mirror of
https://github.com/mcMMO-Dev/mcMMO.git
synced 2024-11-23 21:56:47 +01:00
448 lines
16 KiB
Java
448 lines
16 KiB
Java
package com.gmail.nossr50.skills;
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import org.bukkit.Bukkit;
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import org.bukkit.ChatColor;
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import org.bukkit.block.Block;
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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.getspout.spoutapi.SpoutManager;
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import org.getspout.spoutapi.player.SpoutPlayer;
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import com.gmail.nossr50.Leaderboard;
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import com.gmail.nossr50.Users;
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import com.gmail.nossr50.m;
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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.AbilityType;
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import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.datatypes.PlayerStat;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.datatypes.ToolType;
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import com.gmail.nossr50.events.McMMOPlayerLevelUpEvent;
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import com.gmail.nossr50.locale.mcLocale;
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public class Skills {
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private final static int TIME_CONVERSION_FACTOR = 1000;
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private final static int MAX_DISTANCE_AWAY = 10;
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/**
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* Checks to see if the cooldown for an item or ability is expired.
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*
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* @param oldTime The time the ability or item was last used
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* @param cooldown The amount of time that must pass between uses
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* @return true if the cooldown is over, false otherwise
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*/
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public static boolean cooldownOver(long oldTime, int cooldown){
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long currentTime = System.currentTimeMillis();
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if (currentTime - oldTime >= (cooldown * TIME_CONVERSION_FACTOR)) {
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return true;
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}
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else {
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return false;
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}
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}
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/**
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* Calculate the time remaining until the cooldown expires.
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*
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* @param deactivatedTimeStamp Time of deactivation
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* @param cooldown The length of the cooldown
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* @return the number of seconds remaining before the cooldown expires
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*/
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public static int calculateTimeLeft(long deactivatedTimeStamp, int cooldown) {
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return (int) (((deactivatedTimeStamp + (cooldown * TIME_CONVERSION_FACTOR)) - System.currentTimeMillis()) / TIME_CONVERSION_FACTOR);
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}
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/**
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* Sends a message to the player when the cooldown expires.
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*
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* @param player The player to send a message to
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* @param PP The profile of the player
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* @param curTime The current system time
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* @param ability The ability to watch cooldowns for
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*/
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public static void watchCooldown(Player player, PlayerProfile PP, long curTime, AbilityType ability) {
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if (!ability.getInformed(PP) && curTime - (PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR) >= (ability.getCooldown() * TIME_CONVERSION_FACTOR)) {
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ability.setInformed(PP, true);
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player.sendMessage(ability.getAbilityRefresh());
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}
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}
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/**
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* Process activating abilities & readying the tool.
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*
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* @param player The player using the ability
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* @param skill The skill the ability is tied to
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*/
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public static void activationCheck(Player player, SkillType skill) {
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if (LoadProperties.enableOnlyActivateWhenSneaking && !player.isSneaking()) {
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return;
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}
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PlayerProfile PP = Users.getProfile(player);
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AbilityType ability = skill.getAbility();
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ToolType tool = skill.getTool();
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ItemStack inHand = player.getItemInHand();
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/* Check if any abilities are active */
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if (!PP.getAbilityUse() || PP.getSuperBreakerMode() || PP.getSerratedStrikesMode() || PP.getTreeFellerMode() || PP.getGreenTerraMode() || PP.getBerserkMode() || PP.getGigaDrillBreakerMode()) {
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return;
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}
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/* Woodcutting & Axes need to be treated differently.
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* Basically the tool always needs to ready and we check to see if the cooldown is over when the user takes action
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*/
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if (skill == SkillType.WOODCUTTING || skill == SkillType.AXES) {
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if (tool.inHand(inHand) && !tool.getToolMode(PP)) {
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if (LoadProperties.enableAbilityMessages) {
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player.sendMessage(tool.getRaiseTool());
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}
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tool.setToolATS(PP, System.currentTimeMillis());
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tool.setToolMode(PP, true);
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}
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}
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else if (ability.getPermissions(player) && tool.inHand(inHand) && !tool.getToolMode(PP)) {
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if (!ability.getMode(PP) && !cooldownOver(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown())) {
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player.sendMessage(mcLocale.getString("Skills.TooTired") + ChatColor.YELLOW + " (" + calculateTimeLeft(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown()) + "s)");
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return;
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}
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if (LoadProperties.enableAbilityMessages) {
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player.sendMessage(tool.getRaiseTool());
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}
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tool.setToolATS(PP, System.currentTimeMillis());
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tool.setToolMode(PP, true);
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}
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}
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/**
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* Monitors various things relating to skill abilities.
