package com.gmail.nossr50.runnables.skills;
import org.bukkit.Chunk;
import org.bukkit.World;
import org.bukkit.entity.Player;
import org.bukkit.scheduler.BukkitRunnable;
import com.gmail.nossr50.mcMMO;
import com.gmail.nossr50.config.Config;
import com.gmail.nossr50.datatypes.player.McMMOPlayer;
import com.gmail.nossr50.datatypes.skills.AbilityType;
import com.gmail.nossr50.util.EventUtils;
import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.skills.ParticleEffectUtils;
import com.gmail.nossr50.util.skills.PerksUtils;
import com.gmail.nossr50.util.skills.SkillUtils;
public class AbilityDisableTask extends BukkitRunnable {
private McMMOPlayer mcMMOPlayer;
private AbilityType ability;
public AbilityDisableTask(McMMOPlayer mcMMOPlayer, AbilityType ability) {
this.mcMMOPlayer = mcMMOPlayer;
this.ability = ability;
}
@Override
public void run() {
if (!mcMMOPlayer.getAbilityMode(ability)) {
return;
}
Player player = mcMMOPlayer.getPlayer();
switch (ability) {
case SUPER_BREAKER:
case GIGA_DRILL_BREAKER:
SkillUtils.handleAbilitySpeedDecrease(player);
// Fallthrough
case BERSERK:
if (Config.getInstance().getRefreshChunksEnabled()) {
resendChunkRadiusAt(player, 1);
}
// Fallthrough
default:
break;
}
EventUtils.callAbilityDeactivateEvent(player, ability);
mcMMOPlayer.setAbilityMode(ability, false);
mcMMOPlayer.setAbilityInformed(ability, false);
ParticleEffectUtils.playAbilityDisabledEffect(player);
if (mcMMOPlayer.useChatNotifications()) {
player.sendMessage(ability.getAbilityOff());
}
SkillUtils.sendSkillMessage(player, ability.getAbilityPlayerOff(player));
new AbilityCooldownTask(mcMMOPlayer, ability).runTaskLaterAsynchronously(mcMMO.p, PerksUtils.handleCooldownPerks(player, ability.getCooldown()) * Misc.TICK_CONVERSION_FACTOR);
}
private void resendChunkRadiusAt(Player player, int radius) {
Chunk chunk = player.getLocation().getChunk();
World world = player.getWorld();
int chunkX = chunk.getX();
int chunkZ = chunk.getZ();
for (int x = chunkX - radius; x < chunkX + radius; x++) {
for (int z = chunkZ - radius; z < chunkZ + radius; z++) {
world.refreshChunk(x, z);
}
}
}
}