Add lucky/unlucky tracks to Skyfall
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@ -14,13 +14,8 @@ import mineplex.core.common.util.UtilBlock;
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import mineplex.core.common.util.UtilItem;
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import mineplex.core.common.util.UtilMath;
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import mineplex.core.loot.ChestLoot;
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<<<<<<< .mine
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=======
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import mineplex.core.titles.tracks.standard.LuckyTrack;
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import mineplex.core.titles.tracks.standard.UnluckyTrack;
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>>>>>>> .theirs
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/**
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* The Island Object represents a flying Island <br/>
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@ -67,6 +67,8 @@ import mineplex.core.common.util.UtilServer;
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import mineplex.core.common.util.UtilTime;
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import mineplex.core.loot.ChestLoot;
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import mineplex.core.recharge.Recharge;
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import mineplex.core.titles.tracks.standard.LuckyTrack;
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import mineplex.core.titles.tracks.standard.UnluckyTrack;
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import mineplex.core.updater.UpdateType;
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import mineplex.core.updater.event.UpdateEvent;
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import mineplex.minecraft.game.core.damage.CustomDamageEvent;
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@ -85,6 +87,7 @@ import nautilus.game.arcade.game.games.skyfall.stats.AeronaughtStatTracker;
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import nautilus.game.arcade.game.games.skyfall.stats.RingStatTracker;
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import nautilus.game.arcade.game.games.survivalgames.SupplyChestOpenEvent;
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import nautilus.game.arcade.game.modules.VersionModule;
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import nautilus.game.arcade.game.modules.compass.CompassModule;
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import nautilus.game.arcade.kit.Kit;
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import nautilus.game.arcade.stats.FirstSupplyDropOpenStatTracker;
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import nautilus.game.arcade.stats.KillsWithinTimeLimitStatTracker;
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@ -227,6 +230,10 @@ public abstract class Skyfall extends Game
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SoupEnabled = true;
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StrictAntiHack = false;
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new CompassModule()
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.setGiveCompassToAlive(true)
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.register(this);
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SpeedMeasurement = true;
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_bigIslandBounds = 25;
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@ -704,6 +711,12 @@ public abstract class Skyfall extends Game
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}
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island.fillLoot(event.getClickedBlock());
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if (event.getPlayer() != null && Manager != null && Manager.GetServerConfig().RewardStats)
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{
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Manager.getTrackManager().getTrack(LuckyTrack.class).handleLoot(event.getPlayer(), ((Chest) event.getClickedBlock().getState()).getBlockInventory());
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Manager.getTrackManager().getTrack(UnluckyTrack.class).handleLoot(event.getPlayer(), ((Chest) event.getClickedBlock().getState()).getBlockInventory());
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}
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}
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// I have no clue why, but this is fixing all food issues
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