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-rw-r--r--src/Entities/ArrowEntity.cpp37
-rw-r--r--src/Entities/ArrowEntity.h5
-rw-r--r--src/Entities/Entity.cpp227
-rw-r--r--src/Entities/Pickup.cpp8
-rw-r--r--src/Entities/Player.cpp23
-rw-r--r--src/Entities/ProjectileEntity.cpp5
-rw-r--r--src/Entities/ProjectileEntity.h6
7 files changed, 300 insertions, 11 deletions
diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp
index 913519c4c..954e0a267 100644
--- a/src/Entities/ArrowEntity.cpp
+++ b/src/Entities/ArrowEntity.cpp
@@ -90,6 +90,13 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
// Broadcast arrow hit sound
m_World->BroadcastSoundEffect("random.bowhit", (double)X, (double)Y, (double)Z, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
+
+ if ((m_World->GetBlock(Hit) == E_BLOCK_TNT) && IsOnFire())
+ {
+ m_World->SetBlock(X, Y, Z, E_BLOCK_AIR, 0);
+ m_World->SpawnPrimedTNT(X, Y, Z);
+ }
+
}
@@ -103,8 +110,36 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
{
Damage += m_World->GetTickRandomNumber(Damage / 2 + 2);
}
- a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1);
+
+ int PowerLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPower);
+ if (PowerLevel > 0)
+ {
+ int ExtraDamage = (int)ceil(0.25 * (PowerLevel + 1));
+ Damage += ExtraDamage;
+ }
+
+ int KnockbackAmount = 1;
+ int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);
+ if (PunchLevel > 0)
+ {
+ Vector3d LookVector = GetLookVector();
+ Vector3f FinalSpeed = Vector3f(0, 0, 0);
+ switch (PunchLevel)
+ {
+ case 1: FinalSpeed = LookVector * Vector3d(5, 0.3, 5); break;
+ case 2: FinalSpeed = LookVector * Vector3d(8, 0.3, 8); break;
+ default: break;
+ }
+ a_EntityHit.SetSpeed(FinalSpeed);
+ }
+
+ a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount);
+ if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())
+ {
+ a_EntityHit.StartBurning(100);
+ }
+
// Broadcast successful hit sound
GetWorld()->BroadcastSoundEffect("random.successful_hit", GetPosX(), GetPosY(), GetPosZ(), 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
diff --git a/src/Entities/ArrowEntity.h b/src/Entities/ArrowEntity.h
index 4bfcb1f6d..a1e7a17e7 100644
--- a/src/Entities/ArrowEntity.h
+++ b/src/Entities/ArrowEntity.h
@@ -10,6 +10,7 @@
+
// tolua_begin
class cArrowEntity :
@@ -46,7 +47,7 @@ public:
/// Returns the damage modifier coeff.
double GetDamageCoeff(void) const { return m_DamageCoeff; }
-
+
/// Sets the damage modifier coeff
void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; }
@@ -89,7 +90,7 @@ protected:
/// If true, the arrow is in the process of being collected - don't go to anyone else
bool m_bIsCollected;
-
+
/// Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air
Vector3i m_HitBlockPos;
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 32f220897..89d1cffa1 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -13,6 +13,7 @@
#include "../Tracer.h"
#include "Player.h"
#include "Items/ItemHandler.h"
+#include "../FastRandom.h"
@@ -316,8 +317,107 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
// IsOnGround() only is false if the player is moving downwards
// TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
- if (!Player->IsOnGround())
+ const cEnchantments & Enchantments = Player->GetEquippedItem().m_Enchantments;
+
+ int SharpnessLevel = Enchantments.GetLevel(cEnchantments::enchSharpness);
+ int SmiteLevel = Enchantments.GetLevel(cEnchantments::enchSmite);
+ int BaneOfArthropodsLevel = Enchantments.GetLevel(cEnchantments::enchBaneOfArthropods);
+
+ if (SharpnessLevel > 0)
+ {
+ a_TDI.FinalDamage += (int)ceil(1.25 * SharpnessLevel);
+ }
+ else if (SmiteLevel > 0)
+ {
+ if (IsMob())
+ {
+ cMonster * Monster = (cMonster *)this;
+ switch (Monster->GetMobType())
+ {
+ case cMonster::mtSkeleton:
+ case cMonster::mtZombie:
+ case cMonster::mtWither:
+ case cMonster::mtZombiePigman:
+ {
+ a_TDI.FinalDamage += (int)ceil(2.5 * SmiteLevel);
+ break;
+ }
+ }
+ }
+ }
+ else if (BaneOfArthropodsLevel > 0)
{
+ if (IsMob())
+ {
+ cMonster * Monster = (cMonster *)this;
+ switch (Monster->GetMobType())
+ {
+ case cMonster::mtSpider:
+ case cMonster::mtCaveSpider:
+ case cMonster::mtSilverfish:
+ {
+ a_TDI.RawDamage += (int)ceil(2.5 * BaneOfArthropodsLevel);
+ // TODO: Add slowness effect
+
+ break;
+ };
+ default: break;
+ }
+ }
+ }
+
+ int FireAspectLevel = Enchantments.GetLevel(cEnchantments::enchFireAspect);
+ if (FireAspectLevel > 0)
+ {
+ int BurnTicks = 3;
+
+ if (FireAspectLevel > 1)
+ {
+ BurnTicks += 4 * (FireAspectLevel - 1);
+ }
+ if (!IsMob() && !IsSubmerged() && !IsSwimming())
+ {
+ StartBurning(BurnTicks * 20);
+ }
