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Add event for Dodge
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@ -0,0 +1,24 @@
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package com.gmail.nossr50.events.skills.acrobatics;
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import org.bukkit.entity.Player;
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import org.bukkit.event.Cancellable;
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import com.gmail.nossr50.datatypes.skills.SkillType;
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import com.gmail.nossr50.events.skills.McMMOPlayerSkillEvent;
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public abstract class McMMOPlayerAcrobaticsEvent extends McMMOPlayerSkillEvent implements Cancellable {
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private boolean cancelled;
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protected McMMOPlayerAcrobaticsEvent(Player player) {
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super(player, SkillType.ACROBATICS);
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cancelled = false;
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}
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public boolean isCancelled() {
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return cancelled;
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}
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public void setCancelled(boolean cancelled) {
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this.cancelled = cancelled;
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}
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}
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@ -0,0 +1,40 @@
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package com.gmail.nossr50.events.skills.acrobatics;
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import org.bukkit.entity.Player;
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public class McMMOPlayerDodgeEvent extends McMMOPlayerAcrobaticsEvent {
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private double damageTaken;
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private float xpGained;
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private boolean useParticles;
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public McMMOPlayerDodgeEvent(Player player, double damageTaken, float xpGained) {
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super(player);
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this.damageTaken = damageTaken;
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this.xpGained = xpGained;
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useParticles = true;
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}
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public double getDamageTaken() {
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return damageTaken;
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}
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public void setDamageTaken(double damageTaken) {
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this.damageTaken = damageTaken;
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}
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public float getXpGained() {
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return xpGained;
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}
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public void setXpGained(float xpGained) {
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this.xpGained = xpGained;
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}
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public boolean shouldUseParticles() {
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return useParticles;
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}
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public void setUseParticles(boolean useParticles) {
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this.useParticles = useParticles;
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}
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}
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@ -8,9 +8,11 @@ import org.bukkit.entity.LightningStrike;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.config.Config;
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import com.gmail.nossr50.datatypes.player.McMMOPlayer;
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import com.gmail.nossr50.datatypes.skills.SkillType;
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import com.gmail.nossr50.events.skills.acrobatics.McMMOPlayerDodgeEvent;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.skills.SkillManager;
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import com.gmail.nossr50.util.Misc;
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@ -30,44 +32,8 @@ public class AcrobaticsManager extends SkillManager {
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return !exploitPrevention() && Permissions.roll(getPlayer());
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}
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public boolean canDodge(Entity damager) {
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if (Permissions.dodge(getPlayer())) {
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if (damager instanceof LightningStrike && Acrobatics.dodgeLightningDisabled) {
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return false;
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}
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return skill.shouldProcess(damager);
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}
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return false;
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}
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/**
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* Handle the damage reduction and XP gain from the Dodge ability
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*
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* @param damage The amount of damage initially dealt by the event
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* @return the modified event damage if the ability was successful, the original event damage otherwise
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*/
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public double dodgeCheck(double damage) {
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double modifiedDamage = Acrobatics.calculateModifiedDodgeDamage(damage, Acrobatics.dodgeDamageModifier);
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Player player = getPlayer();
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if (!isFatal(modifiedDamage) && SkillUtils.activationSuccessful(getSkillLevel(), getActivationChance(), Acrobatics.dodgeMaxChance, Acrobatics.dodgeMaxBonusLevel)) {
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ParticleEffectUtils.playDodgeEffect(player);
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if (mcMMOPlayer.useChatNotifications()) {
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player.sendMessage(LocaleLoader.getString("Acrobatics.Combat.Proc"));
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}
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// Why do we check respawn cooldown here?
