New Salvage ability for Repair!

Added a fully working ability to Repair. With this ability you can
salvage items and get bars in return.

- Added new permission node for Salvage ability
- Added new config options for Salvage
- Added new locale strings for Salvage
- Added a check to make sure that Repair Anvil != Salvage Anvil
This commit is contained in:
TfT_02
2012-11-13 16:50:00 +01:00
parent b0681c10b9
commit f8b44cd8ce
12 changed files with 286 additions and 3 deletions

View File

@ -0,0 +1,219 @@
package com.gmail.nossr50.skills.repair;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.World;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import org.getspout.spoutapi.SpoutManager;
import org.getspout.spoutapi.player.SpoutPlayer;
import com.gmail.nossr50.mcMMO;
import com.gmail.nossr50.config.Config;
import com.gmail.nossr50.datatypes.PlayerProfile;
import com.gmail.nossr50.datatypes.SkillType;
import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.util.ItemChecks;
import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.Users;
public class Salvage {
private static Config configInstance = Config.getInstance();
private static Permissions permInstance = Permissions.getInstance();
public static void handleSalvage(final Player player, final Location location, final ItemStack inHand) {
if (!permInstance.salvage(player) || !configInstance.getSalvageEnabled()) {
return;
}
final PlayerProfile profile = Users.getProfile(player);
final int skillLevel = profile.getSkillLevel(SkillType.REPAIR);
final int unlockLevel = configInstance.getSalvageUnlockLevel();
if (skillLevel >= unlockLevel) {
final World world = player.getWorld();
final float currentdura = inHand.getDurability();
if (currentdura == 0) {
final int salvagedAmount = getSalvagedAmount(inHand);
final int itemID = getSalvagedItemID(inHand);
player.setItemInHand(new ItemStack(0));
location.setY(location.getY() + 1);
world.dropItem(location, new ItemStack(itemID, salvagedAmount));
player.sendMessage(LocaleLoader.getString("Repair.Skills.SalvageSuccess"));
} else {
player.sendMessage(LocaleLoader.getString("Repair.Skills.NotFullDurability"));
}
} else {
player.sendMessage(LocaleLoader.getString("Repair.Skills.AdeptSalvage"));
}
}
public static int getSalvagedItemID(final ItemStack inHand) {
int salvagedItem = 0;
switch (inHand.getType()) {
case DIAMOND_PICKAXE:
case DIAMOND_SPADE:
case DIAMOND_AXE:
case DIAMOND_SWORD:
case DIAMOND_HOE:
case DIAMOND_HELMET:
case DIAMOND_CHESTPLATE:
case DIAMOND_LEGGINGS:
case DIAMOND_BOOTS:
salvagedItem = 264;
break;
case GOLD_PICKAXE:
case GOLD_SPADE:
case GOLD_AXE:
case GOLD_SWORD:
case GOLD_HOE:
case GOLD_HELMET:
case GOLD_CHESTPLATE:
case GOLD_LEGGINGS:
case GOLD_BOOTS:
salvagedItem = 266;
break;
case IRON_PICKAXE:
case IRON_SPADE:
case IRON_AXE:
case IRON_SWORD:
case IRON_HOE:
case IRON_HELMET:
case IRON_CHESTPLATE:
case IRON_LEGGINGS:
case IRON_BOOTS:
salvagedItem = 265;
break;
case STONE_PICKAXE:
case STONE_SPADE:
case STONE_AXE:
case STONE_SWORD:
case STONE_HOE:
salvagedItem = 4;
break;
case WOOD_PICKAXE:
case WOOD_SPADE:
case WOOD_AXE:
case WOOD_SWORD:
case WOOD_HOE:
salvagedItem = 5;
break;
case LEATHER_HELMET:
case LEATHER_CHESTPLATE:
case LEATHER_LEGGINGS:
case LEATHER_BOOTS:
salvagedItem = 334;
break;
default:
break;
}
return salvagedItem;
}
public static int getSalvagedAmount(final ItemStack inHand) {
int salvagedAmount = 0;
switch (inHand.getType()) {
case DIAMOND_PICKAXE:
case GOLD_PICKAXE:
case IRON_PICKAXE:
case STONE_PICKAXE:
case WOOD_PICKAXE:
case DIAMOND_AXE:
case GOLD_AXE:
case IRON_AXE:
case STONE_AXE:
case WOOD_AXE:
salvagedAmount = 3;
break;
case DIAMOND_SPADE:
case GOLD_SPADE:
case IRON_SPADE:
case STONE_SPADE:
case WOOD_SPADE:
salvagedAmount = 1;
break;
case DIAMOND_SWORD:
case GOLD_SWORD:
case IRON_SWORD:
case STONE_SWORD:
case WOOD_SWORD:
case DIAMOND_HOE:
case GOLD_HOE:
case IRON_HOE:
case STONE_HOE:
case WOOD_HOE:
salvagedAmount = 2;
break;
case DIAMOND_HELMET:
case GOLD_HELMET:
case IRON_HELMET:
case LEATHER_HELMET:
salvagedAmount = 5;
break;
case DIAMOND_CHESTPLATE:
case GOLD_CHESTPLATE:
case IRON_CHESTPLATE:
case LEATHER_CHESTPLATE:
salvagedAmount = 8;
break;
case DIAMOND_LEGGINGS:
case GOLD_LEGGINGS:
case IRON_LEGGINGS:
case LEATHER_LEGGINGS:
salvagedAmount = 7;
break;
case DIAMOND_BOOTS:
case GOLD_BOOTS:
case IRON_BOOTS:
case LEATHER_BOOTS:
salvagedAmount = 4;
break;
default:
break;
}
return salvagedAmount;
}
/**
* Handles notifications for placing an anvil.
*
* @param player The player placing the anvil
* @param anvilID The item ID of the anvil block
*/
public static void placedAnvilCheck(final Player player, final int anvilID) {
final PlayerProfile profile = Users.getProfile(player);
if (!profile.getPlacedSalvageAnvil()) {
if (mcMMO.spoutEnabled) {
final SpoutPlayer spoutPlayer = SpoutManager.getPlayer(player);
if (spoutPlayer.isSpoutCraftEnabled()) {
spoutPlayer.sendNotification("[mcMMO] Anvil Placed", "Right click to salvage!", Material.getMaterial(anvilID));
}
} else {
player.sendMessage(LocaleLoader.getString("Repair.Listener.Anvil2"));
}
profile.togglePlacedSalvageAnvil();
}
}
/**
* Checks if the item is salvageable.
*
* @param is Item to check
* @return true if the item is salvageable, false otherwise
*/
public static boolean isSalvageable(final ItemStack is) {
if (configInstance.getSalvageTools() && ItemChecks.isTool(is)) {
return true;
}
if (configInstance.getSalvageArmor() && ItemChecks.isArmor(is)) {
return true;
}
return false;
}
}