+ else if (IsMob() && !IsSubmerged() && !IsSwimming())
+ {
+ cMonster * Monster = (cMonster *)this;
+ switch (Monster->GetMobType())
+ {
+ case cMonster::mtGhast:
+ case cMonster::mtZombiePigman:
+ case cMonster::mtMagmaCube:
+ {
+ break;
+ };
+ default: StartBurning(BurnTicks * 20);
+ }
+ }
+ }
+
+ int ThornsLevel = 0;
+ const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
+ for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
+ {
+ const cItem & Item = ArmorItems[i];
+ ThornsLevel = std::max(ThornsLevel, Item.m_Enchantments.GetLevel(cEnchantments::enchThorns));
+ }
+
+ if (ThornsLevel > 0)
+ {
+ int Chance = ThornsLevel * 15;
+
+ cFastRandom Random;
+ int RandomValue = Random.GenerateRandomInteger(0, 100);
+
+ if (RandomValue <= Chance)
+ {
+ a_TDI.Attacker->TakeDamage(dtAttack, this, 0, Random.GenerateRandomInteger(1, 4), 0);
+ }
+ }
+
+ if (!Player->IsOnGround())
+ {
if ((a_TDI.DamageType == dtAttack) || (a_TDI.DamageType == dtArrowAttack))
{
a_TDI.FinalDamage += 2;
@@ -328,13 +428,123 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
Player->GetStatManager().AddValue(statDamageDealt, (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 = Item.m_Enchantments.GetLevel(cEnchantments::enchProtection);
+ if (Level > 0)
+ {
+ EPFProtection += (6 + Level * Level) * 0.75 / 3;
+ }
+
+ Level = Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection);
+ if (Level > 0)
+ {
+ EPFFireProtection += (6 + Level * Level) * 1.25 / 3;
+ }
+
+ Level = Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling);
+ if (Level > 0)
+ {
+ EPFFeatherFalling += (6 + Level * Level) * 2.5 / 3;
+ }
+
+ Level = Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection);
+ if (Level > 0)
+ {
+ EPFBlastProtection += (6 + Level * Level) * 1.5 / 3;
+ }
+
+ Level = 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;
+ }
+
+ cFastRandom Random;
+ float RandomValue = Random.GenerateRandomInteger(50, 100) * 0.01f;
+
+ 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 += (int)ceil(EPFProtection * 0.04 * a_TDI.FinalDamage);
+ }
+
+ if ((a_TDI.DamageType == dtFalling) || (a_TDI.DamageType == dtFall) || (a_TDI.DamageType == dtEnderPearl))
+ {
+ RemovedDamage += (int)ceil(EPFFeatherFalling * 0.04 * a_TDI.FinalDamage);
+ }
+
+ if (a_TDI.DamageType == dtBurning)
+ {
+ RemovedDamage += (int)ceil(EPFFireProtection * 0.04 * a_TDI.FinalDamage);
+ }
+
+ if (a_TDI.DamageType == dtExplosion)
+ {
+ RemovedDamage += (int)ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage);
+ }
+
+ if (a_TDI.DamageType == dtProjectile)
+ {
+ RemovedDamage += (int)ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage);
+ }
+
+ if (a_TDI.FinalDamage < RemovedDamage)
+ {
+ RemovedDamage = 0;
+ }
+
+ a_TDI.FinalDamage -= RemovedDamage;
+ }
+
m_Health -= (short)a_TDI.FinalDamage;
// TODO: Apply damage to armor
m_Health = std::max(m_Health, 0);
- if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL)) // Knockback for only players and mobs
+ // Add knockback:
+ if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL))
{
int KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); // More common enchantment
if (KnockbackLevel < 1)
@@ -1252,6 +1462,8 @@ void cEntity::HandleAir(void)
// See if the entity is /submerged/ water (block above is water)
// Get the type of block the entity is standing in:
+ int RespirationLevel = GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration);
+
if (IsSubmerged())
{
if (!IsPlayer()) // Players control themselves
@@ -1259,6 +1471,11 @@ void cEntity::HandleAir(void)
SetSpeedY(1); // Float in the water
}
+ if (RespirationLevel > 0)
+ {
+ ((cPawn *)this)->AddEntityEffect(cEntityEffect::effNightVision, 200, 5, 0);
+ }
+
if (m_AirLevel <= 0)
{
// Runs the air tick timer to check whether the player should be damaged
@@ -1285,6 +1502,12 @@ void cEntity::HandleAir(void)
// Set the air back to maximum
m_AirLevel = MAX_AIR_LEVEL;
m_AirTickTimer = DROWNING_TICKS;
+
+ if (RespirationLevel > 0)
+ {
+ m_AirTickTimer = DROWNING_TICKS + (RespirationLevel * 15 * 20);
+ }
+
}
}
diff --git a/src/Entities/Pickup.cpp b/src/Entities/Pickup.cpp
index aab534f41..87b5bed07 100644
--- a/src/Entities/Pickup.cpp
+++ b/src/Entities/Pickup.cpp
@@ -150,10 +150,14 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
}
}
- if (!IsDestroyed() && (m_Item.m_ItemCount < m_Item.GetMaxStackSize())) // Don't combine into an already full pickup
+ // Try to combine the pickup with adjacent same-item pickups:
+ if (!IsDestroyed() && (m_Item.m_ItemCount < m_Item.GetMaxStackSize())) // Don't combine if already full
{
+ // By using a_Chunk's ForEachEntity() instead of cWorld's, pickups don't combine across chunk boundaries.
