Added isUnarmed Method

Checks if the player is not holding a tool, as opposed to checking if
the player is holding air. This means that attacking with something such
as a dirt block would count as unarmed.
This commit is contained in:
mjkaufer 2014-12-29 00:12:46 -05:00 committed by TfT_02
parent af7ff3df58
commit 9426f44cdd
6 changed files with 23 additions and 2 deletions

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@ -9,6 +9,7 @@ Key:
Version 1.5.02-dev
+ Added option to config.yml for Chimaera Wings to stop using bed spawn points
+ Added option to config.yml to let non-tools in hand count as unarmed
= Fixed bug where no Mining XP was granted when Flux Mining was successful
= Fixed bug where MobHealthbarTypes were not saved between server restarts
! Changed Flux Mining mechanics. In order to use the ability, you need to infuse a pickaxe with furnace powers first.

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@ -498,6 +498,7 @@ public class Config extends AutoUpdateConfigLoader {
/* Unarmed */
public boolean getUnarmedBlockCrackerSmoothbrickToCracked() { return config.getBoolean("Skills.Unarmed.Block_Cracker.SmoothBrick_To_CrackedBrick", true); }
public boolean getUnarmedItemPickupDisabled() { return config.getBoolean("Skills.Unarmed.Item_Pickup_Disabled_Full_Inventory", true); }
public boolean getUnarmedItemsAsUnarmed() { return config.getBoolean("Skills.Unarmed.Items_As_Unarmed", false); }
/* Taming */
public Material getTamingCOTWMaterial(EntityType type) { return Material.matchMaterial(config.getString("Skills.Taming.Call_Of_The_Wild." + StringUtils.getPrettyEntityTypeString(type) + ".Item_Material")); }

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@ -19,6 +19,7 @@ import com.gmail.nossr50.datatypes.skills.ToolType;
import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.skills.SkillManager;
import com.gmail.nossr50.util.EventUtils;
import com.gmail.nossr50.util.ItemUtils;
import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.player.UserManager;
@ -48,7 +49,7 @@ public class UnarmedManager extends SkillManager {
public boolean canDeflect() {
Player player = getPlayer();
return player.getItemInHand().getType() == Material.AIR && Permissions.secondaryAbilityEnabled(getPlayer(), SecondaryAbility.DEFLECT);
return ItemUtils.isUnarmed(player.getItemInHand()) && Permissions.secondaryAbilityEnabled(getPlayer(), SecondaryAbility.DEFLECT);
}
public boolean canUseBlockCracker() {

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@ -13,6 +13,7 @@ import org.bukkit.material.Dye;
import com.gmail.nossr50.mcMMO;
import com.gmail.nossr50.config.party.ItemWeightConfig;
import com.gmail.nossr50.config.Config;
import com.gmail.nossr50.locale.LocaleLoader;
public final class ItemUtils {
@ -146,6 +147,20 @@ public final class ItemUtils {
}
}
/**
* Checks if the item counts as unarmed.
*
* @param item Item to check
* @return true if the item counts as unarmed, false otherwise
*/
public static boolean isUnarmed(ItemStack item) {
if (Config.getInstance().getUnarmedItemsAsUnarmed()) {
return !isMinecraftTool(item);
}
return item.getType() == Material.AIR;
}
/**
* Checks if the item is a helmet.
*

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@ -41,6 +41,7 @@ import com.gmail.nossr50.skills.axes.AxesManager;
import com.gmail.nossr50.skills.swords.Swords;
import com.gmail.nossr50.skills.swords.SwordsManager;
import com.gmail.nossr50.skills.taming.TamingManager;
import com.gmail.nossr50.skills.unarmed.Unarmed;
import com.gmail.nossr50.skills.unarmed.UnarmedManager;
import com.gmail.nossr50.util.EventUtils;
import com.gmail.nossr50.util.ItemUtils;
@ -251,7 +252,7 @@ public final class CombatUtils {
processAxeCombat(target, player, event);
}
}
else if (heldItem.getType() == Material.AIR) {
else if (ItemUtils.isUnarmed(heldItem)) {
if (!SkillType.UNARMED.shouldProcess(target)) {
return;
}

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@ -395,6 +395,8 @@ Skills:
# When using Unarmed, picked up items will automatically get moved to a free slot instead of going in the slot
# of your hand. Should item pickup be disabled when your entire inventory - except for your hand - is full?
Item_Pickup_Disabled_Full_Inventory: true
# Any attacks made without a tool, i.e. with one's open hand, a block, etc., will count as unarmed.
Items_As_Unarmed: false
Woodcutting:
Tree_Feller_Sounds: true
Level_Cap: 0