mirror of
https://github.com/mcMMO-Dev/mcMMO.git
synced 2024-10-18 10:03:39 +02:00
420 lines
16 KiB
Java
420 lines
16 KiB
Java
package com.gmail.nossr50.skills;
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import java.util.Map;
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import java.util.Map.Entry;
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import org.bukkit.ChatColor;
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import org.bukkit.Material;
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import org.bukkit.enchantments.Enchantment;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.inventory.PlayerInventory;
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import com.gmail.nossr50.ItemChecks;
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import com.gmail.nossr50.Users;
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import com.gmail.nossr50.mcPermissions;
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import com.gmail.nossr50.config.LoadProperties;
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import com.gmail.nossr50.spout.SpoutStuff;
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import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.locale.mcLocale;
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public class Repair {
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private static String nGold = LoadProperties.nGold;
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private static String nStone = LoadProperties.nStone;
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private static String nWood = LoadProperties.nWood;
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private static String nDiamond = LoadProperties.nDiamond;
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private static String nIron = LoadProperties.nIron;
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private static String nString = LoadProperties.nString;
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private static String nLeather = LoadProperties.nLeather;
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/**
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* Handle all the item repair checks.
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*
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* @param player Player repairing the item
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* @param is The item being repaired
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*/
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public static void repairCheck(Player player, ItemStack is) {
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PlayerProfile PP = Users.getProfile(player);
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short durabilityBefore = is.getDurability();
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PlayerInventory inventory = player.getInventory();
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int skillLevel = PP.getSkillLevel(SkillType.REPAIR);
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if (durabilityBefore > 0 && is.getAmount() == 1) {
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/*
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* REPAIR ARMOR
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*/
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if (ItemChecks.isArmor(is) && LoadProperties.repairArmor) {
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if (ItemChecks.isDiamondArmor(is) && inventory.contains(LoadProperties.rDiamond) && skillLevel >= LoadProperties.repairdiamondlevel) {
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inventory.removeItem(new ItemStack(LoadProperties.rDiamond, 1));
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repairItem(player, is);
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xpHandler(player, PP, is, durabilityBefore, 6, true);
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}
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else if (ItemChecks.isIronArmor(is) && inventory.contains(LoadProperties.rIron) && skillLevel >= LoadProperties.repairIronLevel) {
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inventory.removeItem(new ItemStack(LoadProperties.rIron, 1));
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repairItem(player, is);
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xpHandler(player, PP, is, durabilityBefore, 2, true);
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}
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else if (ItemChecks.isGoldArmor(is) && inventory.contains(LoadProperties.rGold) && skillLevel >= LoadProperties.repairGoldLevel) {
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inventory.removeItem(new ItemStack(LoadProperties.rGold, 1));
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repairItem(player, is);
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xpHandler(player, PP, is, durabilityBefore, 4, true);
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}
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else if (ItemChecks.isLeatherArmor(is) && inventory.contains(LoadProperties.rLeather)) {
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inventory.removeItem(new ItemStack(LoadProperties.rLeather, 1));
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repairItem(player, is);
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xpHandler(player, PP, is, durabilityBefore, 1, true);
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}
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else {
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needMoreVespeneGas(is, player); //UNABLE TO REPAIR
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}
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}
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/*
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* REPAIR TOOLS
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*/
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else if (ItemChecks.isTool(is) && LoadProperties.repairTools) {
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if (ItemChecks.isStoneTool(is) && inventory.contains(LoadProperties.rStone) && skillLevel >= LoadProperties.repairStoneLevel) {
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inventory.removeItem(new ItemStack(LoadProperties.rStone, 1));
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repairItem(player, is);
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xpHandler(player, PP, is, durabilityBefore, 2, false);
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}
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else if (ItemChecks.isWoodTool(is) && inventory.contains(LoadProperties.rWood)) {
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inventory.removeItem(new ItemStack(LoadProperties.rWood, 1));
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repairItem(player, is);
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xpHandler(player, PP, is, durabilityBefore, 2, false);
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}
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else if (ItemChecks.isIronTool(is) && inventory.contains(LoadProperties.rIron) && skillLevel >= LoadProperties.repairIronLevel) {
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inventory.removeItem(new ItemStack(LoadProperties.rIron, 1));
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repairItem(player, is);
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xpHandler(player, PP, is, durabilityBefore, 1, true);
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}
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else if (ItemChecks.isDiamondTool(is) && inventory.contains(LoadProperties.rDiamond) && skillLevel >= LoadProperties.repairdiamondlevel) {
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inventory.removeItem(new ItemStack(LoadProperties.rDiamond, 1));
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repairItem(player, is);
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xpHandler(player, PP, is, durabilityBefore, 1, true);
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}
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else if (ItemChecks.isGoldTool(is) && inventory.contains(LoadProperties.rGold) && skillLevel >= LoadProperties.repairGoldLevel) {
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inventory.removeItem(new ItemStack(LoadProperties.rGold, 1));
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repairItem(player, is);
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xpHandler(player, PP, is, durabilityBefore, 8, true);
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}
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else if (is.getType().equals(Material.BOW) && inventory.contains(LoadProperties.rString)){
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inventory.removeItem(new ItemStack(LoadProperties.rString, 1));
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repairItem(player, is);
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xpHandler(player, PP, is, durabilityBefore, 2, false);
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}
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else {
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needMoreVespeneGas(is, player); //UNABLE TO REPAIR
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}
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}
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}
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else {
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player.sendMessage(mcLocale.getString("Skills.FullDurability"));
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}
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}
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/**
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* Handle the XP gain for repair events.
