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Optimizations for Excavation.java; Added Mycel & Soul Sand to Giga
Breaker list.
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7841fe2434
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618f075ff2
@ -71,7 +71,8 @@ public class Excavation
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}
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public static boolean canBeGigaDrillBroken(Block block)
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{
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return block.getType() == Material.DIRT || block.getType() == Material.GRASS || block.getType() == Material.SAND || block.getType() == Material.GRAVEL || block.getType() == Material.CLAY;
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t = block.getType();
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return t == Material.DIRT || t == Material.GRASS || t == Material.SAND || t == Material.GRAVEL || t == Material.CLAY || t == Material.MYCEL || t == Material.SOUL_SAND;
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}
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public static void excavationProcCheck(byte data, Material type, Location loc, Player player)
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{
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@ -79,23 +80,23 @@ public class Excavation
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return;
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PlayerProfile PP = Users.getProfile(player);
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int skillLevel = PP.getSkillLevel(SkillType.EXCAVATION);
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ArrayList<ItemStack> is = new ArrayList<ItemStack>();
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int xp = 0;
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switch(type)
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{
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case GRASS:
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if(PP.getSkillLevel(SkillType.EXCAVATION) >= 250)
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if(skillLevel >= 250)
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{
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//CHANCE TO GET EGGS
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if(LoadProperties.eggs == true && Math.random() * 100 > 99)
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if(LoadProperties.eggs && Math.random() * 100 > 99)
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{
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xp+= LoadProperties.meggs;
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is.add(new ItemStack(Material.EGG, 1, (byte)0, (byte)0));
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}
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//CHANCE TO GET APPLES
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if(LoadProperties.apples == true && Math.random() * 100 > 99)
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if(LoadProperties.apples && Math.random() * 100 > 99)
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{
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xp+= LoadProperties.mapple;
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is.add(new ItemStack(Material.APPLE, 1, (byte)0, (byte)0));
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@ -104,149 +105,125 @@ public class Excavation
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break;
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case GRAVEL:
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//CHANCE TO GET NETHERRACK
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if(LoadProperties.netherrack == true && PP.getSkillLevel(SkillType.EXCAVATION) >= 850 && Math.random() * 200 > 199)
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if(LoadProperties.netherrack && skillLevel >= 850 && Math.random() * 200 > 199)
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{
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xp+= LoadProperties.mnetherrack;
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is.add(new ItemStack(Material.NETHERRACK, 1, (byte)0, (byte)0));
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}
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//CHANCE TO GET SULPHUR
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if(LoadProperties.sulphur == true && PP.getSkillLevel(SkillType.EXCAVATION) >= 75)
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if(LoadProperties.sulphur && skillLevel >= 75 && Math.random() * 10 > 9)
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{
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if(Math.random() * 10 > 9)
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{
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xp+= LoadProperties.msulphur;
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is.add(new ItemStack(Material.SULPHUR, 1, (byte)0, (byte)0));
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}
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xp+= LoadProperties.msulphur;
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is.add(new ItemStack(Material.SULPHUR, 1, (byte)0, (byte)0));
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}
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//CHANCE TO GET BONES
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if(LoadProperties.bones == true && PP.getSkillLevel(SkillType.EXCAVATION) >= 175)
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if(LoadProperties.bones && skillLevel >= 175 && Math.random() * 10 > 9)
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{
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if(Math.random() * 10 > 9)
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{
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xp+= LoadProperties.mbones;
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is.add(new ItemStack(Material.BONE, 1, (byte)0, (byte)0));
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}
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xp+= LoadProperties.mbones;
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is.add(new ItemStack(Material.BONE, 1, (byte)0, (byte)0));
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}
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break;
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case SAND:
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//CHANCE TO GET GLOWSTONE
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if(LoadProperties.glowstone == true && PP.getSkillLevel(SkillType.EXCAVATION) >= 50 && Math.random() * 100 > 95)
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if(LoadProperties.glowstone && skillLevel >= 50 && Math.random() * 100 > 95)
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{
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xp+= LoadProperties.mglowstone2;
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is.add(new ItemStack(Material.GLOWSTONE_DUST, 1, (byte)0, (byte)0));
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}
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//CHANCE TO GET SOUL SAND
