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minor refactoring
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2f1278c784
commit
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@ -35,10 +35,15 @@ import java.util.HashSet;
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import java.util.List;
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import java.util.Set;
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import java.util.concurrent.ThreadLocalRandom;
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import java.util.function.Predicate;
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import static com.gmail.nossr50.util.Misc.getBlockCenter;
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import static com.gmail.nossr50.util.Misc.spawnItem;
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import static com.gmail.nossr50.util.skills.RankUtils.hasUnlockedSubskill;
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//TODO: Seems to not be using the item drop event for bonus drops, may want to change that.. or may not be able to be changed?
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public class WoodcuttingManager extends SkillManager {
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public static final String SAPLING = "sapling";
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public static final String PROPAGULE = "propagule";
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private boolean treeFellerReachedThreshold = false;
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private static int treeFellerThreshold; //TODO: Shared setting, will be removed in 2.2
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@ -61,7 +66,7 @@ public class WoodcuttingManager extends SkillManager {
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public boolean canUseLeafBlower(ItemStack heldItem) {
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return Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.WOODCUTTING_LEAF_BLOWER)
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&& RankUtils.hasUnlockedSubskill(getPlayer(), SubSkillType.WOODCUTTING_LEAF_BLOWER)
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&& hasUnlockedSubskill(getPlayer(), SubSkillType.WOODCUTTING_LEAF_BLOWER)
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&& ItemUtils.isAxe(heldItem);
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}
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@ -317,7 +322,7 @@ public class WoodcuttingManager extends SkillManager {
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xp += processTreeFellerXPGains(blockState, processedLogCount);
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//Drop displaced block
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Misc.spawnItemsFromCollection(player, Misc.getBlockCenter(blockState), block.getDrops(itemStack), ItemSpawnReason.TREE_FELLER_DISPLACED_BLOCK);
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Misc.spawnItemsFromCollection(player, getBlockCenter(blockState), block.getDrops(itemStack), ItemSpawnReason.TREE_FELLER_DISPLACED_BLOCK);
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//Bonus Drops / Harvest lumber checks
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processBonusDropCheck(blockState);
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@ -325,19 +330,22 @@ public class WoodcuttingManager extends SkillManager {
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// 75% of the time do not drop leaf blocks
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if (ThreadLocalRandom.current().nextInt(100) > 75) {
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Misc.spawnItemsFromCollection(player,
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Misc.getBlockCenter(blockState),
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getBlockCenter(blockState),
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block.getDrops(itemStack),
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ItemSpawnReason.TREE_FELLER_DISPLACED_BLOCK);
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}
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// if KnockOnWood is unlocked, then drop any saplings from the remaining blocks
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else if (RankUtils.hasUnlockedSubskill(player, SubSkillType.WOODCUTTING_KNOCK_ON_WOOD)) {
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Predicate<String> isSapling = p -> p.contains("sapling") || p.contains("propagule");
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Misc.conditionallySpawn(isSapling, player, Misc.getBlockCenter(blockState),
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block.getDrops(itemStack), ItemSpawnReason.TREE_FELLER_DISPLACED_BLOCK);
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} else if (hasUnlockedSubskill(player, SubSkillType.WOODCUTTING_KNOCK_ON_WOOD)) {
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// if KnockOnWood is unlocked, then drop any saplings from the remaining blocks
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spawnItem(block.getDrops(itemStack),
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ItemSpawnReason.TREE_FELLER_DISPLACED_BLOCK,
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getBlockCenter(blockState),
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// only spawn saplings
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p -> p.toLowerCase().contains(SAPLING) || p.toLowerCase().contains(PROPAGULE),
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player
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);
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}
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//Drop displaced non-woodcutting XP blocks
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if (RankUtils.hasUnlockedSubskill(player, SubSkillType.WOODCUTTING_KNOCK_ON_WOOD)) {
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if (hasUnlockedSubskill(player, SubSkillType.WOODCUTTING_KNOCK_ON_WOOD)) {
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if (RankUtils.hasReachedRank(2, player, SubSkillType.WOODCUTTING_KNOCK_ON_WOOD)) {
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if (mcMMO.p.getAdvancedConfig().isKnockOnWoodXPOrbEnabled()) {
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if (ProbabilityUtil.isStaticSkillRNGSuccessful(PrimarySkillType.WOODCUTTING, mmoPlayer, 10)) {
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@ -416,7 +424,7 @@ public class WoodcuttingManager extends SkillManager {
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protected void spawnHarvestLumberBonusDrops(@NotNull BlockState blockState) {
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Misc.spawnItemsFromCollection(
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getPlayer(),
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Misc.getBlockCenter(blockState),
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getBlockCenter(blockState),
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blockState.getBlock().getDrops(getPlayer().getInventory().getItemInMainHand()),
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ItemSpawnReason.BONUS_DROPS);
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}
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@ -130,14 +130,42 @@ public final class Misc {
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}
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/**
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* Drops the item from the item stack only if it is a sapling (or equivalent)
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* Needed for TreeFeller
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* Spawn items form a collection if conditions are met.
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* Each item is tested against the condition and spawned if it passes.
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*
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* @param potentialItemDrops The collection of items to iterate over, each one is tested and spawned if the
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* predicate is true
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* @param itemSpawnReason The reason for the item drop
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* @param spawnLocation The location to spawn the item at
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* @param predicate The predicate to test the item against
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* @param player The player to spawn the item for
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*/
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public static void conditionallySpawn(@NotNull Predicate<String> predicate, @NotNull Player player, @NotNull Location spawnLocation, @NotNull Collection <ItemStack> drops, @NotNull ItemSpawnReason itemSpawnReason) {
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for (ItemStack drop : drops) {
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if (predicate.test(drop.getType().getKey().getKey())) {
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spawnItem(player, spawnLocation, drop, itemSpawnReason);
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}
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public static void spawnItem(@NotNull Collection <ItemStack> potentialItemDrops,
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@NotNull ItemSpawnReason itemSpawnReason,
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@NotNull Location spawnLocation,
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@NotNull Predicate<String> predicate,
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@NotNull Player player) {
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for (ItemStack drop : potentialItemDrops) {
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spawnItem(drop, itemSpawnReason, spawnLocation, predicate, player);
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}
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}
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/**
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* Spawn item if conditions are met.
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*
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* @param potentialItemSpawn The item to spawn if conditions are met
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* @param itemSpawnReason The reason for the item drop
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* @param spawnLocation The location to spawn the item at
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* @param predicate The predicate to test the item against
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* @param player The player to spawn the item for
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*/
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public static void spawnItem(@NotNull ItemStack potentialItemSpawn,
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@NotNull ItemSpawnReason itemSpawnReason,
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@NotNull Location spawnLocation,
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@NotNull Predicate<String> predicate,
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@NotNull Player player) {
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if (predicate.test(potentialItemSpawn.getType().getKey().getKey())) {
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spawnItem(player, spawnLocation, potentialItemSpawn, itemSpawnReason);
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}
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}
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