Protection Enchantments, some fixes
- Protection echantments (fire, blast, feather falling, protection and projectile). It isn't finished, add secondary effects and optimize the code. - Removed some brackets. - Silk touch fixed.
This commit is contained in:
@@ -13,6 +13,7 @@
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#include "../Tracer.h"
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#include "Player.h"
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#include "Items/ItemHandler.h"
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#include "../FastRandom.h"
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@@ -324,7 +325,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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if (SharpnessLevel > 0)
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{
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a_TDI.RawDamage += 1.25 * SharpnessLevel;
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a_TDI.FinalDamage += 1.25 * SharpnessLevel;
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}
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else if (SmiteLevel > 0)
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{
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@@ -338,7 +339,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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case cMonster::mtWither:
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case cMonster::mtZombiePigman:
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{
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a_TDI.RawDamage += 2.5 * SmiteLevel;
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a_TDI.FinalDamage += 2.5 * SmiteLevel;
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break;
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}
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}
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@@ -404,6 +405,110 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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Player->GetStatManager().AddValue(statDamageDealt, (StatValue)floor(a_TDI.FinalDamage * 10 + 0.5));
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}
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if (IsPlayer()){
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double TotalEPF = 0.0;
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double EPFProtection = 0.00;
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double EPFFireProtection = 0.00;
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double EPFBlastProtection = 0.00;
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double EPFProjectileProtection = 0.00;
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double EPFFeatherFalling = 0.00;
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cEnchantments ChestplateEnchantments = GetEquippedChestplate().m_Enchantments;
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cEnchantments LeggingsEnchantments = GetEquippedLeggings().m_Enchantments;
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cEnchantments BootsEnchantments = GetEquippedBoots().m_Enchantments;
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cEnchantments HelmetEnchantments = GetEquippedHelmet().m_Enchantments;
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if ((ChestplateEnchantments.GetLevel(cEnchantments::enchProtection) > 0) || (LeggingsEnchantments.GetLevel(cEnchantments::enchProtection) > 0)
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|| (BootsEnchantments.GetLevel(cEnchantments::enchProtection) > 0) || (HelmetEnchantments.GetLevel(cEnchantments::enchProtection) > 0))
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{
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EPFProtection += (6 + pow(ChestplateEnchantments.GetLevel(cEnchantments::enchProtection), 2)) * 0.75 / 3;
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EPFProtection += (6 + pow(LeggingsEnchantments.GetLevel(cEnchantments::enchProtection), 2)) * 0.75 / 3;
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EPFProtection += (6 + pow(BootsEnchantments.GetLevel(cEnchantments::enchProtection), 2)) * 0.75 / 3;
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EPFProtection += (6 + pow(HelmetEnchantments.GetLevel(cEnchantments::enchProtection), 2)) * 0.75 / 3;
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TotalEPF += EPFProtection;
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}
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if ((ChestplateEnchantments.GetLevel(cEnchantments::enchFireProtection) > 0) || (LeggingsEnchantments.GetLevel(cEnchantments::enchFireProtection) > 0)
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|| (BootsEnchantments.GetLevel(cEnchantments::enchFireProtection) > 0) || (HelmetEnchantments.GetLevel(cEnchantments::enchFireProtection) > 0))
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{
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EPFFireProtection += (6 + pow(ChestplateEnchantments.GetLevel(cEnchantments::enchFireProtection), 2)) * 1.25 / 3;
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EPFFireProtection += (6 + pow(LeggingsEnchantments.GetLevel(cEnchantments::enchFireProtection), 2)) * 1.25 / 3;
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EPFFireProtection += (6 + pow(BootsEnchantments.GetLevel(cEnchantments::enchFireProtection), 2)) * 1.25 / 3;
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EPFFireProtection += (6 + pow(HelmetEnchantments.GetLevel(cEnchantments::enchFireProtection), 2)) * 1.25 / 3;
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TotalEPF += EPFFireProtection;
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}
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if ((ChestplateEnchantments.GetLevel(cEnchantments::enchFeatherFalling) > 0) || (LeggingsEnchantments.GetLevel(cEnchantments::enchFeatherFalling) > 0)
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|| (BootsEnchantments.GetLevel(cEnchantments::enchFeatherFalling) > 0) || (HelmetEnchantments.GetLevel(cEnchantments::enchFeatherFalling) > 0))
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{
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EPFFeatherFalling += (6 + pow(ChestplateEnchantments.GetLevel(cEnchantments::enchFeatherFalling), 2)) * 2.5 / 3;
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EPFFeatherFalling += (6 + pow(LeggingsEnchantments.GetLevel(cEnchantments::enchFeatherFalling), 2)) * 2.5 / 3;
