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Updated armor cover calculation. (#3858)

* Updated armor damage calculation.

+ Added lua docs, added casts from float to int.

* Changed verbage in docstring and comment.
This commit is contained in:
Lane Kolbly
2017-07-23 04:46:38 -05:00
committed by Tiger Wang
parent 6e8ec2fe34
commit 87af95b67c
5 changed files with 134 additions and 135 deletions

View File

@@ -268,7 +268,16 @@ void cEntity::TakeDamage(cEntity & a_Attacker)
void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount)
{
int FinalDamage = a_RawDamage - GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
int ArmorCover = GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
int EnchantmentCover = GetEnchantmentCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
int FinalDamage = a_RawDamage - ArmorCover - EnchantmentCover;
if ((FinalDamage == 0) && (a_RawDamage > 0))
{
// Nobody's invincible
FinalDamage = 1;
}
ApplyArmorDamage(ArmorCover);
cEntity::TakeDamage(a_DamageType, a_Attacker, a_RawDamage, FinalDamage, a_KnockbackAmount);
}
@@ -278,7 +287,7 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
void cEntity::TakeDamage(eDamageType a_DamageType, UInt32 a_AttackerID, int a_RawDamage, double a_KnockbackAmount)
{
class cNotifyWolves : public cEntityCallback
class cFindEntity : public cEntityCallback
{
public:
@@ -300,8 +309,7 @@ void cEntity::TakeDamage(eDamageType a_DamageType, UInt32 a_AttackerID, int a_Ra
}
int FinalDamage = m_RawDamage - m_Entity->GetArmorCoverAgainst(Attacker, m_DamageType, m_RawDamage);
m_Entity->TakeDamage(m_DamageType, Attacker, m_RawDamage, FinalDamage, m_KnockbackAmount);
m_Entity->TakeDamage(m_DamageType, Attacker, m_RawDamage, m_KnockbackAmount);
return true;
}
} Callback;
@@ -517,118 +525,8 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
Player->GetStatManager().AddValue(statDamageDealt, static_cast<StatValue>(floor(a_TDI.FinalDamage * 10 + 0.5)));
}
if (IsPlayer())
{
double TotalEPF = 0.0;
double EPFProtection = 0.00;
double EPFFireProtection = 0.00;
double EPFBlastProtection = 0.00;
double EPFProjectileProtection = 0.00;
double EPFFeatherFalling = 0.00;
const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
{
const cItem & Item = ArmorItems[i];
int Level = static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProtection));
if (Level > 0)
{
EPFProtection += (6 + Level * Level) * 0.75 / 3;
}
Level = static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection));
if (Level > 0)
{
EPFFireProtection += (6 + Level * Level) * 1.25 / 3;
}
Level = static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling));
if (Level > 0)
{
EPFFeatherFalling += (6 + Level * Level) * 2.5 / 3;
}
Level = static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection));
if (Level > 0)
{
EPFBlastProtection += (6 + Level * Level) * 1.5 / 3;
}
Level = static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection));
if (Level > 0)
{
EPFProjectileProtection += (6 + Level * Level) * 1.5 / 3;
}
}
TotalEPF = EPFProtection + EPFFireProtection + EPFFeatherFalling + EPFBlastProtection + EPFProjectileProtection;
EPFProtection = EPFProtection / TotalEPF;
EPFFireProtection = EPFFireProtection / TotalEPF;
EPFFeatherFalling = EPFFeatherFalling / TotalEPF;
EPFBlastProtection = EPFBlastProtection / TotalEPF;
EPFProjectileProtection = EPFProjectileProtection / TotalEPF;
if (TotalEPF > 25)
{
TotalEPF = 25;
}
float RandomValue = GetRandomProvider().RandReal(0.5f, 1.0f);
TotalEPF = ceil(TotalEPF * RandomValue);
if (TotalEPF > 20)
{
TotalEPF = 20;
}
EPFProtection = TotalEPF * EPFProtection;
EPFFireProtection = TotalEPF * EPFFireProtection;
EPFFeatherFalling = TotalEPF * EPFFeatherFalling;
EPFBlastProtection = TotalEPF * EPFBlastProtection;
EPFProjectileProtection = TotalEPF * EPFProjectileProtection;
int RemovedDamage = 0;
if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtAdmin))
{
RemovedDamage += CeilC(EPFProtection * 0.04 * a_TDI.FinalDamage);
}
if ((a_TDI.DamageType == dtFalling) || (a_TDI.DamageType == dtEnderPearl))
{
RemovedDamage += CeilC(EPFFeatherFalling * 0.04 * a_TDI.FinalDamage);
}
if (a_TDI.DamageType == dtBurning)
{
RemovedDamage += CeilC(EPFFireProtection * 0.04 * a_TDI.FinalDamage);
}
if (a_TDI.DamageType == dtExplosion)
{
RemovedDamage += CeilC(EPFBlastProtection * 0.04 * a_TDI.FinalDamage);
}
if (a_TDI.DamageType == dtProjectile)
{
RemovedDamage += CeilC(EPFBlastProtection * 0.04 * a_TDI.FinalDamage);
