Re_Chance calculations added, Junk loot stacking

Re_Chance and Luck influence the outcome
Few bugs resolved
This commit is contained in:
CharonInferar
2014-06-07 19:21:20 +02:00
parent 63c34eaf60
commit ffa36c94a4
3 changed files with 73 additions and 15 deletions
+31
View File
@@ -1237,4 +1237,35 @@ public class ObjectService implements INetworkDispatch {
odb.remove(key);
}
public void addStackableItem(TangibleObject item, SWGObject container) {
// Maybe even better placed inside SWGObject.add(), so whenever an item is added to a container
// it will bechecked if it is stackable and if there is already a stack to add it to
if (! item.isStackable())
container.add(item);
final Vector<SWGObject> alikeItemsInContainer = new Vector<SWGObject>();
container.viewChildren(container, false, false, new Traverser() {
@Override
public void process(SWGObject obj) {
if (obj.getTemplate().equals(item.getTemplate())){
alikeItemsInContainer.add(obj);
System.out.println(obj.getTemplate());
}
}
});
if (alikeItemsInContainer.size()==0){
container.add(item);
return;
}
TangibleObject alikeItem = (TangibleObject)alikeItemsInContainer.get(0);
int alikeUses = alikeItem.getUses();
int itemUses = item.getUses();
if (itemUses==0)
itemUses=1;
int newUses = alikeUses+itemUses;
alikeItem.setUses(newUses);
core.objectService.destroyObject(item.getObjectID());
}
}