Fix armor protection (#4506)
* Fix armor protection * Check min damage * Check min damage * Commit missing changes * Convert to int * Use float * Float some more
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@ -282,17 +282,12 @@ void cEntity::TakeDamage(cEntity & a_Attacker)
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void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount)
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{
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int ArmorCover = GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
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int EnchantmentCover = GetEnchantmentCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
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int FinalDamage = a_RawDamage - ArmorCover - EnchantmentCover;
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if ((FinalDamage == 0) && (a_RawDamage > 0))
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{
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// Nobody's invincible
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FinalDamage = 1;
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}
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ApplyArmorDamage(ArmorCover);
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float FinalDamage = a_RawDamage;
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float ArmorCover = GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
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cEntity::TakeDamage(a_DamageType, a_Attacker, a_RawDamage, static_cast<float>(FinalDamage), a_KnockbackAmount);
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ApplyArmorDamage(static_cast<int>(ArmorCover));
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cEntity::TakeDamage(a_DamageType, a_Attacker, a_RawDamage, FinalDamage, a_KnockbackAmount);
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}
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@ -335,7 +330,19 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
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{
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TDI.Attacker = nullptr;
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}
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if (a_RawDamage <= 0)
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{
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a_RawDamage = 0;
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}
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TDI.RawDamage = a_RawDamage;
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if (a_FinalDamage <= 0)
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{
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a_FinalDamage = 0;
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}
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TDI.FinalDamage = a_FinalDamage;
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Vector3d Heading(0, 0, 0);
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@ -654,7 +661,7 @@ bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
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int cEntity::GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
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float cEntity::GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
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{
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int TotalEPF = 0;
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@ -690,7 +697,7 @@ int cEntity::GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType
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}
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}
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int CappedEPF = std::min(20, TotalEPF);
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return static_cast<int>(a_Damage * CappedEPF / 25.0);
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return (a_Damage * CappedEPF / 25.0f);
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}
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@ -722,7 +729,7 @@ float cEntity::GetEnchantmentBlastKnockbackReduction()
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int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
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float cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
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{
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// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
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@ -772,8 +779,8 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
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// TODO: Special armor cases, such as wool, saddles, dog's collar
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// Ref.: https://minecraft.gamepedia.com/Armor#Mob_armor as of 2012_12_20
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double Reduction = std::max(ArmorValue / 5.0, ArmorValue - a_Damage / (2 + Toughness / 4.0));
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return static_cast<int>(a_Damage * std::min(20.0, Reduction) / 25.0);
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float Reduction = std::max(ArmorValue / 5.0f, ArmorValue - a_Damage / (2.0f + Toughness / 4.0f));
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return (a_Damage * std::min(20.0f, Reduction) / 25.0f);
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}
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@ -357,10 +357,10 @@ public:
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virtual bool ArmorCoversAgainst(eDamageType a_DamageType);
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/** Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover */
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virtual int GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_RawDamage);
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virtual float GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_RawDamage);
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/** Returns the hitpoints that the currently equipped armor's enchantments would cover */
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virtual int GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage);
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virtual float GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage);
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/** Returns explosion knock back reduction percent from blast protection level
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@return knock back reduce percent */
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