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if(LoadProperties.slowsand == true && PP.getSkillLevel(SkillType.EXCAVATION) >= 650 && Math.random() * 200 > 199)
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if(LoadProperties.slowsand && skillLevel >= 650 && Math.random() * 200 > 199)
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{
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xp+= LoadProperties.mslowsand;
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is.add(new ItemStack(Material.SOUL_SAND, 1, (byte)0, (byte)0));
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}
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break;
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case CLAY:
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if(LoadProperties.slimeballs && PP.getSkillLevel(SkillType.EXCAVATION) >= 50)
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//CHANCE TO GET SLIMEBALLS
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if(LoadProperties.slimeballs && skillLevel >= 50 && Math.random() * 20 > 19)
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{
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if(Math.random() * 20 > 19)
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{
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xp+= LoadProperties.mslimeballs;
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is.add(new ItemStack(Material.SLIME_BALL, 1, (byte)0, (byte)0));
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}
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xp+= LoadProperties.mslimeballs;
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is.add(new ItemStack(Material.SLIME_BALL, 1, (byte)0, (byte)0));
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}
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//CHANCE TO GET STRING
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if(LoadProperties.string && skillLevel >= 250 && Math.random() * 20 > 19)
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{
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xp+= LoadProperties.mstring;
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is.add(new ItemStack(Material.STRING, 1, (byte)0, (byte)0));
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}
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if(LoadProperties.string && PP.getSkillLevel(SkillType.EXCAVATION) >= 250)
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if(skillLevel >= 500)
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{
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if(Math.random() * 20 > 19)
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{
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xp+= LoadProperties.mstring;
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is.add(new ItemStack(Material.STRING, 1, (byte)0, (byte)0));
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}
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//CHANCE TO GET CLOCK
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if(LoadProperties.watch && Math.random() * 100 > 99)
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{
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xp+= LoadProperties.mwatch;
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is.add(new ItemStack(Material.WATCH, 1, (byte)0));
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}
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//CHANCE TO GET BUCKET
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if(LoadProperties.bucket && Math.random() * 100 > 99)
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{
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xp+= LoadProperties.mbucket;
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is.add(new ItemStack(Material.BUCKET, 1, (byte)0, (byte)0));
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}
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}
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if(LoadProperties.watch && PP.getSkillLevel(SkillType.EXCAVATION) >= 500)
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//CHANCE TO GET COBWEB
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if(LoadProperties.web && skillLevel >= 750 && Math.random() * 20 > 19)
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{
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if(Math.random() * 100 > 99)
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{
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xp+= LoadProperties.mwatch;
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is.add(new ItemStack(Material.WATCH, 1, (byte)0));
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}
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}
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if(LoadProperties.bucket && PP.getSkillLevel(SkillType.EXCAVATION) >= 500)
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{
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if(Math.random() * 100 > 99)
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{
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xp+= LoadProperties.mbucket;
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is.add(new ItemStack(Material.BUCKET, 1, (byte)0, (byte)0));
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}
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}
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if(LoadProperties.web && PP.getSkillLevel(SkillType.EXCAVATION) >= 750)
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{
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if(Math.random() * 20 > 19)
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{
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xp+= LoadProperties.mweb;
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is.add(new ItemStack(Material.WEB, 1, (byte)0, (byte)0));
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}
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xp+= LoadProperties.mweb;
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is.add(new ItemStack(Material.WEB, 1, (byte)0, (byte)0));
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}
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break;
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}
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//DIRT SAND OR GRAVEL
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if(type == Material.GRASS || type == Material.DIRT || type == Material.GRAVEL || type == Material.SAND || type == Material.CLAY)
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//ALL MATERIALS
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if(type == Material.GRASS || type == Material.DIRT || type == Material.GRAVEL || type == Material.SAND || type == Material.CLAY || type == Material.MYCEL || type == Material.SOUL_SAND)
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{
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xp+= LoadProperties.mbase;
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if(PP.getSkillLevel(SkillType.EXCAVATION) >= 750)
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{
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//CHANCE TO GET CAKE
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if(LoadProperties.cake == true && Math.random() * 2000 > 1999)
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{
