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authorKingCol13 <48412633+KingCol13@users.noreply.github.com>2020-10-10 21:23:25 +0200
committerGitHub <noreply@github.com>2020-10-10 21:23:25 +0200
commitb0b1ccddd1c37837213638d203d39d3af621a85d (patch)
treec147439e8a7d146c8b920fdc445a4dd2b7e0454f /src/UI/SlotArea.cpp
parentAdding wolf breading and moving breeding functionality to cMonster (#4951) (diff)
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Diffstat (limited to '')
-rw-r--r--src/UI/SlotArea.cpp108
1 files changed, 61 insertions, 47 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
index a452227f8..c6c06b084 100644
--- a/src/UI/SlotArea.cpp
+++ b/src/UI/SlotArea.cpp
@@ -1127,84 +1127,91 @@ void cSlotAreaAnvil::OnPlayerRemoved(cPlayer & a_Player)
void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
{
- cItem Input(*GetSlot(0, a_Player));
- cItem SecondInput(*GetSlot(1, a_Player));
- cItem Output(*GetSlot(2, a_Player));
+ const cItem Target(*GetSlot(0, a_Player));
+ const cItem Sacrifice(*GetSlot(1, a_Player));
- if (Input.IsEmpty())
+ // Output initialised as copy of target
+ cItem Output(Target);
+
+ if (Target.IsEmpty())
{
Output.Empty();
SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, 0);
+ m_MaximumCost = 0;
return;
}
m_MaximumCost = 0;
m_StackSizeToBeUsedInRepair = 0;
- int RepairCost = Input.m_RepairCost;
+ int RepairCost = Target.m_RepairCost;
int NeedExp = 0;
- if (!SecondInput.IsEmpty())
+ if (!Sacrifice.IsEmpty())
{
- bool IsEnchantBook = (SecondInput.m_ItemType == E_ITEM_ENCHANTED_BOOK);
+ bool IsEnchantBook = (Sacrifice.m_ItemType == E_ITEM_ENCHANTED_BOOK);
- RepairCost += SecondInput.m_RepairCost;
- if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithRawMaterial(SecondInput.m_ItemType))
+ RepairCost += Sacrifice.m_RepairCost;
+ // Can we repair with sacrifce material?
+ if (Target.IsDamageable() && cItemHandler::GetItemHandler(Target)->CanRepairWithRawMaterial(Sacrifice.m_ItemType))
{
// Tool and armor repair with special item (iron / gold / diamond / ...)
- int DamageDiff = std::min(static_cast<int>(Input.m_ItemDamage), static_cast<int>(Input.GetMaxDamage()) / 4);
+ int DamageDiff = std::min(static_cast<int>(Target.m_ItemDamage), static_cast<int>(Target.GetMaxDamage()) / 4);
if (DamageDiff <= 0)
{
// No enchantment
Output.Empty();
SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, 0);
+ m_MaximumCost = 0;
return;
}
- int x = 0;
- while ((DamageDiff > 0) && (x < SecondInput.m_ItemCount))
+ int NumItemsConsumed = 0;
+ // Repair until out of materials, or fully repaired
+ while ((DamageDiff > 0) && (NumItemsConsumed < Sacrifice.m_ItemCount))
{
- Input.m_ItemDamage -= DamageDiff;
- NeedExp += std::max(1, DamageDiff / 100) + static_cast<int>(Input.m_Enchantments.Count());
- DamageDiff = std::min(static_cast<int>(Input.m_ItemDamage), static_cast<int>(Input.GetMaxDamage()) / 4);
+ Output.m_ItemDamage -= DamageDiff;
+ NeedExp += std::max(1, DamageDiff / 100) + static_cast<int>(Target.m_Enchantments.Count());
+ DamageDiff = std::min(static_cast<int>(Output.m_ItemDamage), static_cast<int>(Target.GetMaxDamage()) / 4);
- ++x;
+ ++NumItemsConsumed;
}
- m_StackSizeToBeUsedInRepair = static_cast<char>(x);
+ m_StackSizeToBeUsedInRepair = static_cast<char>(NumItemsConsumed);
}
- else
+ else // Combining tools / armour
{
- // Tool and armor repair with two tools / armors
- if (!IsEnchantBook && (!Input.IsSameType(SecondInput) || !Input.IsDamageable()))
+ // No result if we can't combine the items
+ if (!IsEnchantBook && (!Target.IsSameType(Sacrifice) || !Target.IsDamageable()))
{
// No enchantment
Output.Empty();
SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, 0);
+ m_MaximumCost = 0;
return;
}
- if ((Input.GetMaxDamage() > 0) && !IsEnchantBook)
+ // Can we repair with sacrifice tool / armour?
