code refactoring for visibility

This commit is contained in:
unurled 2024-03-18 20:39:28 +01:00
parent f70b335264
commit cff22c8f18
Signed by: unurled
GPG key ID: FDBC9CBE1F82423F
2 changed files with 53 additions and 62 deletions

View file

@ -99,13 +99,11 @@ public class CombatManager extends Manager {
d.sendMessage(comp("<red>You missed!"));
return;
}
} else if (luck > 0 && luck < 1000) {
} else if (luck > 0 && luck < 1000 && RANDOM.nextBoolean()) {
// chance of critical hit
if (RANDOM.nextBoolean()) {
d.playSound(d, Sound.ENTITY_PLAYER_ATTACK_CRIT, 1.0f, 1.0f);
// damage * 2
damage = damage * 2;
}
d.playSound(d, Sound.ENTITY_PLAYER_ATTACK_CRIT, 1.0f, 1.0f);
// damage * 2
damage = damage * 2;
}
// apply damage
@ -150,71 +148,64 @@ public class CombatManager extends Manager {
spawnIndicator(entity, false, damage);
// TODO: check for status effects (apply status effects depending item of damager)
}
} else if (entity instanceof Player player) {
} else if (entity instanceof Player player && damager instanceof Mob mob) {
// damager is not player
if (damager instanceof Mob mob) {
// get equipment of damager
EntityEquipment equipment = mob.getEquipment();
Double dStrength = Items.getTotalAttribute(equipment, Attribute.STRENGTH);
Double eDefense = Items.getTotalAttribute(player, Attribute.DEFENSE);
// get equipment of damager
EntityEquipment equipment = mob.getEquipment();
Double dStrength = Items.getTotalAttribute(equipment, Attribute.STRENGTH);
Double eDefense = Items.getTotalAttribute(player, Attribute.DEFENSE);
double damage = dStrength - eDefense;
double damage = dStrength - eDefense;
Double dLuck = Items.getTotalAttribute(equipment, Attribute.LUCK);
Double eLuck = Items.getTotalAttribute(player, Attribute.LUCK);
Double dLuck = Items.getTotalAttribute(equipment, Attribute.LUCK);
Double eLuck = Items.getTotalAttribute(player, Attribute.LUCK);
double luck = dLuck - eLuck;
double luck = dLuck - eLuck;
if (luck < -1000) {
// 100% chance of miss
player.sendMessage(comp("<red>You dodged!"));
if (luck < -1000) {
// 100% chance of miss
player.sendMessage(comp("<red>You dodged!"));
player.playSound(player, Sound.ENTITY_ARROW_SHOOT, 1.0f, 1.0f);
e.setCancelled(true);
return;
} else if (luck > 1000) {
// 100% chance of critical hit
luck = 10000d;
player.playSound(player, Sound.ENTITY_PLAYER_ATTACK_CRIT, 1.0f, 1.0f);
damage = damage * 2;
}
if (luck < 0) {
// chances of miss
if (RANDOM.nextBoolean()) {
player.playSound(player, Sound.ENTITY_ARROW_SHOOT, 1.0f, 1.0f);
e.setCancelled(true);
player.sendMessage(comp("<red>You dodged!"));
return;
} else if (luck > 1000) {
// 100% chance of critical hit
luck = 10000d;
player.playSound(player, Sound.ENTITY_PLAYER_ATTACK_CRIT, 1.0f, 1.0f);
damage = damage * 2;
}
if (luck < 0) {
// chances of miss
if (RANDOM.nextBoolean()) {
player.playSound(player, Sound.ENTITY_ARROW_SHOOT, 1.0f, 1.0f);
e.setCancelled(true);
player.sendMessage(comp("<red>You dodged!"));
return;
}
} else if (luck > 0 && luck < 1000) {
// chance of critical hit
if (RANDOM.nextBoolean()) {
player.playSound(player, Sound.ENTITY_PLAYER_ATTACK_CRIT, 1.0f, 1.0f);
// damage * 2
damage = damage * 2;
}
}
// apply damage
player.damage(damage);
// add an
SRPlayer player1 = pm.getPlayer(player.getUniqueId());
if (player1 != null) {
player1.setHealth(player.getHealth() - damage, DamageCause.ENTITY_ATTACK);
if (player1.getHealth() <= 0) {
player.damage(player.getHealth());
}
updateActionBar(player, player1);
}
spawnIndicator(player, false, damage);
// TODO: check for status effects (apply status effects depending item of damager)
} else if (luck > 0 && luck < 1000 && RANDOM.nextBoolean()) {
// chance of critical hit
player.playSound(player, Sound.ENTITY_PLAYER_ATTACK_CRIT, 1.0f, 1.0f);
// damage * 2
damage = damage * 2;
}
// apply damage
player.damage(damage);
// add an
SRPlayer player1 = pm.getPlayer(player.getUniqueId());
if (player1 != null) {
player1.setHealth(player.getHealth() - damage, DamageCause.ENTITY_ATTACK);
if (player1.getHealth() <= 0) {
player.damage(player.getHealth());
}
updateActionBar(player, player1);
}
spawnIndicator(player, false, damage);
// TODO: check for status effects (apply status effects depending item of damager)
}
}
/*@EventHandler
public void onDamage(EntityDamageEvent e) {}*/
}