/* * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ package fr.neatmonster.nocheatplus.compat; import org.bukkit.enchantments.Enchantment; import org.bukkit.entity.Player; import org.bukkit.inventory.ItemStack; import org.bukkit.inventory.PlayerInventory; import fr.neatmonster.nocheatplus.utilities.map.BlockProperties; public final class BridgeEnchant { @SuppressWarnings("deprecation") private static final Enchantment parseEnchantment(final String name) { try { return Enchantment.getByName(name); } catch (Exception e) { return null; } } private final static Enchantment DEPTH_STRIDER = parseEnchantment("DEPTH_STRIDER"); private final static Enchantment THORNS = parseEnchantment("THORNS"); /** * Retrieve the maximum level for an enchantment, present in armor slots. * * @param player * @param enchantment * If null, 0 will be returned. * @return 0 if none found, or the maximum found. */ private static int getMaxLevelArmor(final Player player, final Enchantment enchantment) { if (enchantment == null) { return 0; } int level = 0; // Find the maximum level for the given enchantment. final ItemStack[] armor = player.getInventory().getArmorContents(); for (int i = 0; i < armor.length; i++) { final ItemStack item = armor[i]; if (!BlockProperties.isAir(item)) { level = Math.max(item.getEnchantmentLevel(enchantment), level); } } return level; } /** * Test, if there is any armor with the given enchantment on. * * @param player * @param enchantment * If null, false will be returned. * @return */ private static boolean hasArmor(final Player player, final Enchantment enchantment) { if (enchantment == null) { return false; } final PlayerInventory inv = player.getInventory(); final ItemStack[] contents = inv.getArmorContents(); for (int i = 0; i < contents.length; i++){ final ItemStack stack = contents[i]; if (stack != null && stack.getEnchantmentLevel(enchantment) > 0){ return true; } } return false; } public static boolean hasThorns() { return THORNS != null; } public static boolean hasDepthStrider() { return DEPTH_STRIDER != null; } /** * Check if the player might return some damage due to the "thorns" * enchantment. * * @param player * @return */ public static boolean hasThorns(final Player player) { return hasArmor(player, THORNS); } /** * * @param player * @return Maximum level of DEPTH_STRIDER found on armor items, capped at 3. * Will return 0 if not available. */ public static int getDepthStriderLevel(final Player player) { // Cap at three. return Math.min(3, getMaxLevelArmor(player, DEPTH_STRIDER)); } }