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*
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* @param player The player using the skill
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* @param PP The profile of the player
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* @param curTime The current system time
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* @param skill The skill being monitored
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*/
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public static void monitorSkill(Player player, PlayerProfile PP, long curTime, SkillType skill) {
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final int FOUR_SECONDS = 4000;
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ToolType tool = skill.getTool();
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AbilityType ability = skill.getAbility();
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if (tool.getToolMode(PP) && curTime - (tool.getToolATS(PP) * TIME_CONVERSION_FACTOR) >= FOUR_SECONDS) {
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tool.setToolMode(PP, false);
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player.sendMessage(tool.getLowerTool());
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}
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if (ability.getPermissions(player)) {
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if (ability.getMode(PP) && (PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR) <= curTime) {
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ability.setMode(PP, false);
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ability.setInformed(PP, false);
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player.sendMessage(ability.getAbilityOff());
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for (Player y : player.getWorld().getPlayers()) {
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if (y != player && m.isNear(player.getLocation(), y.getLocation(), MAX_DISTANCE_AWAY)) {
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y.sendMessage(ability.getAbilityPlayerOff(player));
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}
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}
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}
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}
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}
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/**
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* Update the leaderboards.
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*
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* @param skillType The skill to update the leaderboards for
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* @param player The player whose skill to update
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*/
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public static void ProcessLeaderboardUpdate(SkillType skillType, Player player) {
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PlayerProfile PP = Users.getProfile(player);
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PlayerStat ps = new PlayerStat();
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if (skillType != SkillType.ALL) {
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ps.statVal = PP.getSkillLevel(skillType);
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}
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else {
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ps.statVal = m.getPowerLevel(player, PP);
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}
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ps.name = player.getName();
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Leaderboard.updateLeaderboard(ps, skillType);
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}
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/**
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* Check the XP of a skill.
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*
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* @param skillType The skill to check
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* @param player The player whose skill to check
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*/
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public static void XpCheckSkill(SkillType skillType, Player player) {
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PlayerProfile PP = Users.getProfile(player);
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if (PP.getSkillXpLevel(skillType) >= PP.getXpToLevel(skillType)) {
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int skillups = 0;
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while (PP.getSkillXpLevel(skillType) >= PP.getXpToLevel(skillType)) {
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if (skillType.getMaxLevel() >= PP.getSkillLevel(skillType) + 1) {
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skillups++;
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PP.removeXP(skillType, PP.getXpToLevel(skillType));
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PP.skillUp(skillType, 1);
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McMMOPlayerLevelUpEvent eventToFire = new McMMOPlayerLevelUpEvent(player, skillType);
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Bukkit.getPluginManager().callEvent(eventToFire);
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}
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else {
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PP.removeXP(skillType, PP.getXpToLevel(skillType));
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}
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}
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if (!LoadProperties.useMySQL) {
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ProcessLeaderboardUpdate(skillType, player);
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ProcessLeaderboardUpdate(SkillType.ALL, player);
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}
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String capitalized = m.getCapitalized(skillType.toString());
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/* Spout Stuff */
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if (LoadProperties.spoutEnabled && player instanceof SpoutPlayer) {
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SpoutPlayer sPlayer = SpoutManager.getPlayer(player);
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if (sPlayer.isSpoutCraftEnabled()) {
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if (LoadProperties.xpbar) {
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SpoutStuff.updateXpBar(sPlayer);
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}
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SpoutStuff.levelUpNotification(skillType, sPlayer);
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}
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else {
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player.sendMessage(mcLocale.getString("Skills."+capitalized+"Up", new Object[] {String.valueOf(skillups), PP.getSkillLevel(skillType)}));
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}
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}
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else {
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player.sendMessage(mcLocale.getString("Skills."+capitalized+"Up", new Object[] {String.valueOf(skillups), PP.getSkillLevel(skillType)}));
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}
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}
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}
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/**
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* Check XP of all skills.
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*
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* @param player The player to check XP for.
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*/
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public static void XpCheckAll(Player player) {
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for (SkillType x : SkillType.values()) {
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//Don't want to do anything with this one
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if (x == SkillType.ALL) {
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continue;
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}
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XpCheckSkill(x, player);
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}
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}
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/**
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* Get the skill represented by the given string
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*
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* @param skillName The name of the skill
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* @return the SkillType if it exists, null otherwise
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*/
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public static SkillType getSkillType(String skillName) {
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for (SkillType x : SkillType.values()) {
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if (x.toString().equals(skillName.toUpperCase()))
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return x;
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}
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return null;
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}
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/**
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* Checks if the given string represents a valid skill
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*
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* @param skillname The name of the skill to check
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* @return true if this is a valid skill, false otherwise
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*/
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public static boolean isSkill(String skillName) {
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if (getSkillType(skillName) != null) {
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return true;
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}
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else {
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return false;
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}
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}
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/**
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* Get the format string for
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* @param skillname
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* @param level
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* @param XP
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* @param XPToLevel
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* @return
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*/
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public static String getSkillStats(String skillname, Integer level, Integer XP, Integer XPToLevel) {
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//TODO: Ditch this function in favor of better locale setup.