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*
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* @param player Player repairing the item
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* @param PP PlayerProfile of the repairing player
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* @param is Item being repaired
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* @param durabilityBefore Durability of the item before repair
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* @param modify Amount to modify the durability by
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* @param boost True if the modifier is a boost, false if the modifier is a reduction
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*/
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private static void xpHandler(Player player, PlayerProfile PP, ItemStack is, short durabilityBefore, int modify, boolean boost) {
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short durabilityAfter = is.getDurability();
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short dif = (short) (durabilityBefore - durabilityAfter);
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if (boost) {
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dif = (short) (dif * modify);
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}
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else{
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dif = (short) (dif / modify);
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}
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if (ItemChecks.isShovel(is)) {
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dif = (short) (dif / 3);
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}
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else if(ItemChecks.isSword(is)) {
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dif = (short) (dif / 2);
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}
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else if(ItemChecks.isHoe(is)) {
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dif = (short) (dif / 2);
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}
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PP.addXP(SkillType.REPAIR, dif*10, player);
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Skills.XpCheckSkill(SkillType.REPAIR, player);
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//CLANG CLANG
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if (LoadProperties.spoutEnabled) {
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SpoutStuff.playRepairNoise(player);
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}
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}
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/**
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* Get current Arcane Forging rank.
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*
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* @param skillLevel The skill level of the player whose rank is being checked
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* @return The player's current Arcane Forging rank
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*/
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public static int getArcaneForgingRank(int skillLevel) {
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if (skillLevel >= LoadProperties.arcaneRank4) {
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return 4;
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}
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else if (skillLevel >= LoadProperties.arcaneRank3) {
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return 3;
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}
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else if (skillLevel >= LoadProperties.arcaneRank2) {
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return 2;
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}
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else if (skillLevel >= LoadProperties.arcaneRank1) {
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return 1;
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}
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else {
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return 0;
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}
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}
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/**
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*
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* @param player
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* @param is
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*/
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public static void addEnchants(Player player, ItemStack is)
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{
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Map<Enchantment, Integer> enchants = is.getEnchantments();
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if(enchants.size() == 0)
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return;
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int rank = getArcaneForgingRank(Users.getProfile(player).getSkillLevel(SkillType.REPAIR));
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if(rank == 0)
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{
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for(Enchantment x : enchants.keySet())
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is.removeEnchantment(x);
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player.sendMessage(mcLocale.getString("Repair.LostEnchants"));
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return;
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}
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boolean downgraded = false;
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for(Entry<Enchantment, Integer> enchant : enchants.entrySet())
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{
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if(Math.random() * 100 <= getEnchantChance(rank))
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{
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int enchantLevel = enchant.getValue();
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if(LoadProperties.mayDowngradeEnchants && enchantLevel > 1)
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{
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if(Math.random() * 100 <= getDowngradeChance(rank))
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{
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is.addEnchantment(enchant.getKey(), enchantLevel--);
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downgraded = true;
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}
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}
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}
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else
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is.removeEnchantment(enchant.getKey());
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}
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Map<Enchantment, Integer> newEnchants = is.getEnchantments();
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if(newEnchants.isEmpty())
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player.sendMessage(mcLocale.getString("Repair.ArcaneFailed"));
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else if(downgraded || newEnchants.size() < enchants.size())
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player.sendMessage(mcLocale.getString("Repair.Downgraded"));
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else
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player.sendMessage(mcLocale.getString("Repair.ArcanePerfect"));
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}
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/**
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* Gets chance of keeping enchantment during repair.
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*
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* @param rank Arcane Forging rank
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* @return The chance of keeping the enchantment
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*/
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public static int getEnchantChance(int rank) {
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switch (rank) {
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case 4:
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return LoadProperties.keepEnchantsRank4;
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case 3:
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return LoadProperties.keepEnchantsRank3;
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case 2:
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return LoadProperties.keepEnchantsRank2;
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case 1:
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return LoadProperties.keepEnchantsRank1;
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default:
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return 0;
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}
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}
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/**
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* Gets chance of enchantment being downgraded during repair.
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*
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* @param rank Arcane Forging rank
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* @return The chance of the enchantment being downgraded
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*/
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public static int getDowngradeChance(int rank)
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{
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switch (rank) {
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case 4:
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return LoadProperties.downgradeRank4;
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case 3:
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return LoadProperties.downgradeRank3;
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case 2:
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return LoadProperties.downgradeRank2;
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case 1:
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return LoadProperties.downgradeRank1;
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default:
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return 100;
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}
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}
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/**
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* Computes repair bonuses.
