Some refactoring of code. and some cleanups
This commit is contained in:
@@ -4,6 +4,12 @@ namespace Game.Entities
|
||||
{
|
||||
public class RestMgr
|
||||
{
|
||||
Player _player;
|
||||
long _restTime;
|
||||
uint _innAreaTriggerId;
|
||||
float[] _restBonus = new float[(int)RestTypes.Max];
|
||||
RestFlag _restFlagMask;
|
||||
|
||||
public RestMgr(Player player)
|
||||
{
|
||||
_player = player;
|
||||
@@ -18,7 +24,7 @@ namespace Game.Entities
|
||||
{
|
||||
case RestTypes.XP:
|
||||
// Reset restBonus (XP only) for max level players
|
||||
if (_player.getLevel() >= WorldConfig.GetIntValue(WorldCfg.MaxPlayerLevel))
|
||||
if (_player.GetLevel() >= WorldConfig.GetIntValue(WorldCfg.MaxPlayerLevel))
|
||||
restBonus = 0;
|
||||
|
||||
next_level_xp = _player.m_activePlayerData.NextLevelXP;
|
||||
@@ -67,7 +73,7 @@ namespace Game.Entities
|
||||
public void AddRestBonus(RestTypes restType, float restBonus)
|
||||
{
|
||||
// Don't add extra rest bonus to max level players. Note: Might need different condition in next expansion for honor XP (PLAYER_LEVEL_MIN_HONOR perhaps).
|
||||
if (_player.getLevel() >= WorldConfig.GetIntValue(WorldCfg.MaxPlayerLevel))
|
||||
if (_player.GetLevel() >= WorldConfig.GetIntValue(WorldCfg.MaxPlayerLevel))
|
||||
restBonus = 0;
|
||||
|
||||
float totalRestBonus = GetRestBonus(restType) + restBonus;
|
||||
@@ -153,11 +159,5 @@ namespace Game.Entities
|
||||
public float GetRestBonus(RestTypes restType) { return _restBonus[(int)restType]; }
|
||||
public bool HasRestFlag(RestFlag restFlag) { return (_restFlagMask & restFlag) != 0; }
|
||||
public uint GetInnTriggerId() { return _innAreaTriggerId; }
|
||||
|
||||
Player _player;
|
||||
long _restTime;
|
||||
uint _innAreaTriggerId;
|
||||
float[] _restBonus = new float[(int)RestTypes.Max];
|
||||
RestFlag _restFlagMask;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user