +422,38 @@ public class FishingManager extends SkillManager {
int specificChance = 1;
for (Enchantment possibleEnchantment : possibleEnchantments) {
if (!treasureDrop.getItemMeta().hasConflictingEnchant(possibleEnchantment) && Misc.getRandom().nextInt(specificChance) == 0) {
// 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;
if (treasureDrop.getItemMeta().hasConflictingEnchant(possibleEnchantment) || Misc.getRandom().nextInt(specificChance) != 0) {
continue;
}
treasureDrop.addEnchantment(possibleEnchantment, Math.max(Misc.getRandom().nextInt(possibleEnchantment.getMaxLevel()) + 1, possibleEnchantment.getStartLevel()));
specificChance++;
enchanted = true;
}
return enchanted;
}
private List<Enchantment> getPossibleEnchantments(ItemStack treasureDrop) {
Material dropType = treasureDrop.getType();
if (enchantableCache.containsKey(dropType)) {
return enchantableCache.get(dropType);
}
List<Enchantment> possibleEnchantments = new ArrayList<Enchantment>();
for (Enchantment enchantment : Enchantment.values()) {
if (enchantment.canEnchantItem(treasureDrop)) {
possibleEnchantments.add(enchantment);
}
}
enchantableCache.put(dropType, possibleEnchantments);
return possibleEnchantments;
}
/**
* Gets the vanilla XP multiplier
*