Initial refactor of damagetype

This commit is contained in:
2024-04-01 09:19:37 -04:00
parent adfbf87056
commit a29269e335
32 changed files with 447 additions and 380 deletions
+18 -18
View File
@@ -710,19 +710,19 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
// TODO modify for equipment
if (this.bonuses != null) {
// modify for effects
strVal += this.bonuses.getFloat(ModType.Attr, SourceType.STRENGTH);
dexVal += this.bonuses.getFloat(ModType.Attr, SourceType.DEXTERITY);
conVal += this.bonuses.getFloat(ModType.Attr, SourceType.CONSTITUTION);
intVal += this.bonuses.getFloat(ModType.Attr, SourceType.INTELLIGENCE);
spiVal += this.bonuses.getFloat(ModType.Attr, SourceType.SPIRIT);
strVal += this.bonuses.getFloat(ModType.Attr, SourceType.Strength);
dexVal += this.bonuses.getFloat(ModType.Attr, SourceType.Dexterity);
conVal += this.bonuses.getFloat(ModType.Attr, SourceType.Constitution);
intVal += this.bonuses.getFloat(ModType.Attr, SourceType.Intelligence);
spiVal += this.bonuses.getFloat(ModType.Attr, SourceType.Spirit);
// apply dex penalty for armor
// modify percent amounts. DO THIS LAST!
strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.STRENGTH));
dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.DEXTERITY));
conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.CONSTITUTION));
intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.INTELLIGENCE));
spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.SPIRIT));
strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength));
dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity));
conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution));
intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence));
spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit));
}
// Set current stats
@@ -739,7 +739,7 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
float bonus = 1;
if (this.bonuses != null)
// get rune and effect bonuses
bonus *= (1 + this.bonuses.getFloatPercentAll(ModType.Speed, SourceType.NONE));
bonus *= (1 + this.bonuses.getFloatPercentAll(ModType.Speed, SourceType.None));
if (this.isPlayerGuard())
switch (this.mobBase.getLoadID()) {
@@ -836,7 +836,7 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
if (!this.isMoving())
return;
if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.NONE) || this.getBonuses().getBool(ModType.CannotMove, SourceType.NONE)) {
if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.None) || this.getBonuses().getBool(ModType.CannotMove, SourceType.None)) {
//Target is stunned or rooted. Don't move
this.stopMovement(this.getMovementLoc());
@@ -1072,15 +1072,15 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
// Apply any bonuses from runes and effects
if (this.bonuses != null) {
h += this.bonuses.getFloat(ModType.HealthFull, SourceType.NONE);
m += this.bonuses.getFloat(ModType.ManaFull, SourceType.NONE);
s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.NONE);
h += this.bonuses.getFloat(ModType.HealthFull, SourceType.None);
m += this.bonuses.getFloat(ModType.ManaFull, SourceType.None);
s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.None);
//apply effects percent modifiers. DO THIS LAST!
h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.NONE));
m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.NONE));
s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.NONE));
h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None));
m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None));
s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None));
}
// Set max health, mana and stamina