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Fixing everything you guys broke while I was gone...
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@ -49,7 +49,7 @@ import com.gmail.nossr50.util.skills.CombatUtils;
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import com.gmail.nossr50.util.skills.SkillUtils;
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public class FishingManager extends SkillManager {
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private static HashMap<Material, List<Enchantment>> enchantableCache = new HashMap<Material, List<Enchantment>>();
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private final HashMap<Material, List<Enchantment>> enchantableCache = new HashMap<Material, List<Enchantment>>();
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private final long FISHING_COOLDOWN_SECONDS = 1000L;
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private int fishingTries = 0;
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@ -112,12 +112,7 @@ public class FishingManager extends SkillManager {
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player.setItemInHand(null);
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Creature kraken;
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if (Misc.getRandom().nextInt(100) == 0) {
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kraken = (Creature) world.spawnEntity(player.getEyeLocation(), EntityType.CHICKEN);
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} else {
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kraken = (Creature) world.spawnEntity(player.getEyeLocation(), EntityType.SQUID);
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}
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Creature kraken = (Creature) world.spawnEntity(player.getEyeLocation(), (Misc.getRandom().nextInt(100) == 0 ? EntityType.CHICKEN : EntityType.SQUID));
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kraken.setCustomName(AdvancedConfig.getInstance().getKrakenName());
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if (!kraken.isValid()) {
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@ -418,23 +413,7 @@ public class FishingManager extends SkillManager {
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return false;
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}
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// When calculating the possible enchantments, we should cache the possible enchantments to minimize
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// looping every time someone fishes.
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List<Enchantment> possibleEnchantments;
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if (enchantableCache.containsKey(treasureDrop.getType())) { // Check if possible enchantments is already cached for this item.
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possibleEnchantments = enchantableCache.get(treasureDrop.getType());
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} else { // If not, check which enchantments are possible
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possibleEnchantments = new ArrayList<Enchantment>();
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for (Enchantment enchantment : Enchantment.values()) {
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if (enchantment.canEnchantItem(treasureDrop)) {
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possibleEnchantments.add(enchantment);
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}
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}
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enchantableCache.put(treasureDrop.getType(), possibleEnchantments); // Cache these enchantments.
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}
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List<Enchantment> possibleEnchantments = getPossibleEnchantments(treasureDrop);
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// 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
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Collections.shuffle(possibleEnchantments, Misc.getRandom());
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@ -443,20 +422,38 @@ public class FishingManager extends SkillManager {
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int specificChance = 1;
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for (Enchantment possibleEnchantment : possibleEnchantments) {
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if (!treasureDrop.getItemMeta().hasConflictingEnchant(possibleEnchantment) && Misc.getRandom().nextInt(specificChance) == 0) {
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// We need our random enchantment level to fall in the range between getStartLevel() and getMaxLevel()
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// so we take a random number in the range of their difference, then add the start level.
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final int levelDiff = possibleEnchantment.getMaxLevel() - possibleEnchantment.getStartLevel();
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treasureDrop.addEnchantment(possibleEnchantment, Misc.getRandom().nextInt(levelDiff + 1) + possibleEnchantment.getStartLevel());
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specificChance++;
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enchanted = true;
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if (treasureDrop.getItemMeta().hasConflictingEnchant(possibleEnchantment) || Misc.getRandom().nextInt(specificChance) != 0) {
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continue;
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}
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treasureDrop.addEnchantment(possibleEnchantment, Math.max(Misc.getRandom().nextInt(possibleEnchantment.getMaxLevel()) + 1, possibleEnchantment.getStartLevel()));
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specificChance++;
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enchanted = true;
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}
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return enchanted;
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}
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private List<Enchantment> getPossibleEnchantments(ItemStack treasureDrop) {
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Material dropType = treasureDrop.getType();
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if (enchantableCache.containsKey(dropType)) {
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return enchantableCache.get(dropType);
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}
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List<Enchantment> possibleEnchantments = new ArrayList<Enchantment>();
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for (Enchantment enchantment : Enchantment.values()) {
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if (enchantment.canEnchantItem(treasureDrop)) {
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possibleEnchantments.add(enchantment);
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}
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}
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enchantableCache.put(dropType, possibleEnchantments);
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return possibleEnchantments;
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}
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/**
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* Gets the vanilla XP multiplier
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*
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