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*
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* @param player The player repairing an item
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* @param durability The durability of the item being repaired
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* @param ramt The base amount of durability repaired to the item
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* @return The final amount of durability repaired to the item
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*/
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public static short repairCalculate(Player player, short durability, int ramt){
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int skillLevel = Users.getProfile(player).getSkillLevel(SkillType.REPAIR);
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float bonus = (float)(skillLevel/500);
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bonus = (ramt * bonus);
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ramt+=bonus;
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if(checkPlayerProcRepair(player))
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ramt = (short) (ramt * 2);
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durability-=ramt;
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if(durability < 0)
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durability = 0;
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return durability;
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}
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/**
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* Gets the base durability amount to repair an item.
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*
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* @param is The item being repaired
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* @param player The player repairing the item
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* @return The final amount of durability repaired to the item
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*/
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public static short getRepairAmount(ItemStack is, Player player){
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short durability = is.getDurability();
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short maxDurability = is.getType().getMaxDurability();
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int ramt = 0;
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if(ItemChecks.isShovel(is))
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ramt = maxDurability;
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else if(ItemChecks.isHoe(is) || ItemChecks.isSword(is) || is.getType().equals(Material.SHEARS))
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ramt = maxDurability / 2;
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else if(ItemChecks.isAxe(is) || ItemChecks.isMiningPick(is) || is.getType().equals(Material.BOW))
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ramt = maxDurability / 3;
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else if(ItemChecks.isBoots(is))
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ramt = maxDurability / 4;
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else if(ItemChecks.isHelmet(is))
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ramt = maxDurability / 5;
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else if(ItemChecks.isPants(is))
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ramt = maxDurability / 7;
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else if(ItemChecks.isChestplate(is))
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ramt = maxDurability / 8;
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return repairCalculate(player, durability, ramt);
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}
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/**
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* Informs a player that the repair has failed.
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*
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* @param is The item being repaired
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* @param player The player repairing the item
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*/
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public static void needMoreVespeneGas(ItemStack is, Player player)
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{
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int skillLevel = Users.getProfile(player).getSkillLevel(SkillType.REPAIR);
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if(is.getAmount() > 1)
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player.sendMessage(mcLocale.getString("Skills.StackedItems"));
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else
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{
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if(ItemChecks.isDiamondTool(is) || ItemChecks.isDiamondArmor(is))
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{
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if(skillLevel < LoadProperties.repairdiamondlevel)
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player.sendMessage(mcLocale.getString("Skills.AdeptDiamond"));
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else
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player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.BLUE+ nDiamond);
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}
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else if(ItemChecks.isIronTool(is) || ItemChecks.isIronArmor(is))
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{
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if(skillLevel < LoadProperties.repairIronLevel)
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player.sendMessage(mcLocale.getString("Skills.AdeptIron"));
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else
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player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.GRAY+ nIron);
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}
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else if(ItemChecks.isGoldTool(is) || ItemChecks.isGoldArmor(is))
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{
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if(skillLevel < LoadProperties.repairGoldLevel)
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player.sendMessage(mcLocale.getString("Skills.AdeptGold"));
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else
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player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.GOLD+nGold);
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}
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else if(ItemChecks.isStoneTool(is))
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{
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if(skillLevel < LoadProperties.repairStoneLevel)
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player.sendMessage(mcLocale.getString("Skills.AdeptStone"));
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else
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player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.GRAY+nStone);
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}
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else if(ItemChecks.isWoodTool(is))
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player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.DARK_GREEN+ nWood);
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else if (ItemChecks.isLeatherArmor(is))
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player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.YELLOW+ nLeather);
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else if (is.getType().equals(Material.BOW))
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player.sendMessage(mcLocale.getString("Skills.NeedMore")+" "+ChatColor.YELLOW+ nString);
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}
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}
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/**
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* Checks for Super Repair bonus.
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*
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* @param player The player repairing an item
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* @return true if bonus granted, false otherwise
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*/
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public static boolean checkPlayerProcRepair(Player player) {
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final int MAX_BONUS_LEVEL = 1000;
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int skillLevel = Users.getProfile(player).getSkillLevel(SkillType.REPAIR);
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if(skillLevel > MAX_BONUS_LEVEL || (Math.random() * 1000 <= skillLevel)) {
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player.sendMessage(mcLocale.getString("Skills.FeltEasy"));
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return true;
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}
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return false;
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}
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/**
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* Repairs an item.
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*
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* @param player The player repairing an item
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* @param enchants The enchantments on the item
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* @param enchantsLevel The level of the enchantments on the item
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*/
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public static void repairItem(Player player, ItemStack is) {
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/* Handle the enchants */
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if (LoadProperties.mayLoseEnchants && !mcPermissions.getInstance().repairArcaneBypass(player)) {
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addEnchants(player, is);
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}
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is.setDurability(getRepairAmount(is, player));
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}
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}
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