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https://github.com/Ellpeck/ActuallyAdditions.git
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parent
718c999f70
commit
f97ba2d31c
1 changed files with 64 additions and 52 deletions
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@ -83,10 +83,10 @@ public class TileEntityXPSolidifier extends TileEntityInventoryBase implements I
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@Override
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public void onButtonPressed(int buttonID, EntityPlayer player){
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if(buttonID < this.buttonAmounts.length){
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if(this.getPlayerXP(player) > 0){
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int xp = this.buttonAmounts[buttonID] == -999 ? this.getPlayerXP(player)/ItemSolidifiedExperience.SOLID_XP_AMOUNT : this.buttonAmounts[buttonID];
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if(this.amount < Short.MAX_VALUE-xp && this.getPlayerXP(player) >= ItemSolidifiedExperience.SOLID_XP_AMOUNT*xp){
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this.addPlayerXP(player, -(ItemSolidifiedExperience.SOLID_XP_AMOUNT*xp));
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if(getPlayerXP(player) > 0){
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int xp = this.buttonAmounts[buttonID] == -999 ? getPlayerXP(player)/ItemSolidifiedExperience.SOLID_XP_AMOUNT : this.buttonAmounts[buttonID];
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if(this.amount < Short.MAX_VALUE-xp && getPlayerXP(player) >= ItemSolidifiedExperience.SOLID_XP_AMOUNT*xp){
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addPlayerXP(player, -(ItemSolidifiedExperience.SOLID_XP_AMOUNT*xp));
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if(!this.worldObj.isRemote){
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this.amount += xp;
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}
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@ -95,59 +95,71 @@ public class TileEntityXPSolidifier extends TileEntityInventoryBase implements I
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}
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}
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//TODO Fix XP System to fit points needed in 1.8 (OpenBlocks?)
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/**
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* Gets the Player's XP
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* (Excerpted from OpenBlocks' XP system with permission, thanks guys!)
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*
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* @param player The Player
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* @return The XP
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/*
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* The below methods were excerpted from EnderIO by SleepyTrousers with permission, thanks!
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*/
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private int getPlayerXP(EntityPlayer player){
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return (int)(this.getExperienceForLevel(player.experienceLevel)+(player.experience*player.xpBarCap()));
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private static final Integer[] XP_MAP = new Integer[256];
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static{
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for(int i = 0; i < XP_MAP.length; i++){
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XP_MAP[i] = getExperienceForLevelImpl(i);
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}
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}
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/**
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* Adds (or removes, if negative) a certain amount of XP from a player
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* (Excerpted from OpenBlocks' XP system with permission, thanks guys!)
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*
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* @param player The Player
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* @param amount The Amount
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*/
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private void addPlayerXP(EntityPlayer player, int amount){
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int experience = this.getPlayerXP(player)+amount;
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public static int getExperienceForLevel(int level){
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if(level >= 0 && level < XP_MAP.length){
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return XP_MAP[level];
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}
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if(level >= 21863){
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return Integer.MAX_VALUE;
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}
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return getExperienceForLevelImpl(level);
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}
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private static int getExperienceForLevelImpl(int level){
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int res = 0;
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for(int i = 0; i < level; i++){
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res += getXpBarCapacity(i);
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if(res < 0){
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return Integer.MAX_VALUE;
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}
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}
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return res;
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}
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public static int getXpBarCapacity(int level){
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if(level >= 30){
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return 112+(level-30)*9;
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}
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else if(level >= 15){
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return 37+(level-15)*5;
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}
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return 7+level*2;
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}
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public static int getLevelForExperience(int experience){
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for(int i = 0; i < XP_MAP.length; i++){
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if(XP_MAP[i] > experience){
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return i-1;
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}
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}
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int i = XP_MAP.length;
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while(getExperienceForLevel(i) <= experience){
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i++;
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}
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return i-1;
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}
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public static int getPlayerXP(EntityPlayer player){
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return (int)(getExperienceForLevel(player.experienceLevel)+(player.experience*player.xpBarCap()));
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}
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public static void addPlayerXP(EntityPlayer player, int amount){
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int experience = Math.max(0, getPlayerXP(player)+amount);
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player.experienceTotal = experience;
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int level = 0;
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while(this.getExperienceForLevel(level) <= experience){
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level++;
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}
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player.experienceLevel = level-1;
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int expForLevel = this.getExperienceForLevel(player.experienceLevel);
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player.experienceLevel = getLevelForExperience(experience);
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int expForLevel = getExperienceForLevel(player.experienceLevel);
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player.experience = (float)(experience-expForLevel)/(float)player.xpBarCap();
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}
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/**
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* Gets the amount of experience a certain level contains
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* (Excerpted from OpenBlocks' XP system with permission, thanks guys!)
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*
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* @param level The Level in question
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* @return The total XP the level has
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*/
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private int getExperienceForLevel(int level){
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if(level > 0){
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if(level > 0 && level < 16){
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return level*17;
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}
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else if(level > 15 && level < 31){
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return (int)(1.5*(level*level)-29.5*level+360);
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}
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else{
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return (int)(3.5*(level*level)-151.5*level+2220);
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}
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}
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return 0;
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}
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}
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