Entity effects: Added handlers for entity effects
Implemented hunger, instant health, damage, poison, regen Added "template" entity effect implementations
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@@ -24,6 +24,9 @@ void cPawn::Tick(float a_Dt, cChunk & a_Chunk)
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iter != m_EntityEffects.end();
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++iter)
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{
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// Apply entity effect
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HandleEntityEffects(iter->first, iter->second);
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// Reduce the effect's duration
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iter->second.m_Ticks--;
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@@ -58,3 +61,95 @@ void cPawn::RemoveEntityEffect(cEntityEffect::eType a_EffectType)
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m_EntityEffects.erase(a_EffectType);
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//m_World->BroadcastRemoveEntityEffect(*this, a_EffectType);
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}
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void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect a_Effect)
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{
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switch (a_EffectType)
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{
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// Default effect behaviors
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case cEntityEffect::efInstantHealth:
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{
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// Base heal = 6, doubles for every increase in intensity
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Heal(6 * std::pow(2, a_Effect.GetIntensity()));
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// TODO: Harms undead
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return;
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}
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case cEntityEffect::efInstantDamage:
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{
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// Base damage = 6, doubles for every increase in intensity
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int damage = 6 * std::pow(2, a_Effect.GetIntensity());
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TakeDamage(dtPotionOfHarming, a_Effect.GetUser(), damage, 0);
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// TODO: Heals undead
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return;
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}
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case cEntityEffect::efStrength:
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{
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// TODO: Implement me!
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return;
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}
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case cEntityEffect::efWeakness:
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{
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// Damage reduction = 0.5 damage, multiplied by potion level (Weakness II = 1 damage)
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//double dmg_reduc = 0.5 * (a_Effect.GetIntensity() + 1);
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// TODO: Implement me!
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// TODO: Weakened villager zombies can be turned back to villagers with the god apple
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return;
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}
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case cEntityEffect::efRegeneration:
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{
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// Regen frequency = 50 ticks, divided by potion level (Regen II = 25 ticks)
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int frequency = std::floor(50.0 / (double)(a_Effect.GetIntensity() + 1));
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static short counter = 0;
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if (++counter >= frequency)
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{
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Heal(1);
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counter = 0;
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}
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// TODO: Doesn't effect undead
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return;
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}
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case cEntityEffect::efPoison:
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{
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// Poison frequency = 25 ticks, divided by potion level (Poison II = 25 ticks)
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int frequency = std::floor(25.0 / (double)(a_Effect.GetIntensity() + 1));
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static short counter = 0;
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if (++counter >= frequency)
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{
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// Cannot take poison damage when health is at 1
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if (GetHealth() > 1)
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{
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TakeDamage(dtPoisoning, a_Effect.GetUser(), 1, 0);
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}
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counter = 0;
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}
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// TODO: Doesn't effect undead or spiders
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return;
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}
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case cEntityEffect::efFireResistance:
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{
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// TODO: Implement me!
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return;
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}
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case cEntityEffect::efSpeed:
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{
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// TODO: Implement me!
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return;
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}
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case cEntityEffect::efSlowness:
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{
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// TODO: Implement me!
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return;
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}
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}
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}
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