Magic Hunter fix and optimization

There was a small bug in magic hunter, where it tried to apply an
enchantment level between 1 and the Enchantment.getMaxLevel(), however
it didn't take into account Enchantment.getStartLevel(), so when it
tried to apply an enchantment level below the start level, an
IllegalArgumentException was being thrown and the magic hunter event
wasn't happening.

Also, it's potentially inefficient to recalculate which enchantments
are possible for each ItemStack every time, so I added a HashMap to
cache the possibleEnchantments for each material type, then check this
cache instead of just looping to regenerate the list each time.
This commit is contained in:
Paul J Thordarson 2013-05-09 09:01:19 -04:00 committed by T00thpick1
parent 8552192894
commit c5e6704530

View File

@ -2,6 +2,7 @@ package com.gmail.nossr50.skills.fishing;
import java.util.ArrayList; import java.util.ArrayList;
import java.util.Collections; import java.util.Collections;
import java.util.HashMap;
import java.util.List; import java.util.List;
import org.bukkit.ChatColor; import org.bukkit.ChatColor;
@ -48,6 +49,7 @@ import com.gmail.nossr50.util.skills.CombatUtils;
import com.gmail.nossr50.util.skills.SkillUtils; import com.gmail.nossr50.util.skills.SkillUtils;
public class FishingManager extends SkillManager { public class FishingManager extends SkillManager {
private static HashMap<Material, List<Enchantment>> enchantableCache = new HashMap<Material, List<Enchantment>>();
private final long FISHING_COOLDOWN_SECONDS = 1000L; private final long FISHING_COOLDOWN_SECONDS = 1000L;
private int fishingTries = 0; private int fishingTries = 0;
@ -416,12 +418,22 @@ public class FishingManager extends SkillManager {
return false; return false;
} }
List<Enchantment> possibleEnchantments = new ArrayList<Enchantment>(); // When calculating the possible enchantments, we should cache the possible enchantments to minimize
// looping every time someone fishes.
List<Enchantment> possibleEnchantments;
for (Enchantment enchantment : Enchantment.values()) { if (enchantableCache.containsKey(treasureDrop.getType())) { // Check if possible enchantments is already cached for this item.
if (enchantment.canEnchantItem(treasureDrop)) { possibleEnchantments = enchantableCache.get(treasureDrop.getType());
possibleEnchantments.add(enchantment); } else { // If not, check which enchantments are possible
possibleEnchantments = new ArrayList<Enchantment>();
for (Enchantment enchantment : Enchantment.values()) {
if (enchantment.canEnchantItem(treasureDrop)) {
possibleEnchantments.add(enchantment);
}
} }
enchantableCache.put(treasureDrop.getType(), possibleEnchantments); // Cache these enchantments.
} }
// 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 // 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
@ -432,7 +444,10 @@ public class FishingManager extends SkillManager {
for (Enchantment possibleEnchantment : possibleEnchantments) { for (Enchantment possibleEnchantment : possibleEnchantments) {
if (!treasureDrop.getItemMeta().hasConflictingEnchant(possibleEnchantment) && Misc.getRandom().nextInt(specificChance) == 0) { if (!treasureDrop.getItemMeta().hasConflictingEnchant(possibleEnchantment) && Misc.getRandom().nextInt(specificChance) == 0) {
treasureDrop.addEnchantment(possibleEnchantment, Misc.getRandom().nextInt(possibleEnchantment.getMaxLevel()) + 1); // We need our random enchantment level to fall in the range between getStartLevel() and getMaxLevel()
// so we take a random number in the range of their difference, then add the start level.
final int levelDiff = possibleEnchantment.getMaxLevel() - possibleEnchantment.getStartLevel();
treasureDrop.addEnchantment(possibleEnchantment, Misc.getRandom().nextInt(levelDiff + 1) + possibleEnchantment.getStartLevel());
specificChance++; specificChance++;
enchanted = true; enchanted = true;