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.block.Block; 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 int rGold = LoadProperties.rGold; private static String nGold = LoadProperties.nGold; private static int rStone = LoadProperties.rStone; private static String nStone = LoadProperties.nStone; private static int rWood = LoadProperties.rWood; private static String nWood = LoadProperties.nWood; private static int rDiamond = LoadProperties.rDiamond; private static String nDiamond = LoadProperties.nDiamond; private static int rIron = LoadProperties.rIron; private static String nIron = LoadProperties.nIron; private static int rString = LoadProperties.rString; private static String nString = LoadProperties.nString; private static int rLeather = LoadProperties.rLeather; private static String nLeather = LoadProperties.nLeather; private static int dLevel = LoadProperties.repairdiamondlevel; private static int iLevel = LoadProperties.repairIronLevel; private static int gLevel = LoadProperties.repairGoldLevel; private static int sLevel = LoadProperties.repairStoneLevel; private static boolean spout = LoadProperties.spoutEnabled; public static void repairCheck(Player player, ItemStack is, Block block){ PlayerProfile PP = Users.getProfile(player); short durabilityBefore = is.getDurability(); PlayerInventory inventory = player.getInventory(); int skillLevel = PP.getSkillLevel(SkillType.REPAIR); if(block != null && mcPermissions.getInstance().repair(player)){ if(durabilityBefore > 0 && is.getAmount() < 2){ /* * REPAIR ARMOR */ if(isArmor(is) && LoadProperties.repairArmor){ //DIAMOND ARMOR if(isDiamondArmor(is) && inventory.contains(rDiamond) && skillLevel >= dLevel){ inventory.removeItem(new ItemStack(rDiamond, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 6, true); } //IRON ARMOR else if (isIronArmor(is) && inventory.contains(rIron) && skillLevel >= iLevel){ inventory.removeItem(new ItemStack(rIron, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 2, true); } //GOLD ARMOR else if (isGoldArmor(is) && inventory.contains(rGold) && skillLevel >= gLevel){ inventory.removeItem(new ItemStack(rGold, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 4, true); } //LEATHER ARMOR else if (isLeatherArmor(is) && inventory.contains(rLeather)){ inventory.removeItem(new ItemStack(rLeather, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 1, true); } //UNABLE TO REPAIR else { needMoreVespeneGas(is, player); } } /* * REPAIR TOOLS */ if(isTools(is) && LoadProperties.repairTools){ //STONE TOOLS if(isStoneTools(is) && inventory.contains(rStone) && skillLevel >= sLevel){ inventory.removeItem(new ItemStack(rStone, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 2, false); } //WOOD TOOLS else if(isWoodTools(is) && inventory.contains(rWood)){ inventory.removeItem(new ItemStack(rWood, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 2, false); } //IRON TOOLS else if(isIronTools(is) && inventory.contains(rIron) && skillLevel >= iLevel){ inventory.removeItem(new ItemStack(rIron, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 1, true); } //DIAMOND TOOLS else if (isDiamondTools(is) && inventory.contains(rDiamond) && skillLevel >= dLevel){ inventory.removeItem(new ItemStack(rDiamond, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 1, true); } //GOLD TOOLS else if(isGoldTools(is) && inventory.contains(rGold) && skillLevel >= gLevel){ inventory.removeItem(new ItemStack(rGold, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 8, true); } //BOW else if(isBow(is) && inventory.contains(rString)){ inventory.removeItem(new ItemStack(rString, 1)); repairItem(player, is); xpHandler(player, PP, is, durabilityBefore, 2, false); } //UNABLE TO REPAIR else { needMoreVespeneGas(is, player); } } } else { player.sendMessage(mcLocale.getString("Skills.FullDurability")); } /* * GIVE SKILL IF THERE IS ENOUGH XP */ Skills.XpCheckSkill(SkillType.REPAIR, player); } } public 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); if(!boost) dif = (short) (dif / modify); if(ItemChecks.isShovel(is)) dif = (short) (dif / 3); if(ItemChecks.isSword(is)) dif = (short) (dif / 2); if(ItemChecks.isHoe(is)) dif = (short) (dif / 