+ // That is a small price to pay for not having to traverse the entire world for each entity.
+ // The speedup in the tick thread is quite considerable.
cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this);
- m_World->ForEachEntity(PickupCombiningCallback); // Not ForEachEntityInChunk, otherwise pickups don't combine across chunk boundaries
+ a_Chunk.ForEachEntity(PickupCombiningCallback);
if (PickupCombiningCallback.FoundMatchingPickup())
{
m_World->BroadcastEntityMetadata(*this);
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index b0dd40615..756410989 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -15,6 +15,7 @@
#include "../Chunk.h"
#include "../Items/ItemHandler.h"
#include "../Vector3.h"
+#include "../FastRandom.h"
#include "../WorldStorage/StatSerializer.h"
#include "../CompositeChat.h"
@@ -1795,6 +1796,28 @@ void cPlayer::UseEquippedItem(int a_Amount)
return;
}
+ // If the item has an unbreaking enchantment, give it a random chance of not breaking:
+ cItem Item = GetEquippedItem();
+ int UnbreakingLevel = Item.m_Enchantments.GetLevel(cEnchantments::enchUnbreaking);
+ if (UnbreakingLevel > 0)
+ {
+ int chance;
+ if (ItemCategory::IsArmor(Item.m_ItemType))
+ {
+ chance = 60 + (40 / (UnbreakingLevel + 1));
+ }
+ else
+ {
+ chance = 100 / (UnbreakingLevel + 1);
+ }
+
+ cFastRandom Random;
+ if (Random.NextInt(101) <= chance)
+ {
+ return;
+ }
+ }
+
if (GetInventory().DamageEquippedItem(a_Amount))
{
m_World->BroadcastSoundEffect("random.break", GetPosX(), GetPosY(), GetPosZ(), 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
diff --git a/src/Entities/ProjectileEntity.cpp b/src/Entities/ProjectileEntity.cpp
index 43023ec28..acc9bd674 100644
--- a/src/Entities/ProjectileEntity.cpp
+++ b/src/Entities/ProjectileEntity.cpp
@@ -222,7 +222,8 @@ cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a
m_ProjectileKind(a_Kind),
m_CreatorData(
((a_Creator != NULL) ? a_Creator->GetUniqueID() : -1),
- ((a_Creator != NULL) ? (a_Creator->IsPlayer() ? ((cPlayer *)a_Creator)->GetName() : "") : "")
+ ((a_Creator != NULL) ? (a_Creator->IsPlayer() ? ((cPlayer *)a_Creator)->GetName() : "") : ""),
+ ((a_Creator != NULL) ? a_Creator->GetEquippedWeapon().m_Enchantments : cEnchantments())
),
m_IsInGround(false)
{
@@ -235,7 +236,7 @@ cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a
cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height) :
super(etProjectile, a_Pos.x, a_Pos.y, a_Pos.z, a_Width, a_Height),
m_ProjectileKind(a_Kind),
- m_CreatorData(a_Creator->GetUniqueID(), a_Creator->IsPlayer() ? ((cPlayer *)a_Creator)->GetName() : ""),
+ m_CreatorData(a_Creator->GetUniqueID(), a_Creator->IsPlayer() ? ((cPlayer *)a_Creator)->GetName() : "", a_Creator->GetEquippedWeapon().m_Enchantments),
m_IsInGround(false)
{
SetSpeed(a_Speed);
diff --git a/src/Entities/ProjectileEntity.h b/src/Entities/ProjectileEntity.h
index 0ebc32f36..990136a32 100644
--- a/src/Entities/ProjectileEntity.h
+++ b/src/Entities/ProjectileEntity.h
@@ -94,14 +94,16 @@ protected:
*/
struct CreatorData
{
- CreatorData(int a_UniqueID, const AString & a_Name) :
+ CreatorData(int a_UniqueID, const AString & a_Name, const cEnchantments & a_Enchantments) :
m_UniqueID(a_UniqueID),
- m_Name(a_Name)
+ m_Name(a_Name),
+ m_Enchantments(a_Enchantments)
{
}
const int m_UniqueID;
AString m_Name;
+ cEnchantments m_Enchantments;
};
/** The type of projectile I am */