Remove boost from the repair xpHandler

Replace old false values with doubles which will produce identical results

While the boost value will remain confusing in configs later, it will now at least be easier.
This commit is contained in:
NuclearW 2012-05-17 04:28:31 -04:00
parent d3b7af3c5f
commit 2a46a5c00a

View File

@ -57,19 +57,19 @@ public class Repair {
if (ItemChecks.isArmor(is) && permInstance.armorRepair(player)) {
if (ItemChecks.isDiamondArmor(is) && inventory.contains(configInstance.getRepairDiamondMaterial()) && skillLevel >= configInstance.getRepairDiamondLevelRequirement() && permInstance.diamondRepair(player)) {
repairItem(player, is, new ItemStack(configInstance.getRepairDiamondMaterial()));
xpHandler(player, PP, is, durabilityBefore, 6, true);
xpHandler(player, PP, is, durabilityBefore, 6);
}
else if (ItemChecks.isIronArmor(is) && inventory.contains(configInstance.getRepairIronMaterial()) && skillLevel >= configInstance.getRepairIronLevelRequirement() && permInstance.ironRepair(player)) {
repairItem(player, is, new ItemStack(configInstance.getRepairIronMaterial()));
xpHandler(player, PP, is, durabilityBefore, 2, true);
xpHandler(player, PP, is, durabilityBefore, 2);
}
else if (ItemChecks.isGoldArmor(is) && inventory.contains(configInstance.getRepairGoldMaterial()) && skillLevel >= configInstance.getRepairGoldLevelRequirement() && permInstance.goldRepair(player)) {
repairItem(player, is, new ItemStack(configInstance.getRepairGoldMaterial()));
xpHandler(player, PP, is, durabilityBefore, 4, true);
xpHandler(player, PP, is, durabilityBefore, 4);
}
else if (ItemChecks.isLeatherArmor(is) && inventory.contains(configInstance.getRepairLeatherMaterial()) && permInstance.leatherRepair(player)) {
repairItem(player, is, new ItemStack(configInstance.getRepairLeatherMaterial()));
xpHandler(player, PP, is, durabilityBefore, 1, true);
xpHandler(player, PP, is, durabilityBefore, 1);
}
else {
needMoreVespeneGas(is, player); //UNABLE TO REPAIR
@ -82,27 +82,27 @@ public class Repair {
else if (ItemChecks.isTool(is) && permInstance.toolRepair(player)) {
if (ItemChecks.isStoneTool(is) && inventory.contains(configInstance.getRepairStoneMaterial()) && skillLevel >= configInstance.getRepairStoneLevelRequirement() && permInstance.stoneRepair(player)) {
repairItem(player, is, new ItemStack(configInstance.getRepairStoneMaterial()));
xpHandler(player, PP, is, durabilityBefore, 2, false);
xpHandler(player, PP, is, durabilityBefore, .5);
}
else if (ItemChecks.isWoodTool(is) && inventory.contains(configInstance.getRepairWoodMaterial()) && permInstance.woodRepair(player)) {
repairItem(player, is, new ItemStack(configInstance.getRepairWoodMaterial()));
xpHandler(player, PP, is, durabilityBefore, 2, false);
xpHandler(player, PP, is, durabilityBefore, .5);
}
else if (ItemChecks.isIronTool(is) && inventory.contains(configInstance.getRepairIronMaterial()) && skillLevel >= configInstance.getRepairIronLevelRequirement() && permInstance.ironRepair(player)) {
repairItem(player, is, new ItemStack(configInstance.getRepairIronMaterial()));
xpHandler(player, PP, is, durabilityBefore, 1, true);
xpHandler(player, PP, is, durabilityBefore, 1);
}
else if (ItemChecks.isDiamondTool(is) && inventory.contains(configInstance.getRepairDiamondMaterial()) && skillLevel >= configInstance.getRepairDiamondLevelRequirement() && permInstance.diamondRepair(player)) {
repairItem(player, is, new ItemStack(configInstance.getRepairDiamondMaterial()));
xpHandler(player, PP, is, durabilityBefore, 1, true);
xpHandler(player, PP, is, durabilityBefore, 1);
}
else if (ItemChecks.isGoldTool(is) && inventory.contains(configInstance.getRepairGoldMaterial()) && skillLevel >= configInstance.getRepairGoldLevelRequirement() && permInstance.goldRepair(player)) {
repairItem(player, is, new ItemStack(configInstance.getRepairGoldMaterial()));
xpHandler(player, PP, is, durabilityBefore, 8, true);
xpHandler(player, PP, is, durabilityBefore, 8);
}
else if (ItemChecks.isStringTool(is) && inventory.contains(configInstance.getRepairStringMaterial()) && permInstance.stringRepair(player)){
repairItem(player, is, new ItemStack(configInstance.getRepairStringMaterial()));
xpHandler(player, PP, is, durabilityBefore, 2, false);
xpHandler(player, PP, is, durabilityBefore, .5);
}
else {
needMoreVespeneGas(is, player); //UNABLE TO REPAIR
@ -121,7 +121,7 @@ public class Repair {
if (inventory.contains(repairMaterial)) {
repairCustomItem(player, is, repairMaterial);
xpHandler(player, PP, is, durabilityBefore, 1, true);
xpHandler(player, PP, is, durabilityBefore, 1);
}
else {
needMoreVespeneGas(is, player);
@ -144,7 +144,7 @@ public class Repair {
if (inventory.contains(repairMaterial)) {
repairCustomItem(player, is, repairMaterial);
xpHandler(player, PP, is, durabilityBefore, 1, true);
xpHandler(player, PP, is, durabilityBefore, 1);
}
else {
needMoreVespeneGas(is, player);
@ -170,16 +170,11 @@ public class Repair {
* @param modify Amount to modify the durability by
* @param boost True if the modifier is a boost, false if the modifier is a reduction
*/
private static void xpHandler(Player player, PlayerProfile PP, ItemStack is, short durabilityBefore, int modify, boolean boost) {
private static void xpHandler(Player player, PlayerProfile PP, ItemStack is, short durabilityBefore, double modify) {
short durabilityAfter = is.getDurability();
short dif = (short) (durabilityBefore - durabilityAfter);
if (boost) {
dif = (short) (dif * modify);
}
else {
dif = (short) (dif / modify);
}
dif = (short) (dif * modify);
//TODO: What exactly is this for, and should we have it for armor as well?
if (ItemChecks.isShovel(is)) {