Add event for Dodge

This commit is contained in:
GJ
2013-10-22 12:52:06 -04:00
committed by TfT_02
parent 071c568353
commit e10b70c422
5 changed files with 110 additions and 44 deletions

View File

@@ -8,9 +8,11 @@ import org.bukkit.entity.LightningStrike;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import com.gmail.nossr50.mcMMO;
import com.gmail.nossr50.config.Config;
import com.gmail.nossr50.datatypes.player.McMMOPlayer;
import com.gmail.nossr50.datatypes.skills.SkillType;
import com.gmail.nossr50.events.skills.acrobatics.McMMOPlayerDodgeEvent;
import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.skills.SkillManager;
import com.gmail.nossr50.util.Misc;
@@ -30,44 +32,8 @@ public class AcrobaticsManager extends SkillManager {
return !exploitPrevention() && Permissions.roll(getPlayer());
}
public boolean canDodge(Entity damager) {
if (Permissions.dodge(getPlayer())) {
if (damager instanceof LightningStrike && Acrobatics.dodgeLightningDisabled) {
return false;
}
return skill.shouldProcess(damager);
}
return false;
}
/**
* Handle the damage reduction and XP gain from the Dodge ability
*
* @param damage The amount of damage initially dealt by the event
* @return the modified event damage if the ability was successful, the original event damage otherwise
*/
public double dodgeCheck(double damage) {
double modifiedDamage = Acrobatics.calculateModifiedDodgeDamage(damage, Acrobatics.dodgeDamageModifier);
Player player = getPlayer();
if (!isFatal(modifiedDamage) && SkillUtils.activationSuccessful(getSkillLevel(), getActivationChance(), Acrobatics.dodgeMaxChance, Acrobatics.dodgeMaxBonusLevel)) {
ParticleEffectUtils.playDodgeEffect(player);
if (mcMMOPlayer.useChatNotifications()) {
player.sendMessage(LocaleLoader.getString("Acrobatics.Combat.Proc"));
}
// Why do we check respawn cooldown here?
if (SkillUtils.cooldownExpired(mcMMOPlayer.getRespawnATS(), Misc.PLAYER_RESPAWN_COOLDOWN_SECONDS)) {
applyXpGain((float) (damage * Acrobatics.dodgeXpModifier));
}
return modifiedDamage;
}
return damage;
private boolean canDodge(Entity damager, double modifiedDamage) {
return (Permissions.dodge(getPlayer()) && !(damager instanceof LightningStrike && Acrobatics.dodgeLightningDisabled) && skill.shouldProcess(damager) && SkillUtils.activationSuccessful(getSkillLevel(), getActivationChance(), Acrobatics.dodgeMaxChance, Acrobatics.dodgeMaxBonusLevel) && !isFatal(modifiedDamage));
}
/**
@@ -167,4 +133,44 @@ public class AcrobaticsManager extends SkillManager {
return xp;
}
/**
* Handle the damage reduction and XP gain from the Dodge ability
*
* @param damager The entity that dealt the damage
* @param damage The amount of damage initially dealt by the event
* @return the modified event damage if the ability was successful, the original event damage otherwise
*/
public double dodge(Entity damager, double damage) {
double modifiedDamage = Acrobatics.calculateModifiedDodgeDamage(damage, Acrobatics.dodgeDamageModifier);
if (!canDodge(damager, modifiedDamage)) {
return damage;
}
Player player = getPlayer();
McMMOPlayerDodgeEvent event = new McMMOPlayerDodgeEvent(player, modifiedDamage, (float) (damage * Acrobatics.dodgeXpModifier));
mcMMO.p.getServer().getPluginManager().callEvent(event);
if (event.isCancelled()) {
return damage;
}
if (event.shouldUseParticles()) {
ParticleEffectUtils.playDodgeEffect(player);
}
if (mcMMOPlayer.useChatNotifications()) {
player.sendMessage(LocaleLoader.getString("Acrobatics.Combat.Proc"));
}
// Why do we check respawn cooldown here?
// No, seriously, why?
if (SkillUtils.cooldownExpired(mcMMOPlayer.getRespawnATS(), Misc.PLAYER_RESPAWN_COOLDOWN_SECONDS)) {
applyXpGain(event.getXpGained());
}
return event.getDamageTaken();
}
}