Fixed fortitude healing too much

This commit is contained in:
Chiss 2014-11-07 14:07:22 +11:00
parent a67842b504
commit cd4d2c16a8

View File

@ -1,6 +1,8 @@
package mineplex.minecraft.game.classcombat.Skill.Knight;
import java.util.HashSet;
import java.util.Iterator;
import java.util.Map.Entry;
import java.util.WeakHashMap;
import org.bukkit.entity.Player;
@ -21,7 +23,7 @@ import mineplex.minecraft.game.classcombat.Skill.SkillFactory;
public class Fortitude extends Skill
{
private WeakHashMap<Player, Double> _preHealth = new WeakHashMap<Player, Double>();
private WeakHashMap<Player, Integer> _health = new WeakHashMap<Player, Integer>();
private WeakHashMap<Player, Double> _health = new WeakHashMap<Player, Double>();
private WeakHashMap<Player, Long> _last = new WeakHashMap<Player, Long>();
public Fortitude(SkillFactory skills, String name, ClassType classType, SkillType skillType, int cost, int levels)
@ -34,7 +36,7 @@ public class Fortitude extends Skill
"up to #0#1 of the health you lost.",
"",
"You restore health at a rate of",
"1 health per #3.5#-0.5 seconds.",
"1 health per #3#-0.5 seconds.",
"",
"This does not stack, and is reset if",
"you are hit again."
@ -74,7 +76,7 @@ public class Fortitude extends Skill
double diff = _preHealth.remove(damagee) - damagee.getHealth();
_health.put(damagee, Math.min(level,(int)(diff + 0.5)));
_health.put(damagee, Math.min(level, diff));
_last.put(damagee, System.currentTimeMillis());
}
@ -84,33 +86,35 @@ public class Fortitude extends Skill
if (event.getType() != UpdateType.FASTER)
return;
HashSet<Player> remove = new HashSet<Player>();
for (Player cur : _health.keySet())
Iterator<Entry<Player, Double>> healthIterator = _health.entrySet().iterator();
while (healthIterator.hasNext())
{
int level = getLevel(cur);
if (level == 0) continue;
if (UtilTime.elapsed(_last.get(cur), 3500 - (500 * level)))
{
_health.put(cur, _health.get(cur) - 1);
_last.put(cur, System.currentTimeMillis());
if (_health.get(cur) <= 0)
remove.add(cur);
//Heal
UtilPlayer.health(cur, 1);
//Effect
UtilParticle.PlayParticle(ParticleType.HEART, cur.getEyeLocation(), 0, 0.2f, 0, 0, 1);
}
}
for (Player cur : remove)
{
_health.remove(cur);
_last.remove(cur);
Entry<Player, Double> entry = healthIterator.next();
int level = getLevel(entry.getKey());
if (level == 0)
continue;
if (!UtilTime.elapsed(_last.get(entry.getKey()), 3000 - (500 * level)))
continue;
//Work out healing
double toHeal = Math.min(entry.getValue(), 1);
entry.setValue(entry.getValue() - toHeal);
//Heal
UtilPlayer.health(entry.getKey(), toHeal);
//Effect
UtilParticle.PlayParticle(ParticleType.HEART, entry.getKey().getEyeLocation(), 0, 0.2f, 0, 0, 1);
//Finished
if (entry.getValue() <= 0)
healthIterator.remove();
//Last Tick
_last.put(entry.getKey(), System.currentTimeMillis());
}
}