Refactor item_type
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@@ -51,7 +51,7 @@ public enum CombatManager {
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// if you carry something in the offhand thats a weapon you get to swing it
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if (weaponOff != null)
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if (weaponOff.getItemBase().getType().equals(ItemType.WEAPON))
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if (weaponOff.template.item_type.equals(ItemType.WEAPON))
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swingOffhand = true;
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// if you carry nothing in either hand you get to swing your offhand
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@@ -320,7 +320,7 @@ public enum CombatManager {
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else {
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ItemBase ib = weapon.getItemBase();
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if (ib == null || !ib.getType().equals(ItemType.WEAPON))
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if (ib == null || !weapon.template.item_type.equals(ItemType.WEAPON))
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isWeapon = false;
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else
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wb = ib;
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@@ -338,7 +338,7 @@ public enum CombatManager {
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if (weaponOff != null) {
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ItemBase ib = weaponOff.getItemBase();
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if (ib == null || !ib.getType().equals(ItemType.WEAPON))
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if (ib == null || !weaponOff.template.item_type.equals(ItemType.WEAPON))
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hasNoWeapon = true;
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else
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return 1; //no need to attack with this hand
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@@ -904,7 +904,7 @@ public enum CombatManager {
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if (ib == null)
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return false;
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if (ib.getType().equals(ItemType.WEAPON) == false)
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if (item.template.item_type.equals(ItemType.WEAPON) == false)
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return false;
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return ib.getRange() > MBServerStatics.RANGED_WEAPON_RANGE;
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@@ -175,14 +175,12 @@ public enum LootManager {
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if (itemUUID == 0)
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return null;
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if (ItemBase.getItemBase(itemUUID).getType().ordinal() == Enum.ItemType.RESOURCE.ordinal()) {
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if (ItemTemplate.itemTemplates.get(itemUUID).item_type.equals(Enum.ItemType.RESOURCE)) {
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int amount = ThreadLocalRandom.current().nextInt(tableRow.minSpawn, tableRow.maxSpawn + 1);
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return new MobLoot(mob, ItemBase.getItemBase(itemUUID), amount, false);
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}
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outItem = new MobLoot(mob, ItemBase.getItemBase(itemUUID), false);
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Enum.ItemType outType = outItem.getItemBase().getType();
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if(selectedRow.pModTable != 0){
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try {
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@@ -2502,12 +2502,12 @@ public enum PowersManager {
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if (pb.targetItem())
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return true;
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// TODO add these checks later
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else if (pb.targetArmor() && item.getItemBase().getType().equals(ItemType.ARMOR))
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else if (pb.targetArmor() && item.template.item_type.equals(ItemType.ARMOR))
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return true;
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else if (pb.targetJewelry() && item.getItemBase().getType().equals(ItemType.JEWELRY))
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else if (pb.targetJewelry() && item.template.item_type.equals(ItemType.JEWELRY))
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return true;
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else
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return pb.targetWeapon() && item.getItemBase().getType().equals(ItemType.WEAPON);
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return pb.targetWeapon() && item.template.item_type.equals(ItemType.WEAPON);
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} // How did we get here? all valid targets have been covered
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else
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return false;
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