コード例 #1
0
  /**
   * Check to see if an ability can be activated.
   *
   * @param skill The skill the ability is based on
   */
  public void checkAbilityActivation(SkillType skill) {
    ToolType tool = skill.getTool();
    AbilityType ability = skill.getAbility();

    setToolPreparationMode(tool, false);

    if (getAbilityMode(ability)) {
      return;
    }

    int timeRemaining = calculateTimeRemaining(ability);

    if (timeRemaining > 0) {
      /*
       * Axes and Woodcutting are odd because they share the same tool.
       * We show them the too tired message when they take action.
       */
      if (skill == SkillType.WOODCUTTING || skill == SkillType.AXES) {
        player.sendMessage(LocaleLoader.getString("Skills.TooTired", timeRemaining));
      }

      return;
    }

    if (EventUtils.callPlayerAbilityActivateEvent(player, skill).isCancelled()) {
      return;
    }

    int ticks =
        PerksUtils.handleActivationPerks(
            player,
            2 + (getSkillLevel(skill) / AdvancedConfig.getInstance().getAbilityLength()),
            ability.getMaxLength());

    // Notify people that ability has been activated
    ParticleEffectUtils.playAbilityEnabledEffect(player);

    if (useChatNotifications()) {
      player.sendMessage(ability.getAbilityOn());
    }

    SkillUtils.sendSkillMessage(player, ability.getAbilityPlayer(player));

    // Enable the ability
    profile.setAbilityDATS(
        ability, System.currentTimeMillis() + (ticks * Misc.TIME_CONVERSION_FACTOR));
    setAbilityMode(ability, true);

    if (ability == AbilityType.SUPER_BREAKER || ability == AbilityType.GIGA_DRILL_BREAKER) {
      SkillUtils.handleAbilitySpeedIncrease(player);
    }

    new AbilityDisableTask(this, ability)
        .runTaskLater(mcMMO.p, ticks * Misc.TICK_CONVERSION_FACTOR);
  }
コード例 #2
0
  public void processAbilityActivation(SkillType skill) {
    if (Config.getInstance().getAbilitiesOnlyActivateWhenSneaking() && !player.isSneaking()) {
      return;
    }

    ItemStack inHand = player.getItemInHand();

    if (mcMMO.getModManager().isCustomTool(inHand)
        && !mcMMO.getModManager().getTool(inHand).isAbilityEnabled()) {
      return;
    }

    if (!getAbilityUse()) {
      return;
    }

    for (AbilityType abilityType : AbilityType.values()) {
      if (getAbilityMode(abilityType)) {
        return;
      }
    }

    AbilityType ability = skill.getAbility();
    ToolType tool = skill.getTool();

    /*
     * Woodcutting & Axes need to be treated differently.
     * Basically the tool always needs to ready and we check to see if the cooldown is over when the user takes action
     */
    if (ability.getPermissions(player) && tool.inHand(inHand) && !getToolPreparationMode(tool)) {
      if (skill != SkillType.WOODCUTTING && skill != SkillType.AXES) {
        int timeRemaining = calculateTimeRemaining(ability);

        if (!getAbilityMode(ability) && timeRemaining > 0) {
          player.sendMessage(LocaleLoader.getString("Skills.TooTired", timeRemaining));
          return;
        }
      }

      if (Config.getInstance().getAbilityMessagesEnabled()) {
        player.sendMessage(tool.getRaiseTool());
      }

      setToolPreparationMode(tool, true);
      new ToolLowerTask(this, tool)
          .runTaskLaterAsynchronously(mcMMO.p, 4 * Misc.TICK_CONVERSION_FACTOR);
    }
  }
コード例 #3
0
 /**
  * Calculate the time remaining until the ability's cooldown expires.
  *
  * @param ability AbilityType whose cooldown to check
  * @return the number of seconds remaining before the cooldown expires
  */
 public int calculateTimeRemaining(AbilityType ability) {
   long deactivatedTimestamp = profile.getAbilityDATS(ability) * Misc.TIME_CONVERSION_FACTOR;
   return (int)
       (((deactivatedTimestamp
                   + (PerksUtils.handleCooldownPerks(player, ability.getCooldown())
                       * Misc.TIME_CONVERSION_FACTOR))
               - System.currentTimeMillis())
           / Misc.TIME_CONVERSION_FACTOR);
 }
コード例 #4
0
  public McMMOPlayer(Player player, PlayerProfile profile) {
    String playerName = player.getName();
    UUID uuid = player.getUniqueId();

    this.player = player;
    playerMetadata = new FixedMetadataValue(mcMMO.p, playerName);
    this.profile = profile;

    if (profile.getUniqueId() == null) {
      profile.setUniqueId(uuid);
    }

    /*
     * I'm using this method because it makes code shorter and safer (we don't have to add all SkillTypes manually),
     * but I actually have no idea about the performance impact, if there is any.
     * If in the future someone wants to remove this, don't forget to also remove what is in the SkillType enum. - bm01
     */
    try {
      for (SkillType skillType : SkillType.values()) {
        skillManagers.put(
            skillType,
            skillType.getManagerClass().getConstructor(McMMOPlayer.class).newInstance(this));
      }
    } catch (Exception e) {
      e.printStackTrace();
      mcMMO.p.getPluginLoader().disablePlugin(mcMMO.p);
    }

    for (AbilityType abilityType : AbilityType.values()) {
      abilityMode.put(abilityType, false);
      abilityInformed.put(abilityType, true); // This is intended
    }

    for (ToolType toolType : ToolType.values()) {
      toolMode.put(toolType, false);
    }
  }
コード例 #5
0
ファイル: Config.java プロジェクト: jjm223/mcMMO
 public int getMaxLength(AbilityType ability) {
   return config.getInt("Abilities.Max_Seconds." + ability.toString());
 }
コード例 #6
0
ファイル: Config.java プロジェクト: jjm223/mcMMO
 public int getCooldown(AbilityType ability) {
   return config.getInt("Abilities.Cooldowns." + ability.toString());
 }
コード例 #7
0
 /** Reset the mode of all abilities. */
 public void resetAbilityMode() {
   for (AbilityType ability : AbilityType.values()) {
     // Correctly disable and handle any special deactivate code
     new AbilityDisableTask(this, ability).run();
   }
 }