continue/armor_aura #1

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Jack merged 3 commits from continue/armor_aura into main 2025-12-20 01:48:43 +00:00
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@ -20,127 +20,138 @@ 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 float CASCADE_LOSS = 0.30f;
private static final int CRITICAL_PCT = 10;
private ProtectionAuraHandler() {}
/* ==========================================================
ENTRY POINT SERVER SIDE
ENTRY POINT
========================================================== */
public static void tick(PlayerEntity player) {
if (!hasFullChipperArmor(player)) return;
Float value = player.getDataTracker().get(CHIPI_ENERGY);
if (value == null) return;
Float energy = player.getDataTracker().get(CHIPI_ENERGY);
if (energy == null) return;
float durabilityFactor = getDurabilityFactor(player);
if (durabilityFactor <= 0f) return;
boolean inChipi = isInChipi(player.getWorld());
boolean protectedAura = isOnProtectedBlock(player);
float nextEnergy = calculateNextEnergy(player, energy, durabilityFactor);
if (nextEnergy == energy) return;
float rechargeRate = BASE_RECHARGE_RATE * durabilityFactor;
float drainRate = BASE_DRAIN_RATE * (1.0f + (1.0f - durabilityFactor));
applyEnergyDelta(player, energy, nextEnergy);
player.getDataTracker().set(CHIPI_ENERGY, nextEnergy);
}
float next = (!inChipi || protectedAura)
? Math.min(1.0f, value + rechargeRate)
: Math.max(0.0f, value - drainRate);
/* ==========================================================
ENERGY
========================================================== */
if (next == value) return;
private static float calculateNextEnergy(PlayerEntity player, float current, float durabilityFactor) {
boolean recharge = !isInChipi(player.getWorld()) || isOnProtectedBlock(player);
int oldPercent = (int) (value * 100f);
int newPercent = (int) (next * 100f);
int delta = Math.abs(newPercent - oldPercent);
float rate = recharge
? BASE_RECHARGE_RATE * durabilityFactor
: BASE_DRAIN_RATE * (1.0f + (1.0f - durabilityFactor));
return recharge
? Math.min(1.0f, current + rate)
: Math.max(0.0f, current - rate);
}
private static void applyEnergyDelta(PlayerEntity player, float before, float after) {
int oldPct = (int) (before * 100f);
int newPct = (int) (after * 100f);
int delta = Math.abs(newPct - oldPct);
if (delta > 0) {
damageArmor(player, delta);
applyArmorDamage(player, delta);
}
player.getDataTracker().set(CHIPI_ENERGY, next);
}
/* ==========================================================
ARMOR CHECK
ARMOR DAMAGE
========================================================== */
public static boolean hasFullChipperArmor(PlayerEntity player) {
PlayerInventory inv = player.getInventory();
return inv.getArmorStack(3).isOf(ModItems.CHIPPER_HELMET)
&& inv.getArmorStack(2).isOf(ModItems.CHIPPER_CHESTPLATE)
&& inv.getArmorStack(1).isOf(ModItems.CHIPPER_LEGGINGS)
&& inv.getArmorStack(0).isOf(ModItems.CHIPPER_BOOTS);
}
/* ==========================================================
DURABILITY LOGIC
========================================================== */
private static float getDurabilityFactor(PlayerEntity player) {
int max = 0, current = 0;
for (ItemStack stack : player.getArmorItems()) {
if (!stack.isEmpty()) {
max += stack.getMaxDamage();
current += stack.getMaxDamage() - stack.getDamage();
}
}
if (max <= 0) return 0f;
return Math.min(1f, (float) current / max);
}
private static void damageArmor(PlayerEntity player, int amount) {
private static void applyArmorDamage(PlayerEntity player, int amount) {
int[] before = getArmorPercents(player);
boolean broke = damageAllPieces(player, amount);
if (broke) {
handleCascade(player, before);
} else {
handleWarnings(player, before, getArmorPercents(player));
}
}
private static boolean damageAllPieces(PlayerEntity player, int amount) {
boolean broke = false;
for (ItemStack stack : player.getArmorItems()) {
if (!stack.isEmpty()) {
if (stack.isEmpty()) continue;
stack.damage(amount, player, p -> {});
if (stack.getDamage() >= stack.getMaxDamage()) {
broke = true;
}
}
return broke;
}
