mcMMO/src/main/java/com/gmail/nossr50/skills/Repair.java

420 lines
16 KiB
Java

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<Enchantment, Integer> 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<Enchantment, Integer> 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<Enchantment, Integer> 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));
}
}