Don't pass our events around so much.

This commit is contained in:
GJ 2013-02-25 18:00:15 -05:00
parent 5026bdcbd4
commit d46b134dbb
6 changed files with 60 additions and 22 deletions

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@ -25,6 +25,7 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
/* ACROBATICS */ /* ACROBATICS */
public double getDodgeChanceMax() { return config.getDouble("Skills.Acrobatics.Dodge_ChanceMax", 20.0D); } public double getDodgeChanceMax() { return config.getDouble("Skills.Acrobatics.Dodge_ChanceMax", 20.0D); }
public int getDodgeMaxBonusLevel() { return config.getInt("Skills.Acrobatics.Dodge_MaxBonusLevel", 800); } public int getDodgeMaxBonusLevel() { return config.getInt("Skills.Acrobatics.Dodge_MaxBonusLevel", 800); }
public int getDodgeDamageModifier() { return config.getInt("Skills.Acrobatics.Dodge_DamageModifer", 2); }
public double getRollChanceMax() { return config.getDouble("Skills.Acrobatics.Roll_ChanceMax", 100.0D); } public double getRollChanceMax() { return config.getDouble("Skills.Acrobatics.Roll_ChanceMax", 100.0D); }
public int getRollMaxBonusLevel() { return config.getInt("Skills.Acrobatics.Roll_MaxBonusLevel", 1000); } public int getRollMaxBonusLevel() { return config.getInt("Skills.Acrobatics.Roll_MaxBonusLevel", 1000); }

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@ -41,4 +41,8 @@ public abstract class SkillManager {
public SkillType getSkill() { public SkillType getSkill() {
return skill; return skill;
} }
public void applyXpGain(int xp) {
mcMMOPlayer.beginXpGain(skill, xp);
}
} }

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@ -1,6 +1,8 @@
package com.gmail.nossr50.skills.acrobatics; package com.gmail.nossr50.skills.acrobatics;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.entity.Entity;
import org.bukkit.entity.LightningStrike;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import com.gmail.nossr50.config.AdvancedConfig; import com.gmail.nossr50.config.AdvancedConfig;
@ -16,6 +18,7 @@ public final class Acrobatics {
public static double dodgeMaxChance = AdvancedConfig.getInstance().getDodgeChanceMax(); public static double dodgeMaxChance = AdvancedConfig.getInstance().getDodgeChanceMax();
public static int dodgeMaxBonusLevel = AdvancedConfig.getInstance().getDodgeMaxBonusLevel(); public static int dodgeMaxBonusLevel = AdvancedConfig.getInstance().getDodgeMaxBonusLevel();
public static int dodgeXpModifier = AdvancedConfig.getInstance().getDodgeXPModifier(); public static int dodgeXpModifier = AdvancedConfig.getInstance().getDodgeXPModifier();
public static int dodgeDamageModifier = AdvancedConfig.getInstance().getDodgeDamageModifier();
public static double rollMaxChance = AdvancedConfig.getInstance().getRollChanceMax(); public static double rollMaxChance = AdvancedConfig.getInstance().getRollChanceMax();
public static int rollMaxBonusLevel = AdvancedConfig.getInstance().getRollMaxBonusLevel(); public static int rollMaxBonusLevel = AdvancedConfig.getInstance().getRollMaxBonusLevel();
@ -38,12 +41,25 @@ public final class Acrobatics {
return (player.getItemInHand().getType() != Material.ENDER_PEARL) && !(afkLevelingDisabled && player.isInsideVehicle()) && Permissions.roll(player); return (player.getItemInHand().getType() != Material.ENDER_PEARL) && !(afkLevelingDisabled && player.isInsideVehicle()) && Permissions.roll(player);
} }
public static boolean canDodge(Player player, Entity damager) {
if (Permissions.dodge(player)) {
if (damager instanceof Player && SkillType.ACROBATICS.getPVPEnabled()) {
return true;
}
else if (!(damager instanceof Player) && SkillType.ACROBATICS.getPVEEnabled() && !(damager instanceof LightningStrike && Acrobatics.dodgeLightningDisabled)) {
return true;
}
}
return false;
}
public static int processRoll(Player player, int damage) { public static int processRoll(Player player, int damage) {
if (player.isSneaking() && Permissions.gracefulRoll(player)) { if (player.isSneaking() && Permissions.gracefulRoll(player)) {
return processGracefulRoll(player, damage); return processGracefulRoll(player, damage);
} }
int modifiedDamage = calculateModifiedDamage(damage, rollThreshold); int modifiedDamage = calculateModifiedRollDamage(damage, rollThreshold);
if (!isFatal(player, modifiedDamage) && isSuccessfulRoll(player, rollMaxChance, rollMaxBonusLevel, 1)) { if (!isFatal(player, modifiedDamage) && isSuccessfulRoll(player, rollMaxChance, rollMaxBonusLevel, 1)) {
player.sendMessage(LocaleLoader.getString("Acrobatics.Roll.Text")); player.sendMessage(LocaleLoader.getString("Acrobatics.Roll.Text"));
@ -59,7 +75,7 @@ public final class Acrobatics {
} }
private static int processGracefulRoll(Player player, int damage) { private static int processGracefulRoll(Player player, int damage) {
int modifiedDamage = calculateModifiedDamage(damage, gracefulRollThreshold); int modifiedDamage = calculateModifiedRollDamage(damage, gracefulRollThreshold);
if (!isFatal(player, modifiedDamage) && isSuccessfulRoll(player, gracefulRollMaxChance, gracefulRollMaxBonusLevel, gracefulRollSuccessModifier)) { if (!isFatal(player, modifiedDamage) && isSuccessfulRoll(player, gracefulRollMaxChance, gracefulRollMaxBonusLevel, gracefulRollSuccessModifier)) {
player.sendMessage(LocaleLoader.getString("Acrobatics.Ability.Proc")); player.sendMessage(LocaleLoader.getString("Acrobatics.Ability.Proc"));
@ -74,15 +90,19 @@ public final class Acrobatics {
return damage; return damage;
} }
private static boolean isFatal(Player player, int damage) { protected static boolean isFatal(Player player, int damage) {
return player.getHealth() - damage < 1; return player.getHealth() - damage < 1;
} }
private static int calculateModifiedDamage(int damage, int damageThreshold) { protected static int calculateModifiedDodgeDamage(int damage, int damageModifier) {
return Math.max(damage / damageModifier, 1);
}
protected static int calculateModifiedRollDamage(int damage, int damageThreshold) {
return Math.max(damage - damageThreshold, 0); return Math.max(damage - damageThreshold, 0);
} }
private static boolean isSuccessfulRoll(Player player, double maxChance, int maxLevel, int successModifier) { protected static boolean isSuccessfulRoll(Player player, double maxChance, int maxLevel, int successModifier) {
double successChance = (maxChance / maxLevel) * Math.min(Users.getPlayer(player).getProfile().getSkillLevel(SkillType.ACROBATICS), maxLevel) * successModifier; double successChance = (maxChance / maxLevel) * Math.min(Users.getPlayer(player).getProfile().getSkillLevel(SkillType.ACROBATICS), maxLevel) * successModifier;
return successChance > Misc.getRandom().nextInt(PerksUtils.handleLuckyPerks(player, SkillType.ACROBATICS)); return successChance > Misc.getRandom().nextInt(PerksUtils.handleLuckyPerks(player, SkillType.ACROBATICS));

