Player Xp
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@ -12,5 +12,6 @@ rs2k
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Duralex
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mtilden
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Luksor
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marmot
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Please add yourself to this list if you contribute to MCServer.
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@ -44,6 +44,9 @@ extern bool g_BlockIsSolid[256];
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/// Can torches be placed on this block?
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extern bool g_BlockIsTorchPlaceable[256];
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/// Max Erperience that possible to be incremented at once
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#define MAX_EXPERIENCE_ORB_SIZE 2000 //ie from a ender dragon
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@ -1,4 +1,4 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Player.h"
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@ -33,6 +33,7 @@
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cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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: super(etPlayer, 0.6, 1.8)
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, m_GameMode(eGameMode_NotSet)
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@ -65,6 +66,10 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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, m_EatingFinishTick(-1)
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, m_IsChargingBow(false)
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, m_BowCharge(0)
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, m_XpLevel(0)
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, m_XpP(0.f)
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, m_XpTotal(0)
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, m_XpNextLevelTotal(0)
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{
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LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
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a_PlayerName.c_str(), a_Client->GetIPString().c_str(),
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@ -260,6 +265,67 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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bool cPlayer::SetExperience(int a_XpTotal)
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{
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if(!(a_XpTotal >= 0) || (a_XpTotal > (INT_MAX - m_XpTotal)))
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{
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LOGWARNING("Tried to update experiece with an invalid Xp value: %d", a_XpTotal);
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return false; //oops, they gave us a dodgey number
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}
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m_XpTotal = a_XpTotal;
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//now calculate XpP and XpLevel
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//First Calc current level using quadratic eqn
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m_XpLevel = CalcLevelFromXp(m_XpTotal);
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//calculate total Xp for next level
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m_XpNextLevelTotal = XpAtLevel(m_XpLevel+1);
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//calulate Xp Percentage
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m_XpP = (float)m_XpLevel / (float)m_XpNextLevelTotal;
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return true;//aka happy :)
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}
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bool cPlayer::AddExperience(int a_Xp_delta)
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{
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if(a_Xp_delta > MAX_EXPERIENCE_ORB_SIZE || a_Xp_delta < 0)
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{
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//value was too large or negative, abort and report
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LOGWARNING("Attempt was made to increment Xp by %d, max is %d and must be positive",
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a_Xp_delta, MAX_EXPERIENCE_ORB_SIZE);
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return false;
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}
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LOGD("Player \"%s\" earnt %d experience", m_PlayerName.c_str(), a_Xp_delta);
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//update Xp, note there is no min
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m_XpTotal += a_Xp_delta;
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//update Xp percentage
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if(m_XpTotal >= m_XpNextLevelTotal)
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{
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//oh actually, update their level first
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m_XpLevel++;
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m_XpNextLevelTotal = XpAtLevel(m_XpLevel+1);
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}
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m_XpP = (float)m_XpLevel / (float)m_XpNextLevelTotal;
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return true;
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}
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void cPlayer::StartChargingBow(void)
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{
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LOGD("Player \"%s\" started charging their bow", m_PlayerName.c_str());
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@ -1268,7 +1334,7 @@ bool cPlayer::LoadFromDisk()
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cFile f;
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if (!f.Open(SourceFile, cFile::fmRead))
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{
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// This is a new player whom we haven't seen yet, bail out, let them have the defaults
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// This is a new player whom we haven't seen yet, bail, let them have the defaults
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return false;
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}
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@ -1278,7 +1344,7 @@ bool cPlayer::LoadFromDisk()
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LOGWARNING("Cannot read player data from file \"%s\"", SourceFile.c_str());
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return false;
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}
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f.Close();
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f.Close(); //cool kids play nice
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Json::Value root;
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Json::Reader reader;
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@ -1308,6 +1374,7 @@ bool cPlayer::LoadFromDisk()
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}
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m_Health = root.get("health", 0).asInt();
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m_XpLevel = root.get("experience", 0).asInt();
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m_AirLevel = root.get("air", MAX_AIR_LEVEL).asInt();
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m_FoodLevel = root.get("food", MAX_FOOD_LEVEL).asInt();
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m_FoodSaturationLevel = root.get("foodSaturation", MAX_FOOD_LEVEL).asDouble();
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@ -1354,6 +1421,7 @@ bool cPlayer::SaveToDisk()
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root["rotation"] = JSON_PlayerRotation;
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root["inventory"] = JSON_Inventory;
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root["health"] = m_Health;
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root["experience"] = m_XpTotal;
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root["air"] = m_AirLevel;
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root["food"] = m_FoodLevel;
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root["foodSaturation"] = m_FoodSaturationLevel;
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@ -64,6 +64,27 @@ public:
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/// Returns the currently equipped boots; empty item if none
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virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
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/** Sets the experience total - XpTotal, updates XpLevel and XpP as appropriate
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Returns true on success
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should really only be called at init or player death
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*/
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bool SetExperience(int a_XpTotal);
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/* Adds Xp, will not inc more than MAX_EXPERIENCE_ORB_SIZE!
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Returns true on success
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Updates XpLevel and XpP appropriately
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*/
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bool AddExperience(int a_Xp_delta);
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/// Gets the experience total - XpTotal
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inline int GetExperience(void) { return m_XpTotal; }
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/// Gets the current level - XpLevel
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inline int GetExperienceLevel(void) { return m_XpLevel; }
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/// Gets the experience bar percentage - XpP
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inline float GetExperiencePercentage(void) { return m_XpP; }
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/// Starts charging the equipped bow
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void StartChargingBow(void);
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@ -379,6 +400,27 @@ protected:
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/// The world tick in which eating will be finished. -1 if not eating
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Int64 m_EatingFinishTick;
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/// Player Xp levels etc
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int m_XpLevel; //store this and m_XpP to save calculating each time
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float m_XpP; //between 0 & 1
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int m_XpTotal;
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int m_XpNextLevelTotal; //save calculating this often
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//Xp level defines
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#define XP_TO_LEVEL15 255
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#define XP_PER_LEVEL_TO15 17
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#define XP_TO_LEVEL30 825
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/// Caculates the Xp at a given level, ref: http://minecraft.gamepedia.com/XP
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inline int XpAtLevel(int level) { return (int) ((level <= 15)? (15*level) :
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((level <= 31)? (1.5*level*level - 29.5*level + 360) :
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(3.5*level*level - 151.5*level + 2220))); }
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/// inverse of XpAtLevel, ref: http://minecraft.gamepedia.com/XP values are as per this with pre-calculations
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inline int CalcLevelFromXp(int XpTotal) { return (int) ((XpTotal <= XP_TO_LEVEL15)? XpTotal / XP_PER_LEVEL_TO15 : //level 0-15 or...
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(XpTotal <= XP_TO_LEVEL30)? ( 29.5 + sqrt( 870.25 - (6 * ( 360 - XpTotal )))) / 3 : //level 15-30
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(151.5 + sqrt( 22952.25 - (14 * (2220 - XpTotal)))) / 7); }//level 30+
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bool m_IsChargingBow;
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int m_BowCharge;
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