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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_SHOVEL: return 1561;
case E_ITEM_DIAMOND_SWORD: return 1561; case E_ITEM_DIAMOND_SWORD: return 1561;
case E_ITEM_FLINT_AND_STEEL: return 64; 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_AXE: return 32;
case E_ITEM_GOLD_BOOTS: return 92; case E_ITEM_GOLD_BOOTS: return 92;
case E_ITEM_GOLD_CHESTPLATE: return 113; 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_PICKAXE: return 59;
case E_ITEM_WOODEN_SHOVEL: return 59; case E_ITEM_WOODEN_SHOVEL: return 59;
case E_ITEM_WOODEN_SWORD: return 59; case E_ITEM_WOODEN_SWORD: return 59;
default: return 0;
} }
return 0;
} }

View File

@ -89,29 +89,41 @@ public:
return true; return true;
} }
); );
a_Player->UseEquippedItem(5);
} }
else if (FloaterInfo.CanPickup()) 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; cItems Drops;
int ItemCategory = Random.RandInt(99); int ItemCategory = Random.RandInt(999);
if (ItemCategory <= 4) // Treasures 5% if (ItemCategory < TreasureChances[LotSLevel])
{ {
int Treasure = Random.RandInt(5); switch (Random.RandInt(5)) // Each piece of treasure has an equal chance of 1 / 6
switch (Treasure)
{ {
case 0: 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; break;
} }
case 1: case 1:
{ {
Drops.Add(cItem(E_ITEM_BOOK)); // TODO: Enchanted book cItem Book(E_ITEM_ENCHANTED_BOOK);
Book.EnchantByXPLevels(30);
Drops.Add(Book);
break; break;
} }
case 2: 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; break;
} }
case 3: case 3:
@ -133,57 +145,59 @@ public:
a_Player->GetStatManager().AddValue(statTreasureFished, 1); a_Player->GetStatManager().AddValue(statTreasureFished, 1);
} }
else if (ItemCategory <= 14) // Junk 10% else if (ItemCategory < JunkChances[LotSLevel])
{ {
int Junk = Random.RandInt(70); int Junk = Random.RandInt(82);
if (Junk <= 1) if (Junk < 10) // 10 / 83 chance of spawning a bowl
{
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)
{ {
Drops.Add(cItem(E_ITEM_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)); 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)); 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)); 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)); Drops.Add(cItem(E_BLOCK_TRIPWIRE_HOOK));
} }
a_Player->GetStatManager().AddValue(statJunkFished, 1); a_Player->GetStatManager().AddValue(statJunkFished, 1);
} }
else // Fish else
{ {
int FishType = Random.RandInt(99); int FishType = Random.RandInt(99);
if (FishType <= 1) // Clownfish has a 2% chance of spawning 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)); 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)); 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)); Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_FISH));
} }
@ -216,6 +230,8 @@ public:
Vector3d FlyDirection = a_Player->GetEyePosition() - FloaterPos; 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->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); cRoot::Get()->GetPluginManager()->CallHookPlayerFished(*a_Player, Drops);
} }
} }