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Improved fishing rewards (#4120)

* Damage fishing rod after use
* Give xp to the player for catching something
* Fixed junk drops
* Implement Luck of the Sea
This commit is contained in:
Bond-009 2018-01-05 15:32:30 +01:00 committed by peterbell10
parent a2de7c2bb1
commit d7de2dccf0
2 changed files with 56 additions and 38 deletions

View File

@ -55,6 +55,7 @@ short cItem::GetMaxDamage(void) const
case E_ITEM_DIAMOND_SHOVEL: return 1561;
case E_ITEM_DIAMOND_SWORD: return 1561;
case E_ITEM_FLINT_AND_STEEL: return 64;
case E_ITEM_FISHING_ROD: return 65;
case E_ITEM_GOLD_AXE: return 32;
case E_ITEM_GOLD_BOOTS: return 92;
case E_ITEM_GOLD_CHESTPLATE: return 113;
@ -88,8 +89,9 @@ short cItem::GetMaxDamage(void) const
case E_ITEM_WOODEN_PICKAXE: return 59;
case E_ITEM_WOODEN_SHOVEL: return 59;
case E_ITEM_WOODEN_SWORD: return 59;
default: return 0;
}
return 0;
}

View File

@ -89,29 +89,41 @@ public:
return true;
}
);
a_Player->UseEquippedItem(5);
}
else if (FloaterInfo.CanPickup())
{
UInt32 LotSLevel = std::min(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLuckOfTheSea), 3u);
// Chances for getting an item from the category for each level of Luck of the Sea (0 - 3)
const int TreasureChances[] = {50, 71, 92, 113}; // 5% | 7.1% | 9.2% | 11.3%
const int JunkChances[] = {100, 81, 61, 42}; // 10% | 8.1% | 6.1% | 4.2%
cItems Drops;
int ItemCategory = Random.RandInt(99);
if (ItemCategory <= 4) // Treasures 5%
int ItemCategory = Random.RandInt(999);
if (ItemCategory < TreasureChances[LotSLevel])
{
int Treasure = Random.RandInt(5);
switch (Treasure)
switch (Random.RandInt(5)) // Each piece of treasure has an equal chance of 1 / 6
{
case 0:
{
Drops.Add(cItem(E_ITEM_BOW)); // TODO: Enchantments
cItem Bow(E_ITEM_BOW, 1, Random.RandInt<short>(50));
Bow.EnchantByXPLevels(Random.RandInt(22, 30));
Drops.Add(Bow);
break;
}
case 1:
{
Drops.Add(cItem(E_ITEM_BOOK)); // TODO: Enchanted book
cItem Book(E_ITEM_ENCHANTED_BOOK);
Book.EnchantByXPLevels(30);
Drops.Add(Book);
break;
}
case 2:
{
Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(50))); // Fishing rod with durability. TODO: Enchantments on it
cItem Rod(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(50));
Rod.EnchantByXPLevels(Random.RandInt(22, 30));
Drops.Add(Rod);
break;
}
case 3:
@ -133,57 +145,59 @@ public:
a_Player->GetStatManager().AddValue(statTreasureFished, 1);
}
else if (ItemCategory <= 14) // Junk 10%
else if (ItemCategory < JunkChances[LotSLevel])
{
int Junk = Random.RandInt(70);
if (Junk <= 1)
{
Drops.Add(cItem(E_ITEM_DYE, 10, 0));
}
else if (Junk <= 4)
{
Drops.Add(cItem(E_ITEM_BOW, 1, Random.RandInt<short>(64)));
}
else if (Junk <= 9)
{
Drops.Add(cItem(E_ITEM_STICK));
}
else if (Junk <= 14)
{
Drops.Add(cItem(E_ITEM_STRING));
}
else if (Junk <= 22)
int Junk = Random.RandInt(82);
if (Junk < 10) // 10 / 83 chance of spawning a bowl
{
Drops.Add(cItem(E_ITEM_BOWL));
}
else if (Junk <= 30)
else if (Junk < 12) // 2 / 83 chance of spawning a fishing rod
{
// Fishing Rods caught from the Junk category will be 10%100% damaged, and always unenchanted.
Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(7, 65)));
}
else if (Junk < 22) // 10 / 83 chance of spawning leather
{
Drops.Add(cItem(E_ITEM_LEATHER));
}
else if (Junk <= 38)
else if (Junk < 32) // 10 / 83 chance of spawning leather boots
{
Drops.Add(cItem(E_ITEM_LEATHER_BOOTS));
// Leather boots caught from the Junk category will be 10%100% damaged, and always unenchanted.
Drops.Add(cItem(E_ITEM_LEATHER_BOOTS, 1, Random.RandInt<short>(7, 66)));
}
else if (Junk <= 46)
else if (Junk < 42) // 10 / 83 chance of spawning rotten flesh
{
Drops.Add(cItem(E_ITEM_ROTTEN_FLESH));
}
else if (Junk <= 54)
else if (Junk < 47) // 5 / 83 chance of spawning a stick
{
Drops.Add(cItem(E_ITEM_POTIONS));
Drops.Add(cItem(E_ITEM_STICK));
}
else if (Junk <= 62)
else if (Junk < 52) // 5 / 83 chance of spawning string
{
Drops.Add(cItem(E_ITEM_STRING));
}
else if (Junk < 62) // 10 / 83 chance of spawning a water bottle
{
Drops.Add(cItem(E_ITEM_POTION));
}
else if (Junk < 72) // 10 / 83 chance of spawning a bone
{
Drops.Add(cItem(E_ITEM_BONE));
}
else if (Junk <= 70)
else if (Junk < 73) // 1 / 83 chance of spawning an ink sac
{
Drops.Add(cItem(E_ITEM_DYE));
}
else // 10 / 83 chance of spawning a tripwire hook
{
Drops.Add(cItem(E_BLOCK_TRIPWIRE_HOOK));
}
a_Player->GetStatManager().AddValue(statJunkFished, 1);
}
else // Fish
else
{
int FishType = Random.RandInt(99);
if (FishType <= 1) // Clownfish has a 2% chance of spawning
@ -194,11 +208,11 @@ public:
{
Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
}
else if (FishType <= 24)
else if (FishType <= 24) // Raw salmon has a 25% chance of spawning
{
Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_SALMON));
}
else
else // Raw fish has a 60% chance of spawning
{
Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_FISH));
}
@ -216,6 +230,8 @@ public:
Vector3d FlyDirection = a_Player->GetEyePosition() - FloaterPos;
a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x * FISH_SPEED_MULT, (FlyDirection.y + 1.0f) * FISH_SPEED_MULT, FlyDirection.z * FISH_SPEED_MULT);
a_World->SpawnExperienceOrb(a_Player->GetPosX(), a_Player->GetPosY(), a_Player->GetPosZ(), Random.RandInt(1, 6));
a_Player->UseEquippedItem(1);
cRoot::Get()->GetPluginManager()->CallHookPlayerFished(*a_Player, Drops);
}
}