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if (SkillUtils.cooldownExpired(mcMMOPlayer.getRespawnATS(), Misc.PLAYER_RESPAWN_COOLDOWN_SECONDS)) {
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applyXpGain((float) (damage * Acrobatics.dodgeXpModifier));
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}
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return modifiedDamage;
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}
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return damage;
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private boolean canDodge(Entity damager, double modifiedDamage) {
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return (Permissions.dodge(getPlayer()) && !(damager instanceof LightningStrike && Acrobatics.dodgeLightningDisabled) && skill.shouldProcess(damager) && SkillUtils.activationSuccessful(getSkillLevel(), getActivationChance(), Acrobatics.dodgeMaxChance, Acrobatics.dodgeMaxBonusLevel) && !isFatal(modifiedDamage));
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}
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/**
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@ -167,4 +133,44 @@ public class AcrobaticsManager extends SkillManager {
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return xp;
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}
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/**
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* Handle the damage reduction and XP gain from the Dodge ability
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*
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* @param damager The entity that dealt the damage
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* @param damage The amount of damage initially dealt by the event
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* @return the modified event damage if the ability was successful, the original event damage otherwise
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*/
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public double dodge(Entity damager, double damage) {
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double modifiedDamage = Acrobatics.calculateModifiedDodgeDamage(damage, Acrobatics.dodgeDamageModifier);
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if (!canDodge(damager, modifiedDamage)) {
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return damage;
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}
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Player player = getPlayer();
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McMMOPlayerDodgeEvent event = new McMMOPlayerDodgeEvent(player, modifiedDamage, (float) (damage * Acrobatics.dodgeXpModifier));
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mcMMO.p.getServer().getPluginManager().callEvent(event);
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if (event.isCancelled()) {
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return damage;
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}
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if (event.shouldUseParticles()) {
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ParticleEffectUtils.playDodgeEffect(player);
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}
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if (mcMMOPlayer.useChatNotifications()) {
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player.sendMessage(LocaleLoader.getString("Acrobatics.Combat.Proc"));
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}
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// Why do we check respawn cooldown here?
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// No, seriously, why?
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if (SkillUtils.cooldownExpired(mcMMOPlayer.getRespawnATS(), Misc.PLAYER_RESPAWN_COOLDOWN_SECONDS)) {
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applyXpGain(event.getXpGained());
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}
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return event.getDamageTaken();
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}
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}
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@ -107,7 +107,7 @@ public final class ChimaeraWing {
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if (warmup > 0) {
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player.sendMessage(LocaleLoader.getString("Teleport.Commencing", warmup));
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new ChimaeraWingWarmup(mcMMOPlayer).runTaskLater(mcMMO.p, 20 * warmup);
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new ChimaeraWingWarmup(mcMMOPlayer).runTaskLater(mcMMO.p, Misc.TICK_CONVERSION_FACTOR * warmup);
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}
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else {
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chimaeraExecuteTeleport();
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@ -28,7 +28,6 @@ import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.party.PartyManager;
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import com.gmail.nossr50.runnables.skills.AwardCombatXpTask;
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import com.gmail.nossr50.runnables.skills.BleedTimerTask;
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import com.gmail.nossr50.skills.acrobatics.AcrobaticsManager;
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import com.gmail.nossr50.skills.archery.ArcheryManager;
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import com.gmail.nossr50.skills.axes.AxesManager;
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import com.gmail.nossr50.skills.swords.Swords;
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@ -281,11 +280,8 @@ public final class CombatUtils {
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Player player = (Player) target;
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McMMOPlayer mcMMOPlayer = UserManager.getPlayer(player);
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AcrobaticsManager acrobaticsManager = mcMMOPlayer.getAcrobaticsManager();
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if (acrobaticsManager.canDodge(damager)) {
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event.setDamage(acrobaticsManager.dodgeCheck(event.getDamage()));
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}
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event.setDamage(mcMMOPlayer.getAcrobaticsManager().dodge(damager, event.getDamage()));
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if (ItemUtils.isSword(player.getItemInHand())) {
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if (!SkillType.SWORDS.shouldProcess(target)) {
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