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));
}
/* ==========================================================
CASCADE
========================================================== */
private static void handleCascade(PlayerEntity player, int[] before) {
applyCascadeLoss(player);
player.getDataTracker().set(CHIPI_ENERGY, 0f);
sendCollapseMessage(player, before, getArmorPercents(player));
}
private static void applyCascadeLoss(PlayerEntity player) {
for (ItemStack stack : player.getArmorItems()) {
if (stack.isEmpty()) continue;
int max = stack.getMaxDamage();
int remaining = max - stack.getDamage();
if (remaining <= 0) continue;
int extra = Math.round(remaining * CASCADE_LOSS);
stack.setDamage(Math.min(max, stack.getDamage() + extra));
}
}
/* ==========================================================
CHAT MESSAGES (PLAYER ONLY)
WARNINGS
========================================================== */
private static void sendWarningIfNeeded(PlayerEntity player, int[] before, int[] after) {
boolean trigger = false;
private static void handleWarnings(PlayerEntity player, int[] before, int[] after) {
if (!enteredCritical(before, after)) return;
player.sendMessage(Text.literal(buildWarningMessage(after)), false);
}
private static boolean enteredCritical(int[] before, int[] after) {
for (int i = 0; i < 4; i++) {
if (before[i] > CRITICAL_PCT && after[i] <= CRITICAL_PCT) {
trigger = true;
return true;
}
}
if (!trigger) return;
return false;
}
player.sendMessage(Text.literal(buildWarningMessage(after)), false);
/* ==========================================================
CHAT BUILDERS
========================================================== */
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 sendCollapseMessage(PlayerEntity player, int[] before, int[] after) {
@ -152,15 +163,6 @@ public final class ProtectionAuraHandler {
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!!!");
@ -172,9 +174,14 @@ public final class ProtectionAuraHandler {
.append(after).append("% (was ").append(before).append("%)\n");
}
/* ==========================================================
UTIL
========================================================== */
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;
@ -187,20 +194,38 @@ public final class ProtectionAuraHandler {
return out;
}
private static float getDurabilityFactor(PlayerEntity player) {
int max = 0, cur = 0;
for (ItemStack stack : player.getArmorItems()) {
if (!stack.isEmpty()) {
max += stack.getMaxDamage();
cur += stack.getMaxDamage() - stack.getDamage();
}
}
return max <= 0 ? 0f : Math.min(1f, (float) cur / max);
}
/* ==========================================================
AURA CONDITIONS
CONDITIONS
========================================================== */
public static boolean hasFullChipperArmor(PlayerEntity player) {
PlayerInventory inv = player.getInventory();
return inv.getArmorStack(3).isOf(ModItems.CHIPPER_HELMET)
&& inv.getArmorStack(2).isOf(ModItems.CHIPPER_CHESTPLATE)
&& inv.getArmorStack(1).isOf(ModItems.CHIPPER_LEGGINGS)
&& inv.getArmorStack(0).isOf(ModItems.CHIPPER_BOOTS);
}
private static boolean isOnProtectedBlock(PlayerEntity player) {
BlockPos pos = player.getBlockPos();
BlockState state = player.getWorld().getBlockState(pos);
if (!state.contains(Properties.WATERLOGGED) || !state.get(Properties.WATERLOGGED)) {
return false;
}
return state.getBlock() instanceof StairsBlock
|| state.getBlock() instanceof SlabBlock;
return state.contains(Properties.WATERLOGGED)
&& state.get(Properties.WATERLOGGED)
&& (state.getBlock() instanceof StairsBlock
|| state.getBlock() instanceof SlabBlock);
}
private static boolean isInChipi(World world) {
@ -209,7 +234,7 @@ public final class ProtectionAuraHandler {
public static boolean hasAura(PlayerEntity player) {
if (!hasFullChipperArmor(player)) return false;
Float value = player.getDataTracker().get(CHIPI_ENERGY);
return value != null && value > 0f && getDurabilityFactor(player) > 0f;
Float v = player.getDataTracker().get(CHIPI_ENERGY);
return v != null && v > 0f && getDurabilityFactor(player) > 0f;
}
}