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more refactoring for spawning items conditionally
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0708b0a6a2
commit
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@ -35,18 +35,20 @@ import java.util.HashSet;
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import java.util.List;
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import java.util.List;
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import java.util.Set;
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import java.util.Set;
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import java.util.concurrent.ThreadLocalRandom;
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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.ItemUtils.spawnItemsFromCollection;
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import static com.gmail.nossr50.util.ItemUtils.spawnItemsFromCollection;
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import static com.gmail.nossr50.util.Misc.getBlockCenter;
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import static com.gmail.nossr50.util.Misc.getBlockCenter;
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import static com.gmail.nossr50.util.ItemUtils.spawnItem;
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import static com.gmail.nossr50.util.skills.RankUtils.hasUnlockedSubskill;
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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 class WoodcuttingManager extends SkillManager {
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public static final String SAPLING = "sapling";
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public static final String SAPLING = "sapling";
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public static final String PROPAGULE = "propagule";
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public static final String PROPAGULE = "propagule";
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private static final Predicate<ItemStack> IS_SAPLING_OR_PROPAGULE =
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p -> p.getType().getKey().getKey().toLowerCase().contains(SAPLING)
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|| p.getType().getKey().getKey().toLowerCase().contains(PROPAGULE);
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private boolean treeFellerReachedThreshold = false;
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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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private static int treeFellerThreshold;
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/**
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/**
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* The x/y differences to the blocks in a flat cylinder around the center
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* The x/y differences to the blocks in a flat cylinder around the center
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@ -336,11 +338,11 @@ public class WoodcuttingManager extends SkillManager {
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ItemSpawnReason.TREE_FELLER_DISPLACED_BLOCK);
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ItemSpawnReason.TREE_FELLER_DISPLACED_BLOCK);
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} else if (hasUnlockedSubskill(player, SubSkillType.WOODCUTTING_KNOCK_ON_WOOD)) {
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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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// if KnockOnWood is unlocked, then drop any saplings from the remaining blocks
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spawnItem(block.getDrops(itemStack),
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ItemUtils.spawnItemsConditionally(block.getDrops(itemStack),
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IS_SAPLING_OR_PROPAGULE,
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ItemSpawnReason.TREE_FELLER_DISPLACED_BLOCK,
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ItemSpawnReason.TREE_FELLER_DISPLACED_BLOCK,
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getBlockCenter(blockState),
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getBlockCenter(blockState),
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// only spawn saplings
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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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player
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);
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);
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}
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}
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@ -681,25 +681,6 @@ public final class ItemUtils {
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return enchantmentWrappers.get(randomIndex);
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return enchantmentWrappers.get(randomIndex);
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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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/**
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/**
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* Drop items at a given location.
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* Drop items at a given location.
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*
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*
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@ -879,18 +860,18 @@ public final class ItemUtils {
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*
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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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* @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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* predicate is true
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* @param predicate The predicate to test the item against
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* @param itemSpawnReason The reason for the item drop
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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 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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* @param player The player to spawn the item for
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*/
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*/
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public static void spawnItem(@NotNull Collection<ItemStack> potentialItemDrops,
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public static void spawnItemsConditionally(@NotNull Collection<ItemStack> potentialItemDrops,
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@NotNull Predicate<ItemStack> predicate,
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@NotNull ItemSpawnReason itemSpawnReason,
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@NotNull ItemSpawnReason itemSpawnReason,
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@NotNull Location spawnLocation,
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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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@NotNull Player player) {
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for (ItemStack drop : potentialItemDrops) {
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potentialItemDrops.stream()
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spawnItem(drop, itemSpawnReason, spawnLocation, predicate, player);
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.filter(predicate)
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}
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.forEach(itemStack -> spawnItem(player, spawnLocation, itemStack, itemSpawnReason));
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}
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}
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}
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}
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