}
if (a_TDI.FinalDamage < RemovedDamage)
{
RemovedDamage = 0;
}
a_TDI.FinalDamage -= RemovedDamage;
}
m_Health -= static_cast<short>(a_TDI.FinalDamage);
// TODO: Apply damage to armor
m_Health = std::max(m_Health, 0);
// Add knockback:
@@ -708,6 +606,15 @@ int cEntity::GetRawDamageAgainst(const cEntity & a_Receiver)
void cEntity::ApplyArmorDamage(int DamageBlocked)
{
// cEntities don't necessarily have armor to damage.
return;
}
bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
{
@@ -717,6 +624,7 @@ bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
case dtOnFire:
case dtSuffocating:
case dtDrowning: // TODO: This one could be a special case - in various MC versions (PC vs XBox) it is and isn't armor-protected
case dtEnderPearl:
case dtStarving:
case dtInVoid:
case dtPoisoning:
@@ -734,7 +642,6 @@ bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
case dtCactusContact:
case dtLavaContact:
case dtFireContact:
case dtEnderPearl:
case dtExplosion:
{
return true;
@@ -750,6 +657,49 @@ bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
int cEntity::GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
int TotalEPF = 0.0;
const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
{
const cItem & Item = ArmorItems[i];
if ((a_DamageType != dtInVoid) && (a_DamageType != dtAdmin) && (a_DamageType != dtStarving))
{
TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProtection)) * 1;
}
if ((a_DamageType == dtBurning) || (a_DamageType == dtFireContact) || (a_DamageType == dtLavaContact))
{
TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection)) * 2;
}
if ((a_DamageType == dtFalling) || (a_DamageType == dtEnderPearl))
{
TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling)) * 3;
}
if (a_DamageType == dtExplosion)
{
TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection)) * 2;
}
// Note: Also blocks against fire charges, etc.
if (a_DamageType == dtProjectile)
{
TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection)) * 2;
}
}
int CappedEPF = std::min(20, TotalEPF);
return static_cast<int>(a_Damage * CappedEPF / 25.0);
}
int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
@@ -761,15 +711,16 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
}
// Add up all armor points:
// Ref.: http://minecraft.gamepedia.com/Armor#Defense_points as of 2012_12_20
// Ref.: http://minecraft.gamepedia.com/Armor#Defense_points
int ArmorValue = 0;
int Toughness = 0;
switch (GetEquippedHelmet().m_ItemType)
{
case E_ITEM_LEATHER_CAP: ArmorValue += 1; break;
case E_ITEM_GOLD_HELMET: ArmorValue += 2; break;
case E_ITEM_CHAIN_HELMET: ArmorValue += 2; break;
case E_ITEM_IRON_HELMET: ArmorValue += 2; break;
case E_ITEM_DIAMOND_HELMET: ArmorValue += 3; break;
case E_ITEM_DIAMOND_HELMET: ArmorValue += 3; Toughness += 2; break;
}
switch (GetEquippedChestplate().m_ItemType)
{
@@ -777,7 +728,7 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
case E_ITEM_GOLD_CHESTPLATE: ArmorValue += 5; break;
case E_ITEM_CHAIN_CHESTPLATE: ArmorValue += 5; break;
case E_ITEM_IRON_CHESTPLATE: ArmorValue += 6; break;
case E_ITEM_DIAMOND_CHESTPLATE: ArmorValue += 8; break;
case E_ITEM_DIAMOND_CHESTPLATE: ArmorValue += 8; Toughness += 2; break;
}
switch (GetEquippedLeggings().m_ItemType)
{
@@ -785,7 +736,7 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
case E_ITEM_GOLD_LEGGINGS: ArmorValue += 3; break;
case E_ITEM_CHAIN_LEGGINGS: ArmorValue += 4; break;
case E_ITEM_IRON_LEGGINGS: ArmorValue += 5; break;
case E_ITEM_DIAMOND_LEGGINGS: ArmorValue += 6; break;
case E_ITEM_DIAMOND_LEGGINGS: ArmorValue += 6; Toughness += 2; break;
}
switch (GetEquippedBoots().m_ItemType)
{
@@ -793,14 +744,14 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
case E_ITEM_GOLD_BOOTS: ArmorValue += 1; break;
case E_ITEM_CHAIN_BOOTS: ArmorValue += 1; break;
case E_ITEM_IRON_BOOTS: ArmorValue += 2; break;
case E_ITEM_DIAMOND_BOOTS: ArmorValue += 3; break;
case E_ITEM_DIAMOND_BOOTS: ArmorValue += 3; Toughness += 2; break;
}
// TODO: Special armor cases, such as wool, saddles, dog's collar
// Ref.: http://minecraft.gamepedia.com/Armor#Mob_armor as of 2012_12_20
// Now ArmorValue is in [0, 20] range, which corresponds to [0, 80%] protection. Calculate the hitpoints from that:
return a_Damage * (ArmorValue * 4) / 100;
double Reduction = std::max(ArmorValue / 5.0, ArmorValue - a_Damage / (2 + Toughness / 4.0));
return static_cast<int>(a_Damage * std::min(20.0, Reduction) / 25.0);
}