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xp+= LoadProperties.mcake;
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is.add(new ItemStack(Material.CAKE, 1, (byte)0, (byte)0));
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}
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}
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if(PP.getSkillLevel(SkillType.EXCAVATION) >= 350)
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//CHANCE TO GET CAKE
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if(LoadProperties.cake && skillLevel >= 750 && Math.random() * 2000 > 1999)
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{
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xp+= LoadProperties.mcake;
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is.add(new ItemStack(Material.CAKE, 1, (byte)0, (byte)0));
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}
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if(skillLevel >= 350)
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{
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//CHANCE TO GET DIAMOND
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if(LoadProperties.diamond == true && Math.random() * 750 > 749)
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if(LoadProperties.diamond && Math.random() * 750 > 749)
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{
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xp+= LoadProperties.mdiamond2;
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is.add(new ItemStack(Material.DIAMOND, 1, (byte)0, (byte)0));
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xp+= LoadProperties.mdiamond2;
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is.add(new ItemStack(Material.DIAMOND, 1, (byte)0, (byte)0));
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}
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}
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if(PP.getSkillLevel(SkillType.EXCAVATION) >= 250)
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{
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//CHANCE TO GET YELLOW MUSIC
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if(LoadProperties.music == true && Math.random() * 2000 > 1999)
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{
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xp+= LoadProperties.mmusic;
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is.add(new ItemStack(Material.GOLD_RECORD, 1, (byte)0, (byte)0));
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}
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}
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if(PP.getSkillLevel(SkillType.EXCAVATION) >= 350)
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{
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//CHANCE TO GET GREEN MUSIC
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if(LoadProperties.music == true && Math.random() * 2000 > 1999)
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if(LoadProperties.music && Math.random() * 2000 > 1999)
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{
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xp+= LoadProperties.mmusic;
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is.add(new ItemStack(Material.GREEN_RECORD, 1, (byte)0, (byte)0));
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}
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}
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//CHANCE TO GET YELLOW MUSIC
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if(LoadProperties.music && skillLevel >= 250 && Math.random() * 2000 > 1999)
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{
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xp+= LoadProperties.mmusic;
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is.add(new ItemStack(Material.GOLD_RECORD, 1, (byte)0, (byte)0));
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}
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}
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//GRASS OR DIRT
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if(type == Material.DIRT || type == Material.GRASS)
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//GRASS OR DIRT OR MYCEL
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if(type == Material.DIRT || type == Material.GRASS || type == Material.MYCEL)
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{
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if(PP.getSkillLevel(SkillType.EXCAVATION) >= 50)
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//CHANCE FOR COCOA BEANS
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if(LoadProperties.cocoabeans && skillLevel >= 50 && Math.random() * 75 > 74)
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{
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//CHANCE FOR COCOA BEANS
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if(LoadProperties.cocoabeans == true && Math.random() * 75 > 74)
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{
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xp+= LoadProperties.mcocoa;
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is.add(new ItemStack(Material.getMaterial(351), 1, (byte)0, (byte)3));
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}
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xp+= LoadProperties.mcocoa;
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is.add(new ItemStack(Material.getMaterial(351), 1, (byte)0, (byte)3));
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}
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//CHANCE FOR SHROOMS
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if(LoadProperties.mushrooms == true && PP.getSkillLevel(SkillType.EXCAVATION) >= 500 && Math.random() * 200 > 199)
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if(LoadProperties.mushrooms && skillLevel >= 500 && Math.random() * 200 > 199)
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{
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xp+= LoadProperties.mmushroom2;
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switch((int) Math.random() * 1)
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switch((int)(Math.random() * 2))
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{
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case 0:
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is.add(new ItemStack(Material.BROWN_MUSHROOM, 1, (byte)0, (byte)0));
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@ -258,7 +235,7 @@ public class Excavation
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}
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//CHANCE TO GET GLOWSTONE
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if(LoadProperties.glowstone == true && PP.getSkillLevel(SkillType.EXCAVATION) >= 25 && Math.random() * 100 > 95)
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if(LoadProperties.glowstone == true && skillLevel >= 25 && Math.random() * 100 > 95)
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{
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xp+= LoadProperties.mglowstone2;
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is.add(new ItemStack(Material.GLOWSTONE_DUST, 1, (byte)0, (byte)0));
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