package com.gmail.nossr50.skills; import java.util.Map; import java.util.Map.Entry; import org.bukkit.ChatColor; import org.bukkit.Material; import org.bukkit.enchantments.Enchantment; import org.bukkit.entity.Player; import org.bukkit.inventory.ItemStack; import org.bukkit.inventory.PlayerInventory; import com.gmail.nossr50.ItemChecks; import com.gmail.nossr50.Users; import com.gmail.nossr50.mcPermissions; import com.gmail.nossr50.config.LoadProperties; import com.gmail.nossr50.spout.SpoutStuff; import com.gmail.nossr50.datatypes.PlayerProfile; import com.gmail.nossr50.datatypes.SkillType; import com.gmail.nossr50.locale.mcLocale; public class Repair { private static String nGold = LoadProperties.nGold; private static String nStone = LoadProperties.nStone; private static String nWood = LoadProperties.nWood; private static String nDiamond = LoadProperties.nDiamond; private static String nIron = LoadProperties.nIron; private static String nString = LoadProperties.nString; private static String nLeather = LoadProperties.nLeather; /** * Handle all the item repair checks. * * @param player Player repairing the item * @param is The item being repaired */ public static void repairCheck(Player player, ItemStack is) { PlayerProfile PP = Users.getProfile(player); short durabilityBefore = is.getDurability(); PlayerInventory inventory = player.getInventory(); int skillLevel = PP.getSkillLevel(SkillType.REPAIR); if (durabilityBefore > 0 && is.getAmount() == 1) { /* * REPAIR ARMOR */ if (ItemChecks.isArmor(is) && LoadProperties.repairArmor) { if (ItemChecks.isDiamondArmor(is) && inventory.contains(LoadProperties.rDiamond) && skillLevel >= LoadProperties.repairdiamondlevel) { inventory.removeItem(new ItemStack(LoadProperties.rDiamond, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 6, true); } else if (ItemChecks.isIronArmor(is) && inventory.contains(LoadProperties.rIron) && skillLevel >= LoadProperties.repairIronLevel) { inventory.removeItem(new ItemStack(LoadProperties.rIron, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 2, true); } else if (ItemChecks.isGoldArmor(is) && inventory.contains(LoadProperties.rGold) && skillLevel >= LoadProperties.repairGoldLevel) { inventory.removeItem(new ItemStack(LoadProperties.rGold, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 4, true); } else if (ItemChecks.isLeatherArmor(is) && inventory.contains(LoadProperties.rLeather)) { inventory.removeItem(new ItemStack(LoadProperties.rLeather, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 1, true); } else { needMoreVespeneGas(is, player); //UNABLE TO REPAIR } } /* * REPAIR TOOLS */ else if (ItemChecks.isTool(is) && LoadProperties.repairTools) { if (ItemChecks.isStoneTool(is) && inventory.contains(LoadProperties.rStone) && skillLevel >= LoadProperties.repairStoneLevel) { inventory.removeItem(new ItemStack(LoadProperties.rStone, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 2, false); } else if (ItemChecks.isWoodTool(is) && inventory.contains(LoadProperties.rWood)) { inventory.removeItem(new ItemStack(LoadProperties.rWood, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 2, false); } else if (ItemChecks.isIronTool(is) && inventory.contains(LoadProperties.rIron) && skillLevel >= LoadProperties.repairIronLevel) { inventory.removeItem(new ItemStack(LoadProperties.rIron, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 1, true); } else if (ItemChecks.isDiamondTool(is) && inventory.contains(LoadProperties.rDiamond) && skillLevel >= LoadProperties.repairdiamondlevel) { inventory.removeItem(new ItemStack(LoadProperties.rDiamond, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 1, true); } else if (ItemChecks.isGoldTool(is) && inventory.contains(LoadProperties.rGold) && skillLevel >= LoadProperties.repairGoldLevel) { inventory.removeItem(new ItemStack(LoadProperties.rGold, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 8, true); } else if (is.getType().equals(Material.BOW) && inventory.contains(LoadProperties.rString)){ inventory.removeItem(new