Better Naming

This commit is contained in:
Kam committed 2026-02-25 00:00:55 -05:00
1 parent 8a998c6f62
commit 26f5a84f97
3 files changed
+17 -16

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@@ -1133,10 +1133,10 @@ public class AbilityController implements IAbilityHandler {
public boolean fireOnAbilityDamage(Ability ability, EntityLivingBase caster, EntityLivingBase target,
float damage, float knockback, float knockbackUp,
double knockbackDirX, double knockbackDirZ,
float damageRatio) {
float damageMultiplier) {
for (IAbilityExtender ext : extenders) {
if (ext.onAbilityDamage(ability, caster, target, damage, knockback, knockbackUp,
knockbackDirX, knockbackDirZ, damageRatio)) {
knockbackDirX, knockbackDirZ, damageMultiplier)) {
return true;
}
}
@@ -69,15 +69,15 @@ public interface IAbilityExtender {
* @param knockbackUp The vertical knockback
* @param knockbackDirX The X component of knockback direction
* @param knockbackDirZ The Z component of knockback direction
* @param damageRatio Proportional damage factor from barrier interactions (0.0-1.0).
* 1.0 means full damage (no barrier reduction). Extenders that
* recalculate damage from stats should multiply by this ratio.
* @param damageMultiplier Accumulated proportional damage multiplier (0.0-1.0).
* 1.0 means full damage (no reduction). Extenders that recalculate
* damage from stats should multiply by this value.
* @return true if damage was handled (skip default), false to pass to next extender or default
*/
default boolean onAbilityDamage(Ability ability, EntityLivingBase caster, EntityLivingBase target,
float damage, float knockback, float knockbackUp,
double knockbackDirX, double knockbackDirZ,
float damageRatio) {
float damageMultiplier) {
return false;
}
@@ -418,7 +418,7 @@ public abstract class EntityEnergyProjectile extends EntityEnergyAbility {
if (hitOutcome.result == EntityAbilityBarrier.ProjectileHitResult.BROKEN) {
if (hitOutcome.remainingProjectileDamage <= 0.0f) {
barrierDamageRatio = 0.0f;
damageMultiplier = 0.0f;
setBarrierSparkTicks(Math.max(getBarrierSparkTicks(), BARRIER_BREAK_SPARK_TICKS));
hasHit = true;
return true;
@@ -428,7 +428,7 @@ public abstract class EntityEnergyProjectile extends EntityEnergyAbility {
// fullDamage is the DBC-scaled damage the barrier saw; remainingProjectileDamage
// is what survived. Multiply into the running ratio so multiple barriers stack.
if (fullDamage > 0.0f) {
barrierDamageRatio *= (hitOutcome.remainingProjectileDamage / fullDamage);
damageMultiplier *= (hitOutcome.remainingProjectileDamage / fullDamage);
}
setCombatDamage(hitOutcome.remainingProjectileDamage);
@@ -536,7 +536,7 @@ public abstract class EntityEnergyProjectile extends EntityEnergyAbility {
float reductionFactor = 1.0f - clampedStrength / 100.0f;
float reducedDamage = getDamage() * reductionFactor;
setCombatDamage(Math.max(0.0f, reducedDamage));
barrierDamageRatio *= reductionFactor;
damageMultiplier *= reductionFactor;
hitOnceEntities.clear();
lastHitTickByEntity.clear();
@@ -959,7 +959,7 @@ public abstract class EntityEnergyProjectile extends EntityEnergyAbility {
float kbUp = getKnockbackUp() > 0 ? getKnockbackUp() : 0.1f;
handled = AbilityController.Instance.fireOnAbilityDamage(
sourceAbility, (EntityLivingBase) owner, target,
dmg, kb, kbUp, dx, dz, barrierDamageRatio);
dmg, kb, kbUp, dx, dz, damageMultiplier);
}
if (!handled) {
@@ -1928,14 +1928,15 @@ public abstract class EntityEnergyProjectile extends EntityEnergyAbility {
// ==================== COMBAT GETTERS & SETTERS ====================
/**
* Proportional damage factor from barrier interactions (0.0-1.0).
* Accumulates multiplicatively when the projectile breaks through barriers or is reflected.
* Used by ability extenders to scale recalculated damage proportionally.
* Accumulated proportional damage multiplier (0.0-1.0).
* Accumulates multiplicatively when the projectile breaks through barriers, is reflected,
* or any other system reduces its effective damage. Used by ability extenders to scale
* recalculated damage proportionally.
*/
private float barrierDamageRatio = 1.0f;
private float damageMultiplier = 1.0f;
public float getBarrierDamageRatio() {
return barrierDamageRatio;
public float getDamageMultiplier() {
return damageMultiplier;
}
public float getDamage() {