Refactor ProtectionAuraHandler: streamline durability logic and add chat messages for armor status

This commit is contained in:
Chipperfluff 2025-12-19 23:47:22 +01:00
parent ef64fd61f6
commit 4d35361b28

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@ -8,6 +8,7 @@ import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.entity.player.PlayerInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.state.property.Properties;
import net.minecraft.text.Text;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
@ -19,10 +20,13 @@ public final class ProtectionAuraHandler {
private static final float BASE_RECHARGE_RATE = 0.0005f;
private static final float BASE_DRAIN_RATE = 0.0008f;
private static final float CASCADE_LOSS = 0.30f; // 30% relative
private static final int CRITICAL_PCT = 10;
private ProtectionAuraHandler() {}
/* ==========================================================
ENTRY POINT CALLED SERVER SIDE
ENTRY POINT SERVER SIDE
========================================================== */
public static void tick(PlayerEntity player) {
@ -40,22 +44,14 @@ public final class ProtectionAuraHandler {
float rechargeRate = BASE_RECHARGE_RATE * durabilityFactor;
float drainRate = BASE_DRAIN_RATE * (1.0f + (1.0f - durabilityFactor));
float next = value;
if (!inChipi || protectedAura) {
next = Math.min(1.0f, value + rechargeRate);
} else {
next = Math.max(0.0f, value - drainRate);
}
float next = (!inChipi || protectedAura)
? Math.min(1.0f, value + rechargeRate)
: Math.max(0.0f, value - drainRate);
if (next == value) return;
//
// PERCENT-BASED DURABILITY LOGIC
//
int oldPercent = (int) Math.floor(value * 100f);
int newPercent = (int) Math.floor(next * 100f);
int oldPercent = (int) (value * 100f);
int newPercent = (int) (next * 100f);
int delta = Math.abs(newPercent - oldPercent);
if (delta > 0) {
@ -82,26 +78,113 @@ public final class ProtectionAuraHandler {
========================================================== */
private static float getDurabilityFactor(PlayerEntity player) {
int max = 0;
int current = 0;
int max = 0, current = 0;
for (ItemStack stack : player.getArmorItems()) {
if (!stack.isEmpty()) {
max += stack.getMaxDamage();
current += (stack.getMaxDamage() - stack.getDamage());
current += stack.getMaxDamage() - stack.getDamage();
}
}
if (max <= 0) return 0f;
return Math.max(0f, Math.min(1f, (float) current / max));
return Math.min(1f, (float) current / max);
}
private static void damageArmor(PlayerEntity player, int amount) {
int[] before = getArmorPercents(player);
boolean broke = false;
for (ItemStack stack : player.getArmorItems()) {
if (!stack.isEmpty()) {
stack.damage(amount, player, p -> {});
if (stack.getDamage() >= stack.getMaxDamage()) {
broke = true;
}
}
}
if (broke) {
applyCascadeDamage(player, before);
} else {
sendWarningIfNeeded(player, before, getArmorPercents(player));
}
}
private static void applyCascadeDamage(PlayerEntity player, int[] before) {
for (ItemStack stack : player.getArmorItems()) {
if (stack.isEmpty()) continue;
int max = stack.getMaxDamage();
int current = max - stack.getDamage();
if (current <= 0) continue;
int extra = Math.round(current * CASCADE_LOSS);
stack.setDamage(Math.min(max, stack.getDamage() + extra));
}
player.getDataTracker().set(CHIPI_ENERGY, 0f);
sendCollapseMessage(player, before, getArmorPercents(player));
}
/* ==========================================================
CHAT MESSAGES (PLAYER ONLY)
========================================================== */
private static void sendWarningIfNeeded(PlayerEntity player, int[] before, int[] after) {
boolean trigger = false;
for (int i = 0; i < 4; i++) {
if (before[i] > CRITICAL_PCT && after[i] <= CRITICAL_PCT) {
trigger = true;
}
}
if (!trigger) return;
player.sendMessage(Text.literal(buildWarningMessage(after)), false);
}
private static void sendCollapseMessage(PlayerEntity player, int[] before, int[] after) {
StringBuilder sb = new StringBuilder("§c[AURA COLLAPSE]\n");
appendPiece(sb, "Head", before[3], after[3]);
appendPiece(sb, "Body", before[2], after[2]);
appendPiece(sb, "Legs", before[1], after[1]);
appendPiece(sb, "Feet", before[0], after[0]);
player.sendMessage(Text.literal(sb.toString()), false);
}
private static String buildWarningMessage(int[] pct) {
StringBuilder sb = new StringBuilder("§6[AURA WARNING]\n");
appendPiece(sb, "Head", pct[3]);
appendPiece(sb, "Body", pct[2]);
appendPiece(sb, "Legs", pct[1]);
appendPiece(sb, "Feet", pct[0]);
return sb.toString();
}
private static void appendPiece(StringBuilder sb, String name, int pct) {
sb.append("§7").append(name).append(": ").append(pct).append("%");
if (pct <= CRITICAL_PCT) sb.append(" §c!!!");
sb.append("\n");
}
private static void appendPiece(StringBuilder sb, String name, int before, int after) {
sb.append("§7").append(name).append(": ")
.append(after).append("% (was ").append(before).append("%)\n");
}
private static int[] getArmorPercents(PlayerEntity player) {
int[] out = new int[4];
int i = 0;
for (ItemStack stack : player.getArmorItems()) {
if (stack.isEmpty()) {
out[i++] = 0;
} else {
int max = stack.getMaxDamage();
int cur = max - stack.getDamage();
out[i++] = Math.max(0, (int) ((cur / (float) max) * 100f));
}
}
return out;
}
/* ==========================================================
@ -126,10 +209,7 @@ public final class ProtectionAuraHandler {
public static boolean hasAura(PlayerEntity player) {
if (!hasFullChipperArmor(player)) return false;
Float value = player.getDataTracker().get(CHIPI_ENERGY);
if (value == null || value <= 0f) return false;
return getDurabilityFactor(player) > 0f;
return value != null && value > 0f && getDurabilityFactor(player) > 0f;
}
}