ItemStack(LoadProperties.rString, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 2, false); } else { needMoreVespeneGas(is, player); //UNABLE TO REPAIR } } } else { player.sendMessage(mcLocale.getString("Skills.FullDurability")); } } /** * Handle the XP gain for repair events. * * @param player Player repairing the item * @param PP PlayerProfile of the repairing player * @param is Item being repaired * @param durabilityBefore Durability of the item before repair * @param modify Amount to modify the durability by * @param boost True if the modifier is a boost, false if the modifier is a reduction */ private static void xpHandler(Player player, PlayerProfile PP, ItemStack is, short durabilityBefore, int modify, boolean boost) { short durabilityAfter = is.getDurability(); short dif = (short) (durabilityBefore - durabilityAfter); if (boost) { dif = (short) (dif * modify); } else{ dif = (short) (dif / modify); } if (ItemChecks.isShovel(is)) { dif = (short) (dif / 3); } else if(ItemChecks.isSword(is)) { dif = (short) (dif / 2); } else if(ItemChecks.isHoe(is)) { dif = (short) (dif / 2); } PP.addXP(SkillType.REPAIR, dif*10, player); Skills.XpCheckSkill(SkillType.REPAIR, player); //CLANG CLANG if (LoadProperties.spoutEnabled) { SpoutStuff.playRepairNoise(player); } } /** * Get current Arcane Forging rank. * * @param skillLevel The skill level of the player whose rank is being checked * @return The player's current Arcane Forging rank */ public static int getArcaneForgingRank(int skillLevel) { if (skillLevel >= LoadProperties.arcaneRank4) { return 4; } else if (skillLevel >= LoadProperties.arcaneRank3) { return 3; } else if (skillLevel >= LoadProperties.arcaneRank2) { return 2; } else if (skillLevel >= LoadProperties.arcaneRank1) { return 1; } else { return 0; } } /** * * @param player * @param is */ public static void addEnchants(Player player, ItemStack is) { Map enchants = is.getEnchantments(); if(enchants.size() == 0) return; int rank = getArcaneForgingRank(Users.getProfile(player).getSkillLevel(SkillType.REPAIR)); if(rank == 0) { for(Enchantment x : enchants.keySet()) is.removeEnchantment(x); player.sendMessage(mcLocale.getString("Repair.LostEnchants")); return; } boolean downgraded = false; for(Entry enchant : enchants.entrySet()) { if(Math.random() * 100 <= getEnchantChance(rank)) { int enchantLevel = enchant.getValue(); if(LoadProperties.mayDowngradeEnchants && enchantLevel > 1) { if(Math.random() * 100 <= getDowngradeChance(rank)) { is.addEnchantment(enchant.getKey(), enchantLevel--); downgraded = true; } } } else is.removeEnchantment(enchant.getKey()); } Map newEnchants = is.getEnchantments(); if(newEnchants.isEmpty()) player.sendMessage(mcLocale.getString("Repair.ArcaneFailed")); else if(downgraded || newEnchants.size() < enchants.size()) player.sendMessage(mcLocale.getString("Repair.Downgraded")); else player.sendMessage(mcLocale.getString("Repair.ArcanePerfect")); } /** * Gets chance of keeping enchantment during repair. * * @param rank Arcane Forging rank * @return The chance of keeping the enchantment */ public static int getEnchantChance(int rank) { switch (rank) { case 4: return LoadProperties.keepEnchantsRank4; case 3: return LoadProperties.keepEnchantsRank3; case 2: return LoadProperties.keepEnchantsRank2; case 1: return LoadProperties.keepEnchantsRank1; default: return 0; } } /** * Gets chance of enchantment being downgraded during repair. * * @param rank Arcane Forging rank * @return The chance of the enchantment being downgraded */ public static int getDowngradeChance(int rank) { switch (rank) { case 4: return LoadProperties.downgradeRank4; case 3: return LoadProperties.downgradeRank3; case 2: return LoadProperties.downgradeRank2; case 1: return LoadProperties.downgradeRank1; default: return 100; } } /** * Computes repair bonuses. * * @param player The player repairing an item * @param durability The durability of the item being repaired * @param ramt The base amount of durability repaired to the item * @return The final amount of