package com.taiter.ce.Enchantments.Bow; /* * This file is part of Custom Enchantments * Copyright (C) Taiterio 2015 * * This program is free software: you can redistribute it and/or modify it * under the terms of the GNU Lesser 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 Lesser General Public License * for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ import org.bukkit.ChatColor; import org.bukkit.Effect; import org.bukkit.Material; import org.bukkit.entity.Entity; import org.bukkit.entity.Player; import org.bukkit.entity.Projectile; import org.bukkit.event.Event; import org.bukkit.event.entity.EntityDamageByEntityEvent; import org.bukkit.inventory.ItemStack; import com.taiter.ce.Tools; import com.taiter.ce.Enchantments.CEnchantment; public class BountyHunter extends CEnchantment { int MaximumBounty; long Cooldown; double ChanceEmerald; double ChanceDiamond; double ChanceGold; double ChanceIron; public BountyHunter(Application app) { super(app); this.configEntries.put("MaximumBounty", 8); this.configEntries.put("Cooldown", 600); this.configEntries.put("ChanceEmerald", 2.5); this.configEntries.put("ChanceDiamond", 5); this.configEntries.put("ChanceGold", 15); this.configEntries.put("ChanceIron", 27.5); triggers.add(Trigger.SHOOT_BOW); triggers.add(Trigger.DAMAGE_GIVEN); } @Override public void effect(Event e, ItemStack item, final int level) { if(e instanceof EntityDamageByEntityEvent) { EntityDamageByEntityEvent event = (EntityDamageByEntityEvent) e; Entity target = event.getEntity(); if(!(target instanceof Player)) return; Player p = (Player) ((Projectile) event.getDamager()).getShooter(); Material bountyDrop = getBounty(); for(int i = 10; i>0; i--) { p.getWorld().playEffect(p.getLocation(), Effect.COLOURED_DUST, 10); p.getWorld().playEffect(target.getLocation(), Effect.COLOURED_DUST, 10); } p.getInventory().addItem(new ItemStack(bountyDrop, Tools.random.nextInt(MaximumBounty+level)+1)); p.sendMessage(ChatColor.GOLD + "You have collected a bounty on " + target.getName() + "!"); this.generateCooldown(p, Cooldown); } } private Material getBounty() { double rand = Tools.random.nextDouble() *100; double currentChance = ChanceEmerald; if(rand < currentChance) return Material.EMERALD; currentChance += ChanceDiamond; if(rand < currentChance) return Material.DIAMOND; currentChance += ChanceGold; if(rand < currentChance) return Material.GOLD_INGOT; currentChance += ChanceIron; if(rand < currentChance) return Material.IRON_INGOT; return Material.COAL; } @Override public void initConfigEntries() { MaximumBounty = Integer.parseInt(getConfig().getString("Enchantments." + getOriginalName() + ".MaximumBounty")); Cooldown = Integer.parseInt(getConfig().getString("Enchantments." + getOriginalName() + ".Cooldown")); ChanceEmerald = Double.parseDouble(getConfig().getString("Enchantments." + getOriginalName() + ".ChanceEmerald")); ChanceDiamond = Double.parseDouble(getConfig().getString("Enchantments." + getOriginalName() + ".ChanceDiamond")); ChanceGold = Double.parseDouble(getConfig().getString("Enchantments." + getOriginalName() + ".ChanceGold")); ChanceIron = Double.parseDouble(getConfig().getString("Enchantments." + getOriginalName() + ".ChanceIron")); } }