2013-08-27 17:14:08 +02:00
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package nautilus.game.arcade.kit.perks;
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import java.util.HashMap;
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import org.bukkit.Location;
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import org.bukkit.entity.Arrow;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Player;
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import org.bukkit.event.EventHandler;
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import org.bukkit.event.entity.EntityShootBowEvent;
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import org.bukkit.event.entity.ProjectileHitEvent;
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import org.bukkit.util.Vector;
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import mineplex.core.common.util.C;
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import mineplex.core.common.util.UtilAlg;
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import mineplex.core.common.util.UtilMath;
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import mineplex.core.common.util.UtilPlayer;
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import nautilus.game.arcade.kit.Perk;
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import nautilus.game.arcade.kit.perks.data.ReboundData;
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public class PerkArrowRebound extends Perk
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{
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private HashMap<Entity, ReboundData> _arrows = new HashMap<Entity, ReboundData>();
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private int _max = 0;
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private float _maxPower = 1f;
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public PerkArrowRebound(int max, float maxPower)
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{
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super("Chain Arrows", new String[]
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{
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2013-09-17 02:37:45 +02:00
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C.cGray + "On hit, arrows bounce to nearby enemies.",
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2013-08-27 17:14:08 +02:00
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C.cGray + "Arrows bounce up to " + max + " times.",
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});
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_max = max;
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_maxPower = maxPower;
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}
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@EventHandler
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public void ShootBow(EntityShootBowEvent event)
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{
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if (!(event.getEntity() instanceof Player))
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return;
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Player player = (Player)event.getEntity();
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if (!Kit.HasKit(player))
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return;
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_arrows.put(event.getProjectile(), new ReboundData(player, _max, null));
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}
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@EventHandler
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public void Rebound(ProjectileHitEvent event)
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{
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ReboundData data = _arrows.remove(event.getEntity());
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if (data == null) return;
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if (data.Bounces <= 0)
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return;
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Location arrowLoc = event.getEntity().getLocation().add(event.getEntity().getVelocity());
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Player hit = UtilPlayer.getClosest(arrowLoc, data.Ignore);
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if (hit == null) return;
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if (UtilMath.offset(hit.getLocation(), arrowLoc) > 1 &&
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UtilMath.offset(hit.getEyeLocation(), arrowLoc) > 1)
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return;
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data.Ignore.add(hit);
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Player target = UtilPlayer.getClosest(event.getEntity().getLocation().add(event.getEntity().getVelocity()), data.Ignore);
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if (target == null) return;
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Vector trajectory = UtilAlg.getTrajectory(hit, target);
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trajectory.add(new Vector(0, UtilMath.offset(hit, target) / 100d, 0));
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float power = (float) (0.8 + UtilMath.offset(hit, target) / 30d);
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if (_maxPower > 0 && power > _maxPower)
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power = _maxPower;
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Arrow ent = hit.getWorld().spawnArrow(hit.getEyeLocation().add(UtilAlg.getTrajectory(hit, target)), trajectory, power, 0f);
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ent.setShooter(data.Shooter);
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_arrows.put(ent, new ReboundData(data.Shooter, data.Bounces-1, data.Ignore));
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}
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}
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