/** * Resets the class data for the owner under the given group. This will remove the profession * entirely, leaving no remaining data until the player professes again to a starting class. * * @param group group to reset */ public void reset(String group) { stopPassives(getPlayer()); clearBonuses(); PlayerClass playerClass = classes.remove(group); if (playerClass != null) { // Remove skills RPGClass data = playerClass.getData(); for (Skill skill : data.getSkills()) { skills.remove(skill.getName()); combos.removeSkill(skill); } // Update GUI features if (getPlayer() != null) { ClassBoardManager.clear(new VersionPlayer(getPlayer())); } // Call the event Bukkit.getPluginManager().callEvent(new PlayerClassChangeEvent(playerClass, data, null)); } // Restore default class if applicable GroupSettings settings = SkillAPI.getSettings().getGroupSettings(group); RPGClass rpgClass = settings.getDefault(); if (rpgClass != null && settings.getPermission() == null) { setClass(rpgClass); } updateHealthAndMana(player.getPlayer()); }
/** * Gives levels to the player for all classes matching the experience source * * @param amount amount of levels to give * @param source source of the levels */ public void giveLevels(int amount, ExpSource source) { for (PlayerClass playerClass : classes.values()) { RPGClass data = playerClass.getData(); if (data.receivesExp(source)) { int exp = 0; int count = 0; int temp = amount; while (temp > 0) { temp--; exp += data.getRequiredExp(playerClass.getLevel() + count++); } playerClass.giveExp(exp, source); } } updateHealthAndMana(getPlayer()); }
/** * Sets the professed class for the player for the corresponding group. This will not save any * skills, experience, or levels of the previous class if there was any. The new class will start * at level 1 with 0 experience. * * @param rpgClass class to assign to the player * @return the player-specific data for the new class */ public PlayerClass setClass(RPGClass rpgClass) { PlayerClass c = classes.remove(rpgClass.getGroup()); if (c != null) { for (Skill skill : c.getData().getSkills()) { skills.remove(skill.getName().toLowerCase()); combos.removeSkill(skill); } } PlayerClass classData = new PlayerClass(this, rpgClass); classes.put(rpgClass.getGroup(), classData); // Add in missing skills for (Skill skill : rpgClass.getSkills()) { giveSkill(skill, classData); } updateHealthAndMana(getPlayer()); updateScoreboard(); return classes.get(rpgClass.getGroup()); }
/** * Professes the player into the class if they are able to. This will reset the class data if the * group options are set to reset upon profession. Otherwise, all skills, experience, and levels * of the current class under the group will be retained and carried over into the new profession. * * @param rpgClass class to profess into * @return true if successfully professed, false otherwise */ public boolean profess(RPGClass rpgClass) { if (rpgClass != null && canProfess(rpgClass)) { // Reset data if applicable if (SkillAPI.getSettings().getGroupSettings(rpgClass.getGroup()).isProfessReset()) { reset(rpgClass.getGroup()); } // Inherit previous class data if any PlayerClass current = classes.get(rpgClass.getGroup()); RPGClass previous; if (current == null) { previous = null; current = new PlayerClass(this, rpgClass); classes.put(rpgClass.getGroup(), current); } else { previous = current.getData(); current.setClassData(rpgClass); } // Add skills for (Skill skill : rpgClass.getSkills()) { if (!skills.containsKey(skill.getKey())) { skills.put(skill.getKey(), new PlayerSkill(this, skill, current)); combos.addSkill(skill); } } Bukkit.getPluginManager() .callEvent(new PlayerClassChangeEvent(current, previous, current.getData())); updateHealthAndMana(getPlayer()); updateScoreboard(); return true; } else { return false; } }