2); PP.addXP(SkillType.REPAIR, dif*10, player); //CLANG CLANG if(spout) 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; if (skillLevel >= LoadProperties.arcaneRank3) return 3; if(skillLevel >= LoadProperties.arcaneRank2) return 2; if (skillLevel >= LoadProperties.arcaneRank1) return 1; return 0; } 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; } } public static boolean isArmor(ItemStack is){ return isLeatherArmor(is) || isGoldArmor(is) || isIronArmor(is) || isDiamondArmor(is); } public static boolean isLeatherArmor(ItemStack is){ switch(is.getType()){ case LEATHER_BOOTS: case LEATHER_CHESTPLATE: case LEATHER_HELMET: case LEATHER_LEGGINGS: return true; } return false; } public static boolean isGoldArmor(ItemStack is){ switch(is.getType()){ case GOLD_BOOTS: case GOLD_CHESTPLATE: case GOLD_HELMET: case GOLD_LEGGINGS: return true; } return false; } public static boolean isIronArmor(ItemStack is){ switch(is.getType()){ case IRON_BOOTS: case IRON_CHESTPLATE: case IRON_HELMET: case IRON_LEGGINGS: return true; } return false; } public static boolean isDiamondArmor(ItemStack is){ switch(is.getType()){ case DIAMOND_BOOTS: case DIAMOND_CHESTPLATE: case DIAMOND_HELMET: case DIAMOND_LEGGINGS: return true; } return false; } public static boolean isTools(ItemStack is) { return isStoneTools(is) || isWoodTools(is) || isGoldTools(is) || isIronTools(is) || isDiamondTools(is) || isBow(is); } public static boolean isStoneTools(ItemStack is){ switch(is.getType()){ case STONE_AXE: case STONE_HOE: case STONE_PICKAXE: case STONE_SPADE: case STONE_SWORD: return true; } return false; } public static boolean isWoodTools(ItemStack is){ switch(is.getType()){ case WOOD_AXE: case WOOD_HOE: case WOOD_PICKAXE: case WOOD_SPADE: case WOOD_SWORD: return true; } return false; } public static boolean isGoldTools(ItemStack is){ switch(is.getType()){ case GOLD_AXE: case GOLD_HOE: case GOLD_PICKAXE: case GOLD_SPADE: case GOLD_SWORD: return true; } return false; } public static boolean isIronTools(ItemStack is){ switch(is.getType()){ case IRON_AXE: case IRON_HOE: case IRON_PICKAXE: case IRON_SPADE: case IRON_SWORD: case SHEARS: return true; } return false; } public static boolean isDiamondTools(ItemStack is){ switch(is.getType()){ case DIAMOND_AXE: case DIAMOND_HOE: case DIAMOND_PICKAXE: case DIAMOND_SPADE: case DIAMOND_SWORD: return true; } return false; } public static boolean isBow(ItemStack is){ return is.getType() == Material.BOW; } /** * 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.getTypeId() == 359) ramt = maxDurability / 2; else if(ItemChecks.isAxe(is) || ItemChecks.isMiningPick(is) || isBow(is)) 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(isDiamondTools(is) || isDiamondArmor(is)) { if(skillLevel < LoadProperties.repairdiamondlevel) player.sendMessage(mcLocale.getString("Skills.AdeptDiamond")); else player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.BLUE+ nDiamond); } else if(isIronTools(is) || isIronArmor(is)) { if(skillLevel < LoadProperties.repairIronLevel) player.sendMessage(mcLocale.getString("Skills.AdeptIron")); else player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.GRAY+ nIron); } else if(isGoldTools(is) || isGoldArmor(is)) { if(skillLevel < LoadProperties.repairGoldLevel) player.sendMessage(mcLocale.getString("Skills.AdeptGold")); else player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.GOLD+nGold); } else if(isStoneTools(is)) { if(skillLevel < LoadProperties.repairStoneLevel) player.sendMessage(mcLocale.getString("Skills.AdeptStone")); else player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.GRAY+nStone); } else if(isWoodTools(is)) player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.DARK_GREEN+ nWood); else if (isLeatherArmor(is)) player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.YELLOW+ nLeather); else if (isBow(is)) 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) { int skillLevel = Users.getProfile(player).getSkillLevel(SkillType.REPAIR); if(skillLevel > 1000 || (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 enchantments if(LoadProperties.mayLoseEnchants) addEnchants(player, is); is.setDurability(getRepairAmount(is, player)); } }