Moved Boost into the class it belongs to & improved it a bit (#1669)

* Moved Boost into the class it belongs to.
Added a vertical flight amplification.
Changed the conditions to allow for negative boost.

TODO: jumping with boost still feels unnatural (too steep compared to sprint)
TODO: vertical movement seems only possible by directly modifying motionY which can escalate quickly

* Reformat
This commit is contained in:
Tobias 2019-11-05 03:22:40 +01:00 committed by Nick Ignoffo
parent 268469f078
commit ab33ead20f
2 changed files with 22 additions and 26 deletions

View file

@ -1,12 +1,11 @@
package WayofTime.bloodmagic.util.handler.event;
import WayofTime.bloodmagic.BloodMagic;
import WayofTime.bloodmagic.util.Constants;
import WayofTime.bloodmagic.livingArmour.LivingArmourUpgrade;
import WayofTime.bloodmagic.core.RegistrarBloodMagic;
import WayofTime.bloodmagic.item.armour.ItemLivingArmour;
import WayofTime.bloodmagic.item.soul.ItemSentientBow;
import WayofTime.bloodmagic.livingArmour.LivingArmour;
import WayofTime.bloodmagic.livingArmour.LivingArmourUpgrade;
import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeCrippledArm;
import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeQuenched;
import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeSlowHeal;
@ -16,6 +15,7 @@ import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerFallProtect;
import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerGrimReaperSprint;
import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerJump;
import WayofTime.bloodmagic.livingArmour.upgrade.*;
import WayofTime.bloodmagic.util.Constants;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
@ -247,15 +247,8 @@ public class LivingArmourHandler {
}
}
if (event.getEntityLiving().isPotionActive(RegistrarBloodMagic.BOOST)) {
int i = event.getEntityLiving().getActivePotionEffect(RegistrarBloodMagic.BOOST).getAmplifier();
{
percentIncrease += (i + 1) * 0.5f;
}
}
if (percentIncrease > 0 && (player.onGround || player.capabilities.isFlying) && (Math.abs(player.moveForward) > 0 || Math.abs(player.moveStrafing) > 0)) {
player.travel(player.moveStrafing * percentIncrease, 0, player.moveForward * percentIncrease);
if (percentIncrease != 0 && (player.onGround || player.capabilities.isFlying) && (Math.abs(player.moveForward) > 0 || Math.abs(player.moveStrafing) > 0)) {
player.travel(player.moveStrafing * percentIncrease, player.capabilities.isFlying ? player.moveVertical * percentIncrease : 0, player.moveForward * percentIncrease);
}
}
}