durability repaired to the item */ public static short repairCalculate(Player player, short durability, int ramt){ int skillLevel = Users.getProfile(player).getSkillLevel(SkillType.REPAIR); float bonus = (float)(skillLevel/500); bonus = (ramt * bonus); ramt+=bonus; if(checkPlayerProcRepair(player)) ramt = (short) (ramt * 2); durability-=ramt; if(durability < 0) durability = 0; return durability; } /** * Gets the base durability amount to repair an item. * * @param is The item being repaired * @param player The player repairing the item * @return The final amount of durability repaired to the item */ public static short getRepairAmount(ItemStack is, Player player){ short durability = is.getDurability(); short maxDurability = is.getType().getMaxDurability(); int ramt = 0; if(ItemChecks.isShovel(is)) ramt = maxDurability; else if(ItemChecks.isHoe(is) || ItemChecks.isSword(is) || is.getType().equals(Material.SHEARS)) ramt = maxDurability / 2; else if(ItemChecks.isAxe(is) || ItemChecks.isMiningPick(is) || is.getType().equals(Material.BOW)) ramt = maxDurability / 3; else if(ItemChecks.isBoots(is)) ramt = maxDurability / 4; else if(ItemChecks.isHelmet(is)) ramt = maxDurability / 5; else if(ItemChecks.isPants(is)) ramt = maxDurability / 7; else if(ItemChecks.isChestplate(is)) ramt = maxDurability / 8; return repairCalculate(player, durability, ramt); } /** * Informs a player that the repair has failed. * * @param is The item being repaired * @param player The player repairing the item */ public static void needMoreVespeneGas(ItemStack is, Player player) { int skillLevel = Users.getProfile(player).getSkillLevel(SkillType.REPAIR); if(is.getAmount() > 1) player.sendMessage(mcLocale.getString("Skills.StackedItems")); else { if(ItemChecks.isDiamondTool(is) || ItemChecks.isDiamondArmor(is)) { if(skillLevel < LoadProperties.repairdiamondlevel) player.sendMessage(mcLocale.getString("Skills.AdeptDiamond")); else player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.BLUE+ nDiamond); } else if(ItemChecks.isIronTool(is) || ItemChecks.isIronArmor(is)) { if(skillLevel < LoadProperties.repairIronLevel) player.sendMessage(mcLocale.getString("Skills.AdeptIron")); else player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.GRAY+ nIron); } else if(ItemChecks.isGoldTool(is) || ItemChecks.isGoldArmor(is)) { if(skillLevel < LoadProperties.repairGoldLevel) player.sendMessage(mcLocale.getString("Skills.AdeptGold")); else player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.GOLD+nGold); } else if(ItemChecks.isStoneTool(is)) { if(skillLevel < LoadProperties.repairStoneLevel) player.sendMessage(mcLocale.getString("Skills.AdeptStone")); else player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.GRAY+nStone); } else if(ItemChecks.isWoodTool(is)) player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.DARK_GREEN+ nWood); else if (ItemChecks.isLeatherArmor(is)) player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.YELLOW+ nLeather); else if (is.getType().equals(Material.BOW)) player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.YELLOW+ nString); } } /** * Checks for Super Repair bonus. * * @param player The player repairing an item * @return true if bonus granted, false otherwise */ public static boolean checkPlayerProcRepair(Player player) { final int MAX_BONUS_LEVEL = 1000; int skillLevel = Users.getProfile(player).getSkillLevel(SkillType.REPAIR); if(skillLevel > MAX_BONUS_LEVEL || (Math.random() * 1000 <= skillLevel)) { player.sendMessage(mcLocale.getString("Skills.FeltEasy")); return true; } return false; } /** * Repairs an item. * * @param player The player repairing an item * @param enchants The enchantments on the item * @param enchantsLevel The level of the enchantments on the item */ public static void repairItem(Player player, ItemStack is) { /* Handle the enchants */ if (LoadProperties.mayLoseEnchants && !mcPermissions.getInstance().repairArcaneBypass(player)) { addEnchants(player, is); } is.setDurability(getRepairAmount(is, player)); } }