Files
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

160 lines
3.7 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.h"
#include "net.minecraft.world.damagesource.h"
#include "com.mojang.nbt.h"
#include "FoodConstants.h"
#include "FoodData.h"
FoodData::FoodData()
{
exhaustionLevel = 0;
tickTimer = 0;
foodLevel = FoodConstants::MAX_FOOD;
lastFoodLevel = FoodConstants::MAX_FOOD;
saturationLevel = FoodConstants::START_SATURATION;
}
void FoodData::eat(int food, float saturationModifier)
{
foodLevel = min(food + foodLevel, FoodConstants::MAX_FOOD);
saturationLevel = min(saturationLevel + (float) food * saturationModifier * 2.0f, (float)foodLevel);
}
void FoodData::eat(FoodItem *item)
{
eat(item->getNutrition(), item->getSaturationModifier());
}
void FoodData::tick(shared_ptr<Player> player)
{
int difficulty = player->level->difficulty;
lastFoodLevel = foodLevel;
if (exhaustionLevel > FoodConstants::EXHAUSTION_DROP)
{
exhaustionLevel -= FoodConstants::EXHAUSTION_DROP;
if (saturationLevel > 0)
{
saturationLevel = max(saturationLevel - 1, 0.0f);
}
else if (difficulty > Difficulty::PEACEFUL)
{
foodLevel = max(foodLevel - 1, 0);
}
}
// 4J: Added - Allow host to disable using hunger. We don't deplete the hunger bar due to exhaustion
// but I think we should deplete it to heal. Don't heal if natural regen is disabled
if(player->isAllowedToIgnoreExhaustion() && player->level->getGameRules()->getBoolean(GameRules::RULE_NATURAL_REGENERATION))
{
if(foodLevel > 0 && player->isHurt())
{
tickTimer++;
if (tickTimer >= FoodConstants::HEALTH_TICK_COUNT)
{
player->heal(1);
--foodLevel;
tickTimer = 0;
}
}
}
else if (player->level->getGameRules()->getBoolean(GameRules::RULE_NATURAL_REGENERATION) && foodLevel >= FoodConstants::HEAL_LEVEL && player->isHurt())
{
tickTimer++;
if (tickTimer >= FoodConstants::HEALTH_TICK_COUNT)
{
player->heal(1);
addExhaustion(FoodConstants::EXHAUSTION_HEAL);
tickTimer = 0;
}
}
else if (foodLevel <= FoodConstants::STARVE_LEVEL)
{
tickTimer++;
if (tickTimer >= FoodConstants::HEALTH_TICK_COUNT)
{
if (player->getHealth() > 10 || difficulty >= Difficulty::HARD || (player->getHealth() > 1 && difficulty >= Difficulty::NORMAL))
{
player->hurt(DamageSource::starve, 1);
}
tickTimer = 0;
}
}
else
{
tickTimer = 0;
}
}
void FoodData::readAdditionalSaveData(CompoundTag *entityTag)
{
if (entityTag->contains(L"foodLevel"))
{
foodLevel = entityTag->getInt(L"foodLevel");
tickTimer = entityTag->getInt(L"foodTickTimer");
saturationLevel = entityTag->getFloat(L"foodSaturationLevel");
exhaustionLevel = entityTag->getFloat(L"foodExhaustionLevel");
}
}
void FoodData::addAdditonalSaveData(CompoundTag *entityTag)
{
entityTag->putInt(L"foodLevel", foodLevel);
entityTag->putInt(L"foodTickTimer", tickTimer);
entityTag->putFloat(L"foodSaturationLevel", saturationLevel);
entityTag->putFloat(L"foodExhaustionLevel", exhaustionLevel);
}
int FoodData::getFoodLevel()
{
return foodLevel;
}
int FoodData::getLastFoodLevel()
{
return lastFoodLevel;
}
bool FoodData::needsFood()
{
return foodLevel < FoodConstants::MAX_FOOD;
}
void FoodData::addExhaustion(float amount)
{
exhaustionLevel = min(exhaustionLevel + amount, FoodConstants::MAX_SATURATION * 2);
}
float FoodData::getExhaustionLevel()
{
return exhaustionLevel;
}
float FoodData::getSaturationLevel()
{
return saturationLevel;
}
void FoodData::setFoodLevel(int food)
{
foodLevel = food;
}
void FoodData::setSaturation(float saturation)
{
saturationLevel = saturation;
}
void FoodData::setExhaustion(float exhaustion)
{
exhaustionLevel = exhaustion;
}