Browse Source

new regen system

lakebane-ai
FatBoy-DOTC 2 weeks ago
parent
commit
7981acb582
  1. 2
      src/engine/objects/PlayerCharacter.java
  2. 95
      src/engine/objects/PlayerCombatStats.java

2
src/engine/objects/PlayerCharacter.java

@ -5138,7 +5138,7 @@ public class PlayerCharacter extends AbstractCharacter { @@ -5138,7 +5138,7 @@ public class PlayerCharacter extends AbstractCharacter {
} else {
this.combatStats.update();
}
this.doRegen();
//this.doRegen();
}
if (this.getStamina() < 10) {

95
src/engine/objects/PlayerCombatStats.java

@ -2,6 +2,8 @@ package engine.objects; @@ -2,6 +2,8 @@ package engine.objects;
import engine.Enum;
import engine.gameManager.ChatManager;
import engine.math.Vector2f;
import engine.math.Vector3fImmutable;
import engine.powers.EffectsBase;
import engine.powers.effectmodifiers.AbstractEffectModifier;
import engine.server.MBServerStatics;
@ -252,6 +254,18 @@ public class PlayerCombatStats { @@ -252,6 +254,18 @@ public class PlayerCombatStats {
HIT_VALUE_MAP.put(2.50f, 100f);
}
//Values for health and mana are in terms of the number of seconds it takes to recover 1%
//Values for stamina are in terms of the number of seconds it takes to recover 1 point
//HEALTH//MANA//STAMINA
private static Vector3fImmutable resting = new Vector3fImmutable(3.0f,1.2f,0.5f);
private static Vector3fImmutable idling = new Vector3fImmutable(15.0f,6.0f,5.0f);
private static Vector3fImmutable walking = new Vector3fImmutable(20.0f,8.0f,0.0f);
private static Vector3fImmutable running = new Vector3fImmutable(0.0f,0.0f,0.0f);
//#Values for how fast mana is consumed. The first is how fast when player is not in combat
//#mode, the second is when he IS in combat mode. This is in Stamina reduction per second.
private static Vector2f consumption = new Vector2f(0.4f,0.65f);
public PlayerCombatStats(PlayerCharacter pc) {
this.owner = pc;
this.update();
@ -324,6 +338,11 @@ public class PlayerCombatStats { @@ -324,6 +338,11 @@ public class PlayerCombatStats {
} catch (Exception e) {
//Logger.error("FAILED TO CALCULATE Defense FOR: " + this.owner.getObjectUUID());
}
try{
this.doRegen();
}catch(Exception ignored){
}
}
@ -868,4 +887,80 @@ public class PlayerCombatStats { @@ -868,4 +887,80 @@ public class PlayerCombatStats {
return HIT_VALUE_MAP.get(key);
}
public void doRegen(){
long current = System.currentTimeMillis();
Vector3fImmutable regenRate;
PlayerCharacter pc = this.owner;
if(!pc.timestamps.containsKey("LastRegen")){
pc.timestamps.put("LastRegen", current);
}
if(pc.isSit()){
regenRate = resting;
} else if(!pc.isMoving()){
regenRate = idling;
}else{
if(pc.isWalk()){
regenRate = walking;
}else{
regenRate = running;
}
}
double secondsPassed = current - pc.timestamps.get("LastRegen") * 0.001f;
double healthRegenerated = 0.01f / regenRate.x;
double manaRegenerated = 0.01f / regenRate.y;
if(pc.bonuses != null){
healthRegenerated *= 1 + pc.bonuses.getFloatPercentAll(Enum.ModType.HealthRecoverRate, Enum.SourceType.None);
manaRegenerated *= 1 + pc.bonuses.getFloatPercentAll(Enum.ModType.ManaRecoverRate, Enum.SourceType.None);
}
healthRegenerated *= pc.healthMax * secondsPassed;
manaRegenerated *= pc.manaMax * secondsPassed;
double newHealth = pc.health.get() + healthRegenerated;
double newMana = pc.mana.get() + manaRegenerated;
if(newHealth > pc.healthMax)
newHealth = pc.healthMax;
if(newMana > pc.manaMax)
newMana = pc.manaMax;
pc.health.compareAndSet(pc.health.get(), (float) newHealth);
pc.mana.compareAndSet(pc.mana.get(), (float) newMana);
if(regenRate.z > 0) {
//recover stamina
double staminaRegenerated = 1 / regenRate.z;
if (pc.bonuses != null) {
staminaRegenerated *= 1 + pc.bonuses.getFloatPercentAll(Enum.ModType.StaminaRecoverRate, Enum.SourceType.None);
}
double newStamina = pc.stamina.get() + staminaRegenerated;
if(newStamina > pc.staminaMax)
newStamina = pc.staminaMax;
pc.stamina.compareAndSet(pc.stamina.get(), (float) newStamina);
}else{
//consume stamina
if(pc.isMoving()){
double newStamina;
if(pc.walkMode){
//walking
newStamina = consumption.x * secondsPassed;
}else{
//running
newStamina = consumption.y * secondsPassed;
}
if(newStamina < 0)
newStamina = 0;
pc.stamina.compareAndSet(pc.stamina.get(), pc.stamina.get() - (float) newStamina);
if(newStamina == 0 && pc.isSwimming())
pc.health.compareAndSet(pc.health.get(), pc.health.get() - (float) newStamina);
}
}
}
}

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