Citizens2/main/src/main/java/net/citizensnpcs/editor/GenericEquipper.java

95 lines
3.4 KiB
Java

package net.citizensnpcs.editor;
import org.bukkit.Material;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import net.citizensnpcs.api.npc.NPC;
import net.citizensnpcs.api.trait.trait.Equipment;
import net.citizensnpcs.api.trait.trait.Equipment.EquipmentSlot;
import net.citizensnpcs.api.util.Messaging;
import net.citizensnpcs.util.Messages;
public class GenericEquipper implements Equipper {
@Override
public void equip(Player equipper, NPC toEquip) {
ItemStack hand = equipper.getInventory().getItemInMainHand();
Equipment trait = toEquip.getTrait(Equipment.class);
EquipmentSlot slot = EquipmentSlot.HAND;
Material type = hand == null ? Material.AIR : hand.getType();
// First, determine the slot to edit
switch (type) {
case SKULL_ITEM:
case PUMPKIN:
case JACK_O_LANTERN:
case LEATHER_HELMET:
case CHAINMAIL_HELMET:
case GOLD_HELMET:
case IRON_HELMET:
case DIAMOND_HELMET:
if (!equipper.isSneaking()) {
slot = EquipmentSlot.HELMET;
}
break;
case ELYTRA:
case LEATHER_CHESTPLATE:
case CHAINMAIL_CHESTPLATE:
case GOLD_CHESTPLATE:
case IRON_CHESTPLATE:
case DIAMOND_CHESTPLATE:
if (!equipper.isSneaking()) {
slot = EquipmentSlot.CHESTPLATE;
}
break;
case LEATHER_LEGGINGS:
case CHAINMAIL_LEGGINGS:
case GOLD_LEGGINGS:
case IRON_LEGGINGS:
case DIAMOND_LEGGINGS:
if (!equipper.isSneaking()) {
slot = EquipmentSlot.LEGGINGS;
}
break;
case LEATHER_BOOTS:
case CHAINMAIL_BOOTS:
case GOLD_BOOTS:
case IRON_BOOTS:
case DIAMOND_BOOTS:
if (!equipper.isSneaking()) {
slot = EquipmentSlot.BOOTS;
}
break;
case AIR:
if (equipper.isSneaking()) {
for (int i = 0; i < 6; i++) {
if (trait.get(i) != null && trait.get(i).getType() != Material.AIR) {
equipper.getWorld().dropItemNaturally(toEquip.getEntity().getLocation(), trait.get(i));
trait.set(i, null);
}
}
Messaging.sendTr(equipper, Messages.EQUIPMENT_EDITOR_ALL_ITEMS_REMOVED, toEquip.getName());
} else {
return;
}
break;
default:
break;
}
// Drop any previous equipment on the ground
ItemStack equippedItem = trait.get(slot);
if (equippedItem != null && equippedItem.getType() != Material.AIR) {
equipper.getWorld().dropItemNaturally(toEquip.getEntity().getLocation(), equippedItem);
}
// Now edit the equipment based on the slot
if (type != Material.AIR) {
// Set the proper slot with one of the item
ItemStack clone = hand.clone();
clone.setAmount(1);
trait.set(slot, clone);
hand.setAmount(hand.getAmount() - 1);
equipper.getInventory().setItemInMainHand(hand);
}
}
}