Added back lost RecyclingCenterNode.java

anvil_rework
sigonasr2 11 years ago
parent 49fd478273
commit 6977cbede8
  1. 151
      BankEconomyMod/src/me/kaZep/Base/RecyclingCenterNode.java

@ -0,0 +1,151 @@
package me.kaZep.Base;
import java.util.ArrayList;
import java.util.List;
import org.bukkit.Location;
import org.bukkit.block.Chest;
import org.bukkit.inventory.ItemStack;
import org.bukkit.plugin.Plugin;
//A RecyclingCenterNode is basically one location that Recycling Centers can deposit to.
//When items are despawned, they check all recycling center nodes for possible places to
//deposit, choosing the closest one.
public class RecyclingCenterNode {
public static double chanceincrease = 1.0; //The amount of chance that each item will increase the chest as it gets placed. Increase this for less items.
public static double chestdecrease = 0.2; //The amount of chance that each item will decrease the chest. Increase this for more items.
List<Location> locations; //List of all chest locations for this Node.
int itemslot; //Stores the current item we are on in that chest. From 0-26.
double chance; //The chance we will let an item in. This increases over time to prevent overpopulation.
Main plugin;
public RecyclingCenterNode(Main plugin) {
this.locations = new ArrayList<Location>();
itemslot = (int)(Math.random()*27d);
chance = (int)(Math.random()*8d);
this.plugin = plugin;
}
public RecyclingCenterNode(List<Location> locations, Main plugin) {
this.locations = locations;
itemslot = (int)(Math.random()*27d);
chance = (int)(Math.random()*8d);
this.plugin = plugin;
}
public void addChest(Location loc) {
locations.add(loc);
}
public void swapItem(RecyclingCenterNode center) {
//Swaps an item with another Recycling Center.
int chest=(int)(Math.random()*locations.size());
int chest2=(int)(Math.random()*locations.size());
ItemStack item1 = null;
ItemStack item2 = null;
if (locations.get(chest).getBlock().getState() instanceof Chest) {
Chest c = (Chest)locations.get(chest).getBlock().getState();
int my_itemslot = (int)(Math.random()*27);
if (c.getBlockInventory().getItem(my_itemslot)!=null) {
item1 = c.getBlockInventory().getItem(my_itemslot);
c.getBlockInventory().remove(my_itemslot);
}
}
chest2=(int)(Math.random()*center.locations.size());
if (center.locations.get(chest2).getBlock().getState() instanceof Chest) {
Chest c = (Chest)center.locations.get(chest2).getBlock().getState();
int my_itemslot = (int)(Math.random()*27);
if (c.getBlockInventory().getItem(my_itemslot)!=null) {
item2 = c.getBlockInventory().getItem(my_itemslot);
c.getBlockInventory().remove(my_itemslot);
}
}
if (item2!=null) {
if (locations.get(chest).getBlock().getState() instanceof Chest) {
Chest c = (Chest)locations.get(chest).getBlock().getState();
int my_itemslot = (int)(Math.random()*27);
if (c.getBlockInventory().getItem(my_itemslot)!=null) {
c.getBlockInventory().remove(my_itemslot);
}
c.getBlockInventory().setItem(my_itemslot,item2);
}
}
if (item1!=null) {
if (center.locations.get(chest2).getBlock().getState() instanceof Chest) {
Chest c = (Chest)center.locations.get(chest2).getBlock().getState();
int my_itemslot = (int)(Math.random()*27);
if (c.getBlockInventory().getItem(my_itemslot)!=null) {
c.getBlockInventory().remove(my_itemslot);
}
c.getBlockInventory().setItem(my_itemslot,item1);
}
}
}
public void recycleItem(ItemStack item) {
if (item.getItemMeta().hasDisplayName()==false) {
//Choose one of the random recycling centers.
int center=(int)(Math.random()*locations.size());
double tempchance = chance; //Store the current chance so we can check for duplicates.
if (locations.get(center).getBlock().getState() instanceof Chest) {
Chest c = (Chest)locations.get(center).getBlock().getState();
for (int y=0;y<27;y++) {
if (c.getBlockInventory().getItem(y)!=null && c.getBlockInventory().getItem(y).getType()==item.getType()) {
tempchance*=2.0d;
}
}
if (Math.random()*tempchance<1.0d) {
//Deposit item. Set chance higher.
if (c.getBlockInventory().getItem(itemslot)!=null) {
c.getBlockInventory().remove(itemslot);
}
c.getBlockInventory().setItem(itemslot,item);
itemslot=(itemslot+1)%27;
chance+=chanceincrease;
//Random item chance increases as we get more and more drops.
if (this.plugin.randomitemchance>8.0d) {
this.plugin.randomitemchance-=1d;
}
} else {
if (Math.random()*this.plugin.randomitemchance<1.0d) {
//Store our items we can give out array along with our rare items we might potentially track.
int[] items = {1,3,4,5,6,1,13,14,15,17,18,20,22,23,24,25,27,28,39,31,32,33,35,37,38,39,40,41,42,44,45,46,47,48,49,50,53,54,57,58,61,65,66,67,69,70,72,76,77,78,80,81,82,84,85,86,87,88,89,91,96,98,101,102,103,106,107,108,109,111,112,113,114,116,121,122,123,126,128,130,131,133,134,135,136,138,139,143,145,146,147,148,151,152,154,155,156,157,158,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299,300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,315,316,317,318,319,320,321,322,323,324,325,326,327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342,343,344,345,346,347,348,349,350,351,352,353,354,355,356,357,358,359,360,361,362,363,364,365,366,367,368,369,370,371,372,373,374,375,376,377,378,379,380,381,382,385,386,387,388,389,390,391,392,393,394,395,396,397,398,399,400,401,402,403,404,405,406,407,408,2256,2257,2258,2259,2260,2261,2262,2263,2264,2265,2266,2267};
//Rare items can only be given out in quantities of 1. To prevent massive amounts of OP.
int[] rareitems = {41,46,57,116,122,133,130,146,151,264,266,276,277,278,279,293,310,311,312,313,368,381,406};
int item1 = items[(int)(Math.random()*items.length)];
ItemStack newitem = item;
newitem.setTypeId(item1);
boolean contains=false;
for (int k=0;k<rareitems.length;k++) {
if (item1==rareitems[k]) {
contains=true;
break;
}
}
if (contains) {
//This is a rare item! We increase the random item chance a ton! Also only allow 1 to be in there.
newitem.setAmount(1);
this.plugin.randomitemchance+=400d;
}
if (c.getBlockInventory().getItem(itemslot)!=null) {
c.getBlockInventory().remove(itemslot);
}
c.getBlockInventory().setItem(itemslot,newitem);
//Regardless if it's rare or not, increase the random item chance by 100. We won't do this again for awhile.
this.plugin.randomitemchance+=100d;
} else {
if (this.plugin.randomitemchance>8.0d) {
this.plugin.randomitemchance-=1d;
}
}
if (chance>=chestdecrease) {
//Lower this value so next time there is a higher chance we deposit an item here.
chance-=chestdecrease;
}
itemslot=(itemslot+1)%27;
}
}
}
}
}
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