ExcellentEnchants-spigot/Core/src/main/java/su/nightexpress/excellentenchants/enchantment/impl/armor/TreasureHunterEnchant.java

122 lines
4.6 KiB
Java

package su.nightexpress.excellentenchants.enchantment.impl.armor;
import org.bukkit.enchantments.EnchantmentTarget;
import org.bukkit.entity.Player;
import org.bukkit.event.EventHandler;
import org.bukkit.event.EventPriority;
import org.bukkit.event.world.LootGenerateEvent;
import org.bukkit.inventory.Inventory;
import org.bukkit.inventory.InventoryHolder;
import org.bukkit.inventory.ItemStack;
import org.bukkit.loot.LootTable;
import org.bukkit.loot.LootTables;
import org.jetbrains.annotations.NotNull;
import su.nightexpress.excellentenchants.ExcellentEnchantsPlugin;
import su.nightexpress.excellentenchants.api.Modifier;
import su.nightexpress.excellentenchants.api.enchantment.Rarity;
import su.nightexpress.excellentenchants.api.enchantment.data.ChanceData;
import su.nightexpress.excellentenchants.api.enchantment.data.ChanceSettings;
import su.nightexpress.excellentenchants.api.enchantment.type.GenericEnchant;
import su.nightexpress.excellentenchants.enchantment.data.AbstractEnchantmentData;
import su.nightexpress.excellentenchants.enchantment.data.ChanceSettingsImpl;
import su.nightexpress.excellentenchants.enchantment.util.EnchantUtils;
import su.nightexpress.nightcore.config.ConfigValue;
import su.nightexpress.nightcore.config.FileConfig;
import su.nightexpress.nightcore.manager.SimpeListener;
import su.nightexpress.nightcore.util.StringUtil;
import su.nightexpress.nightcore.util.random.Rnd;
import java.io.File;
import java.util.*;
import static su.nightexpress.excellentenchants.Placeholders.*;
public class TreasureHunterEnchant extends AbstractEnchantmentData implements ChanceData, GenericEnchant, SimpeListener {
public static final String ID = "treasure_hunter";
private ChanceSettingsImpl chanceSettings;
private final Set<LootTables> lootTables;
public TreasureHunterEnchant(@NotNull ExcellentEnchantsPlugin plugin, @NotNull File file) {
super(plugin, file);
this.setDescription(ENCHANTMENT_CHANCE + "% chance to get more items in loot chests.");
this.setMaxLevel(4);
this.setRarity(Rarity.RARE);
this.lootTables = new HashSet<>();
}
@Override
protected void loadAdditional(@NotNull FileConfig config) {
this.chanceSettings = ChanceSettingsImpl.create(config, Modifier.add(2.5, 2.5, 1, 100));
boolean isWhitelist = ConfigValue.create("Settings.LootTables.Whitelist",
false,
"When 'true', uses only loot tables listed below.",
"When 'false', uses ALL loot tables except ones listed below.",
"[Default is false]"
).read(config);
Set<LootTables> tables = ConfigValue.forSet("Settings.LootTables.List",
id -> StringUtil.getEnum(id, LootTables.class).orElse(null),
(cfg, path, set) -> cfg.set(path, set.stream().map(Enum::name).toList()),
Set.of(
LootTables.ENDER_DRAGON,
LootTables.END_CITY_TREASURE
),
"List of loot tables that are added or excluded (depends on Whitelist setting) for this enchantment.",
"Available loot table names: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/loot/LootTables.html"
).read(config);
if (isWhitelist) {
this.lootTables.addAll(tables);
}
else {
this.lootTables.addAll(Arrays.asList(LootTables.values()));
this.lootTables.removeAll(tables);
}
}
@NotNull
@Override
public ChanceSettings getChanceSettings() {
return chanceSettings;
}
@Override
@NotNull
public EnchantmentTarget getCategory() {
return EnchantmentTarget.ARMOR_HEAD;
}
@EventHandler(priority = EventPriority.LOWEST, ignoreCancelled = true)
public void onLootExplore(LootGenerateEvent event) {
if (this.lootTables.isEmpty()) return;
if (!(event.getEntity() instanceof Player player)) return;
if (!this.isAvailableToUse(player)) return;
ItemStack helmet = player.getInventory().getHelmet();
if (helmet == null || helmet.getType().isAir()) return;
int level = EnchantUtils.getLevel(helmet, this.getEnchantment());
if (level < 1) return;
if (!this.checkTriggerChance(level)) return;
InventoryHolder holder = event.getInventoryHolder();
if (holder == null) return;
Inventory inventory = holder.getInventory();
LootTable lootTable = Rnd.get(this.lootTables).getLootTable();
Collection<ItemStack> items = lootTable.populateLoot(Rnd.RANDOM, event.getLootContext());
items.forEach(inventory::addItem);
this.consumeCharges(helmet, level);
}
}