+ if (Target.IsDamageable() && !IsEnchantBook && (Target.m_ItemDamage!=0))
{
- int FirstDamageDiff = Input.GetMaxDamage() - Input.m_ItemDamage;
- int SecondDamageDiff = SecondInput.GetMaxDamage() - SecondInput.m_ItemDamage;
- int Damage = SecondDamageDiff + Input.GetMaxDamage() * 12 / 100;
+ // Durability = MaxDamage - m_ItemDamage = how far from broken
+ const short TargetDurability = Target.GetMaxDamage() - Target.m_ItemDamage;
+ const short SacrificeDurability = Sacrifice.GetMaxDamage() - Sacrifice.m_ItemDamage;
+ // How much durability to repair by:
+ const short RepairDurability = SacrificeDurability + Target.GetMaxDamage() * 12 / 100;
- int NewItemDamage = Input.GetMaxDamage() - (FirstDamageDiff + Damage);
- if (NewItemDamage > 0)
- {
- NewItemDamage = 0;
- }
+ // Don't give item a negative damage:
+ short NewItemDamage = std::max<short>(Target.GetMaxDamage() - (TargetDurability + RepairDurability), 0);
- if (NewItemDamage < Input.m_ItemDamage)
+ if (NewItemDamage < Target.m_ItemDamage)
{
- Input.m_ItemDamage = static_cast<short>(NewItemDamage);
- NeedExp += std::max(1, Damage / 100);
+ Output.m_ItemDamage = NewItemDamage;
+ NeedExp += std::max(1, RepairDurability / 100);
}
}
// Add the enchantments from the sacrifice to the target
- int EnchantmentCost = Input.AddEnchantmentsFromItem(SecondInput);
+ int EnchantmentCost = Output.AddEnchantmentsFromItem(Sacrifice);
NeedExp += EnchantmentCost;
}
}
@@ -1214,32 +1221,32 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
if (RepairedItemName.empty())
{
// Remove custom name
- if (!Input.m_CustomName.empty())
+ if (!Target.m_CustomName.empty())
{
- NameChangeExp = (Input.IsDamageable()) ? 7 : (Input.m_ItemCount * 5);
+ NameChangeExp = (Target.IsDamageable()) ? 7 : (Target.m_ItemCount * 5);
NeedExp += NameChangeExp;
- Input.m_CustomName = "";
+ Output.m_CustomName = "";
}
}
- else if (RepairedItemName != Input.m_CustomName)
+ else if (RepairedItemName != Target.m_CustomName)
{
// Change custom name
- NameChangeExp = (Input.IsDamageable()) ? 7 : (Input.m_ItemCount * 5);
+ NameChangeExp = (Target.IsDamageable()) ? 7 : (Target.m_ItemCount * 5);
NeedExp += NameChangeExp;
- if (!Input.m_CustomName.empty())
+ if (!Target.m_CustomName.empty())
{
RepairCost += NameChangeExp / 2;
}
- Input.m_CustomName = RepairedItemName;
+ Output.m_CustomName = RepairedItemName;
}
m_MaximumCost = RepairCost + NeedExp;
if (NeedExp < 0)
{
- Input.Empty();
+ Output.Empty();
}
if ((NameChangeExp == NeedExp) && (NameChangeExp > 0) && (m_MaximumCost >= 40))
@@ -1248,22 +1255,29 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
}
if ((m_MaximumCost >= 40) && !a_Player.IsGameModeCreative())
{
- Input.Empty();
+ Output.Empty();
}
- if (!Input.IsEmpty())
+ if (!Output.IsEmpty())
{
- RepairCost = std::max(Input.m_RepairCost, SecondInput.m_RepairCost);
- if (!Input.m_CustomName.empty())
+ RepairCost = std::max(Target.m_RepairCost, Sacrifice.m_RepairCost);
+ if (!Output.m_CustomName.empty())
{
RepairCost -= 9;
}
RepairCost = std::max(RepairCost, 0);
RepairCost += 2;
- Input.m_RepairCost = RepairCost;
+ Output.m_RepairCost = RepairCost;
+ }
+
+ // If after everything, output will be the same then no point enchanting
+ if (Target.IsEqual(Output))
+ {
+ Output.Empty();
+ m_MaximumCost = 0;
}
- SetSlot(2, a_Player, Input);
+ SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, static_cast<Int16>(m_MaximumCost));
}