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Fixing several issues related to Bleed/Rupture
Rupture now keeps track of who applied the damage and attributes it correctly in events Rupture's bleed timer task no longer caps at the low value of 10 ticks internally Ruptures bleed check code has had some minor refactoring
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@ -17,9 +17,10 @@ import java.util.Map;
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import java.util.Map.Entry;
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public class BleedTimerTask extends BukkitRunnable {
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private final static int MAX_BLEED_TICKS = 10;
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private final static int MAX_BLEED_TICKS = 100; //The cap has been raised :)
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private static Map<LivingEntity, Integer> bleedList = new HashMap<LivingEntity, Integer>();
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private static Map<LivingEntity, Integer> bleedDamage = new HashMap<LivingEntity, Integer>();
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private static Map<LivingEntity, LivingEntity> attackerMap = new HashMap<>();
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@Override
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public void run() {
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@ -73,7 +74,8 @@ public class BleedTimerTask extends BukkitRunnable {
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bleedIterator.remove();
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}
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CombatUtils.dealNoInvulnerabilityTickDamage(entity, damage, null);
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CombatUtils.dealNoInvulnerabilityTickDamage(entity, damage, attackerMap.get(entity));
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ParticleEffectUtils.playBleedEffect(entity);
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}
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}
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@ -86,9 +88,10 @@ public class BleedTimerTask extends BukkitRunnable {
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*/
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public static void bleedOut(LivingEntity entity) {
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if (bleedList.containsKey(entity)) {
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CombatUtils.dealNoInvulnerabilityTickDamage(entity, bleedList.get(entity) * 2, null);
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CombatUtils.dealNoInvulnerabilityTickDamage(entity, bleedList.get(entity) * 2, attackerMap.get(entity));
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bleedList.remove(entity);
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bleedDamage.remove(entity);
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attackerMap.remove(entity);
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}
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}
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@ -101,6 +104,7 @@ public class BleedTimerTask extends BukkitRunnable {
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if (bleedList.containsKey(entity)) {
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bleedList.remove(entity);
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bleedDamage.remove(entity);
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attackerMap.remove(entity);
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}
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}
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@ -110,20 +114,21 @@ public class BleedTimerTask extends BukkitRunnable {
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* @param entity LivingEntity to add
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* @param ticks Number of bleeding ticks
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*/
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public static void add(LivingEntity entity, int ticks, int bleedRank) {
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public static void add(LivingEntity entity, LivingEntity attacker, int ticks, int bleedRank) {
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int newTicks = ticks;
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if (bleedList.containsKey(entity)) {
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newTicks += bleedList.get(entity);
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bleedList.put(entity, Math.min(newTicks, MAX_BLEED_TICKS));
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bleedList.put(entity, Math.min(MAX_BLEED_TICKS, newTicks));
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//Override the current bleed rank only if this one is higher
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if(bleedDamage.get(entity) < bleedRank)
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bleedDamage.put(entity, bleedRank);
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}
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else {
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bleedList.put(entity, Math.min(newTicks, MAX_BLEED_TICKS));
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bleedList.put(entity, Math.min(MAX_BLEED_TICKS, newTicks));
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bleedDamage.put(entity, bleedRank);
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attackerMap.put(entity, attacker);
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}
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}
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