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@ -1,11 +1,15 @@
package com.gmail.nossr50.skills.acrobatics; package com.gmail.nossr50.skills.acrobatics;
import org.bukkit.event.entity.EntityDamageEvent; import org.bukkit.entity.Player;
import com.gmail.nossr50.datatypes.McMMOPlayer; import com.gmail.nossr50.datatypes.McMMOPlayer;
import com.gmail.nossr50.datatypes.PlayerProfile;
import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.skills.SkillManager; import com.gmail.nossr50.skills.SkillManager;
import com.gmail.nossr50.skills.utilities.SkillTools;
import com.gmail.nossr50.skills.utilities.SkillType; import com.gmail.nossr50.skills.utilities.SkillType;
import com.gmail.nossr50.util.Misc; import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.ParticleEffectUtils;
public class AcrobaticsManager extends SkillManager { public class AcrobaticsManager extends SkillManager {
public AcrobaticsManager (McMMOPlayer mcMMOPlayer) { public AcrobaticsManager (McMMOPlayer mcMMOPlayer) {
@ -17,15 +21,27 @@ public class AcrobaticsManager extends SkillManager {
* *
* @param event The event to check * @param event The event to check
*/ */
public void dodgeCheck(EntityDamageEvent event) { public int dodgeCheck(int damage) {
DodgeEventHandler eventHandler = new DodgeEventHandler(this, event); int modifiedDamage = Acrobatics.calculateModifiedDodgeDamage(damage, Acrobatics.dodgeDamageModifier);
Player player = getPlayer();
double chance = (Acrobatics.dodgeMaxChance / Acrobatics.dodgeMaxBonusLevel) * eventHandler.skillModifier; if (!Acrobatics.isFatal(player, modifiedDamage) && SkillTools.activationSuccessful(player, skill, Acrobatics.dodgeMaxChance, Acrobatics.dodgeMaxBonusLevel)) {
ParticleEffectUtils.playDodgeEffect(player);
if (chance > Misc.getRandom().nextInt(activationChance) && !eventHandler.isFatal(eventHandler.modifiedDamage)) { PlayerProfile playerProfile = getProfile();
eventHandler.modifyEventDamage();
eventHandler.sendAbilityMessage(); if (playerProfile.useChatNotifications()) {
eventHandler.processXpGain(eventHandler.damage * Acrobatics.dodgeXpModifier); player.sendMessage(LocaleLoader.getString("Acrobatics.Combat.Proc"));
} }
// Why do we check respawn cooldown here?
if (System.currentTimeMillis() >= playerProfile.getRespawnATS() + Misc.PLAYER_RESPAWN_COOLDOWN_SECONDS) {
applyXpGain(damage * Acrobatics.dodgeXpModifier);
}
return modifiedDamage;
}
return damage;
} }
} }

