Entity effects: Added handlers for entity effects

Implemented hunger, instant health, damage, poison, regen

Added "template" entity effect implementations
This commit is contained in:
archshift
2014-06-17 11:39:19 -07:00
parent 90145a9514
commit 481f05b011
4 changed files with 138 additions and 13 deletions
+95
View File
@@ -24,6 +24,9 @@ void cPawn::Tick(float a_Dt, cChunk & a_Chunk)
iter != m_EntityEffects.end();
++iter)
{
// Apply entity effect
HandleEntityEffects(iter->first, iter->second);
// Reduce the effect's duration
iter->second.m_Ticks--;
@@ -58,3 +61,95 @@ void cPawn::RemoveEntityEffect(cEntityEffect::eType a_EffectType)
m_EntityEffects.erase(a_EffectType);
//m_World->BroadcastRemoveEntityEffect(*this, a_EffectType);
}
void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect a_Effect)
{
switch (a_EffectType)
{
// Default effect behaviors
case cEntityEffect::efInstantHealth:
{
// Base heal = 6, doubles for every increase in intensity
Heal(6 * std::pow(2, a_Effect.GetIntensity()));
// TODO: Harms undead
return;
}
case cEntityEffect::efInstantDamage:
{
// Base damage = 6, doubles for every increase in intensity
int damage = 6 * std::pow(2, a_Effect.GetIntensity());
TakeDamage(dtPotionOfHarming, a_Effect.GetUser(), damage, 0);
// TODO: Heals undead
return;
}
case cEntityEffect::efStrength:
{
// TODO: Implement me!
return;
}
case cEntityEffect::efWeakness:
{
// Damage reduction = 0.5 damage, multiplied by potion level (Weakness II = 1 damage)
//double dmg_reduc = 0.5 * (a_Effect.GetIntensity() + 1);
// TODO: Implement me!
// TODO: Weakened villager zombies can be turned back to villagers with the god apple
return;
}
case cEntityEffect::efRegeneration:
{
// Regen frequency = 50 ticks, divided by potion level (Regen II = 25 ticks)
int frequency = std::floor(50.0 / (double)(a_Effect.GetIntensity() + 1));
static short counter = 0;
if (++counter >= frequency)
{
Heal(1);
counter = 0;
}
// TODO: Doesn't effect undead
return;
}
case cEntityEffect::efPoison:
{
// Poison frequency = 25 ticks, divided by potion level (Poison II = 25 ticks)
int frequency = std::floor(25.0 / (double)(a_Effect.GetIntensity() + 1));
static short counter = 0;
if (++counter >= frequency)
{
// Cannot take poison damage when health is at 1
if (GetHealth() > 1)
{
TakeDamage(dtPoisoning, a_Effect.GetUser(), 1, 0);
}
counter = 0;
}
// TODO: Doesn't effect undead or spiders
return;
}
case cEntityEffect::efFireResistance:
{
// TODO: Implement me!
return;
}
case cEntityEffect::efSpeed:
{
// TODO: Implement me!
return;
}
case cEntityEffect::efSlowness:
{
// TODO: Implement me!
return;
}
}
}