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EPFFeatherFalling += (6 + pow(BootsEnchantments.GetLevel(cEnchantments::enchFeatherFalling), 2)) * 2.5 / 3;
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EPFFeatherFalling += (6 + pow(HelmetEnchantments.GetLevel(cEnchantments::enchFeatherFalling), 2)) * 2.5 / 3;
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TotalEPF += EPFFeatherFalling;
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}
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if ((ChestplateEnchantments.GetLevel(cEnchantments::enchBlastProtection) > 0) || (LeggingsEnchantments.GetLevel(cEnchantments::enchBlastProtection) > 0)
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|| (BootsEnchantments.GetLevel(cEnchantments::enchBlastProtection) > 0) || (HelmetEnchantments.GetLevel(cEnchantments::enchBlastProtection) > 0))
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{
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EPFBlastProtection += (6 + pow(ChestplateEnchantments.GetLevel(cEnchantments::enchBlastProtection), 2)) * 1.5 / 3;
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EPFBlastProtection += (6 + pow(LeggingsEnchantments.GetLevel(cEnchantments::enchBlastProtection), 2)) * 1.5 / 3;
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EPFBlastProtection += (6 + pow(BootsEnchantments.GetLevel(cEnchantments::enchBlastProtection), 2)) * 1.5 / 3;
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EPFBlastProtection += (6 + pow(HelmetEnchantments.GetLevel(cEnchantments::enchBlastProtection), 2)) * 1.5 / 3;
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TotalEPF += EPFBlastProtection;
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}
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if ((ChestplateEnchantments.GetLevel(cEnchantments::enchProjectileProtection) > 0) || (LeggingsEnchantments.GetLevel(cEnchantments::enchProjectileProtection) > 0)
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|| (BootsEnchantments.GetLevel(cEnchantments::enchProjectileProtection) > 0) || (HelmetEnchantments.GetLevel(cEnchantments::enchProjectileProtection) > 0))
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{
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EPFProjectileProtection += (6 + pow(ChestplateEnchantments.GetLevel(cEnchantments::enchProjectileProtection), 2)) * 1.5 / 3;
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EPFProjectileProtection += (6 + pow(LeggingsEnchantments.GetLevel(cEnchantments::enchProjectileProtection), 2)) * 1.5 / 3;
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EPFProjectileProtection += (6 + pow(BootsEnchantments.GetLevel(cEnchantments::enchProjectileProtection), 2)) * 1.5 / 3;
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EPFProjectileProtection += (6 + pow(HelmetEnchantments.GetLevel(cEnchantments::enchProjectileProtection), 2)) * 1.5 / 3;
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TotalEPF += EPFProjectileProtection;
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}
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EPFProtection = EPFProtection / TotalEPF;
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EPFFireProtection = EPFFireProtection / TotalEPF;
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EPFFeatherFalling = EPFFeatherFalling / TotalEPF;
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EPFBlastProtection = EPFBlastProtection / TotalEPF;
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EPFProjectileProtection = EPFProjectileProtection / TotalEPF;
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if (TotalEPF > 25) TotalEPF = 25;
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cFastRandom Random;
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float randomvalue;
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randomvalue = Random.GenerateRandomInteger(50, 100) * 0.01;
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TotalEPF = ceil(TotalEPF * randomvalue);
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if (TotalEPF > 20) TotalEPF = 20;
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EPFProtection = TotalEPF * EPFProtection;
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EPFFireProtection = TotalEPF * EPFFireProtection;
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EPFFeatherFalling = TotalEPF * EPFFeatherFalling;
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EPFBlastProtection = TotalEPF * EPFBlastProtection;
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EPFProjectileProtection = TotalEPF * EPFProjectileProtection;
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int RemovedDamage = 0;
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if (a_TDI.DamageType != dtInVoid) RemovedDamage += ceil(EPFProtection * 0.04 * a_TDI.FinalDamage);
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if ((a_TDI.DamageType == dtFalling) || (a_TDI.DamageType == dtFall) || (a_TDI.DamageType == dtEnderPearl)) RemovedDamage += ceil(EPFFeatherFalling * 0.04 * a_TDI.FinalDamage);
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if (a_TDI.DamageType == dtBurning) RemovedDamage += ceil(EPFFireProtection * 0.04 * a_TDI.FinalDamage);
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if (a_TDI.DamageType == dtExplosion) RemovedDamage += ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage);
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if (a_TDI.DamageType == dtProjectile) RemovedDamage += ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage);
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a_TDI.FinalDamage -= RemovedDamage;
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}
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m_Health -= (short)a_TDI.FinalDamage;
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@@ -411,6 +516,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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m_Health = std::max(m_Health, 0);
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if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL)) // Knockback for only players and mobs
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{
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int KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); // More common enchantment
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