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@ -8,7 +8,6 @@ import org.bukkit.entity.Arrow;
import org.bukkit.entity.Entity; import org.bukkit.entity.Entity;
import org.bukkit.entity.EntityType; import org.bukkit.entity.EntityType;
import org.bukkit.entity.IronGolem; import org.bukkit.entity.IronGolem;
import org.bukkit.entity.LightningStrike;
import org.bukkit.entity.LivingEntity; import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import org.bukkit.entity.Skeleton; import org.bukkit.entity.Skeleton;
@ -253,23 +252,19 @@ public final class CombatTools {
ItemStack heldItem = player.getItemInHand(); ItemStack heldItem = player.getItemInHand();
if (Acrobatics.canDodge(player, damager)) {
event.setDamage(SkillManagerStore.getInstance().getAcrobaticsManager(player.getName()).dodgeCheck(event.getDamage()));
}
if (damager instanceof Player) { if (damager instanceof Player) {
if (SkillType.SWORDS.getPVPEnabled() && ItemChecks.isSword(heldItem) && Permissions.counterAttack(player)) { if (SkillType.SWORDS.getPVPEnabled() && ItemChecks.isSword(heldItem) && Permissions.counterAttack(player)) {
SkillManagerStore.getInstance().getSwordsManager(player.getName()).counterAttackChecks((LivingEntity) damager, event.getDamage()); SkillManagerStore.getInstance().getSwordsManager(player.getName()).counterAttackChecks((LivingEntity) damager, event.getDamage());
} }
if (SkillType.ACROBATICS.getPVPEnabled() && Permissions.dodge(player)) {
SkillManagerStore.getInstance().getAcrobaticsManager(player.getName()).dodgeCheck(event);
}
} }
else { else {
if (SkillType.SWORDS.getPVEEnabled() && damager instanceof LivingEntity && ItemChecks.isSword(heldItem) && Permissions.counterAttack(player)) { if (SkillType.SWORDS.getPVEEnabled() && damager instanceof LivingEntity && ItemChecks.isSword(heldItem) && Permissions.counterAttack(player)) {
SkillManagerStore.getInstance().getSwordsManager(player.getName()).counterAttackChecks((LivingEntity) damager, event.getDamage()); SkillManagerStore.getInstance().getSwordsManager(player.getName()).counterAttackChecks((LivingEntity) damager, event.getDamage());
} }
if (SkillType.ACROBATICS.getPVEEnabled() && !(damager instanceof LightningStrike && Acrobatics.dodgeLightningDisabled) && Permissions.dodge(player)) {
SkillManagerStore.getInstance().getAcrobaticsManager(player.getName()).dodgeCheck(event);
}
} }
} }
} }

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@ -22,8 +22,10 @@ Skills:
Acrobatics: Acrobatics:
# Dodge_ChanceMax: Maximum chance of dodging when on Dodge_MaxBonusLevel or higher # Dodge_ChanceMax: Maximum chance of dodging when on Dodge_MaxBonusLevel or higher
# Dodge_MaxBonusLevel: On this level or higher, the dodge chance will not go higher than Dodge_ChanceMax # Dodge_MaxBonusLevel: On this level or higher, the dodge chance will not go higher than Dodge_ChanceMax
# Dodge_DamageModifer: Dodge damage will be divided by this multiplier
Dodge_ChanceMax: 20.0 Dodge_ChanceMax: 20.0
Dodge_MaxBonusLevel: 800 Dodge_MaxBonusLevel: 800
Dodge_DamageModifier: 2
# Roll_ChanceMax: Maximum chance of rolling when on Roll_MaxBonusLevel or higher # Roll_ChanceMax: Maximum chance of rolling when on Roll_MaxBonusLevel or higher
# Roll_MaxBonusLevel: On this level or higher, the roll chance will not go higher than Roll_ChanceMax # Roll_MaxBonusLevel: On this level or higher, the roll chance will not go higher than Roll_ChanceMax