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ChatColor parColor = ChatColor.DARK_AQUA;
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ChatColor xpColor = ChatColor.GRAY;
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ChatColor LvlColor = ChatColor.GREEN;
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ChatColor skillColor = ChatColor.YELLOW;
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return skillColor + skillname + LvlColor + level + parColor +" XP" + "(" + xpColor + XP + parColor + "/" + xpColor + XPToLevel + parColor + ")";
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}
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/**
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* Check if the player has any combat skill permissions.
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*
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* @param player The player to check permissions for
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* @return true if the player has combat skills, false otherwise
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*/
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public static boolean hasCombatSkills(Player player) {
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if (mcPermissions.getInstance().axes(player)
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|| mcPermissions.getInstance().archery(player)
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|| mcPermissions.getInstance().swords(player)
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|| mcPermissions.getInstance().taming(player)
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|| mcPermissions.getInstance().unarmed(player)) {
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return true;
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}
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else {
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return false;
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}
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}
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/**
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* Check if the player has any gathering skill permissions.
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*
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* @param player The player to check permissions for
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* @return true if the player has gathering skills, false otherwise
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*/
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public static boolean hasGatheringSkills(Player player) {
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if (mcPermissions.getInstance().excavation(player)
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|| mcPermissions.getInstance().fishing(player)
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|| mcPermissions.getInstance().herbalism(player)
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|| mcPermissions.getInstance().mining(player)
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|| mcPermissions.getInstance().woodcutting(player)) {
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return true;
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}
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else {
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return false;
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}
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}
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/**
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* Check if the player has any misc skill permissions.
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*
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* @param player The player to check permissions for
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* @return true if the player has misc skills, false otherwise
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*/
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public static boolean hasMiscSkills(Player player) {
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if (mcPermissions.getInstance().acrobatics(player) || mcPermissions.getInstance().repair(player)) {
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return true;
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}
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else {
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return false;
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}
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}
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/**
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* Handle tool durability loss from abilities.
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*
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* @param inhand The item to damage
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* @param durabilityLoss The durability to remove from the item
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*/
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public static void abilityDurabilityLoss(ItemStack inhand, int durabilityLoss) {
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if (LoadProperties.toolsLoseDurabilityFromAbilities) {
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if (!inhand.containsEnchantment(Enchantment.DURABILITY)) {
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inhand.setDurability((short) (inhand.getDurability() + durabilityLoss));
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}
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}
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}
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/**
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* Check to see if an ability can be activated.
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*
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* @param player The player activating the ability
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* @param type The skill the ability is based on
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*/
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public static void abilityCheck(Player player, SkillType type) {
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PlayerProfile PP = Users.getProfile(player);
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AbilityType ability = type.getAbility();
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if (type.getTool().inHand(player.getItemInHand())) {
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if (type.getTool().getToolMode(PP)) {
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type.getTool().setToolMode(PP, false);
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}
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/* Axes and Woodcutting are odd because they share the same tool.
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* We show them the too tired message when they take action.
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*/
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if (type == SkillType.WOODCUTTING || type == SkillType.AXES) {
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if (!ability.getMode(PP) && !cooldownOver(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown())) {
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player.sendMessage(mcLocale.getString("Skills.TooTired") + ChatColor.YELLOW + " (" + calculateTimeLeft(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown()) + "s)");
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return;
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}
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}
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int ticks = 2 + (PP.getSkillLevel(type) / 50);
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if (!ability.getMode(PP) && cooldownOver(PP.getSkillDATS(ability), ability.getCooldown())) {
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player.sendMessage(ability.getAbilityOn());
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for (Player y : player.getWorld().getPlayers()) {
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if (y != player && m.isNear(player.getLocation(), y.getLocation(), MAX_DISTANCE_AWAY)) {
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y.sendMessage(ability.getAbilityPlayer(player));
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}
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}
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PP.setSkillDATS(ability, System.currentTimeMillis()+(ticks * TIME_CONVERSION_FACTOR));
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ability.setMode(PP, true);
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}
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}
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}
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/**
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* Check to see if ability should be triggered.
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*
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* @param player The player using the ability
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* @param block The block modified by the ability
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* @param ability The ability to check
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* @return true if the ability should activate, false otherwise
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*/
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public static boolean triggerCheck(Player player, Block block, AbilityType ability) {
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boolean activate = true;
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if (!ability.getPermissions(player)) {
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activate = false;
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return activate;
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}
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switch (ability) {
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case BERSERK:
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case GIGA_DRILL_BREAKER:
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case SUPER_BREAKER:
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case LEAF_BLOWER:
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if (!m.blockBreakSimulate(block, player, true)) {
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activate = false;
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break;
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}
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/* FALLS THROUGH */
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case GREEN_TERRA:
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if (!ability.blockCheck(block.getType())) {
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activate = false;
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break;
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}
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break;
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default:
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activate = false;
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break;
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}
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return activate;
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}
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}
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