fix cannon tnt exploding prematurely, added cooldown rather than using Recharge.

This commit is contained in:
NewGarbo 2016-01-25 17:00:38 +00:00
parent 33845cbc72
commit 9b88683fdc
1 changed files with 11 additions and 5 deletions

View File

@ -44,8 +44,8 @@ import mineplex.core.common.util.UtilParticle.ParticleType;
import mineplex.core.common.util.UtilParticle.ViewDist;
import mineplex.core.common.util.UtilPlayer;
import mineplex.core.common.util.UtilServer;
import mineplex.core.common.util.UtilTime;
import mineplex.core.itemstack.ItemBuilder;
import mineplex.core.recharge.Recharge;
import mineplex.core.updater.UpdateType;
import mineplex.core.updater.event.UpdateEvent;
import mineplex.game.clans.clans.ClanTips.TipType;
@ -55,7 +55,10 @@ public class Cannon implements Listener
{
public static final ItemStack CANNON_ITEM = new ItemBuilder(Material.IRON_BLOCK, 1).setRawTitle(C.cBlue + "Cannon").setLore(C.cWhite + "BOOM BABY!").build();
public static final int COOLDOWN = 20 * 1000 /* 20 seconds*/;
public static final int MAX_SULPHUR = 3;
public static final int MAX_TNT = 1;
public static final int TNT_SLOT = 4;
public static final List<Integer> SULPHUR_SLOTS = Arrays.asList(1, 3, 5, 7);
@ -201,7 +204,7 @@ public class Cannon implements Listener
}
}
@EventHandler
@EventHandler(priority = EventPriority.HIGHEST)
public void onTntExplode(EntityExplodeEvent event)
{
// stop the tnt from exploding naturally
@ -238,14 +241,17 @@ public class Cannon implements Listener
{
if (canBeFired())
{
if (Recharge.Instance.use(_rider, "Fire Cannon", 10000 /* 10 seconds */, true, false))
if (System.currentTimeMillis() - _lastFired < COOLDOWN)
{
fire();
UtilPlayer.message(_rider, F.main("Clans", "Cannon is cooling down."));
return;
}
fire();
}
else
{
UtilPlayer.message(_rider, F.main("Clans", "Cannon is not correctly loaded."));
UtilPlayer.message(_rider, F.main("Clans", "Cannon is not correctly loaded. (" + F.time(UtilTime.MakeStr(COOLDOWN - (System.currentTimeMillis() - _lastFired)) + ")")));
_rider.playSound(_rider.getLocation(), Sound.CLICK, 1.f, 1.f);
}
}