use of net.dehydration.thirst.ThirstManager in project EnvironmentZ by Globox1997.
the class TemperatureAspects method acclimatize.
public static void acclimatize(PlayerEntity playerEntity) {
if (playerEntity.hasStatusEffect(EffectInit.COLDNESS)) {
if (ColdEffect.isWarmBlockNearBy(playerEntity) || playerEntity.world.getBiome(playerEntity.getBlockPos()).getTemperature() >= ConfigInit.CONFIG.acclimatize_biome_temp || playerEntity.hasStatusEffect(EffectInit.WARMING)) {
acclimatizeTimer++;
if (acclimatizeTimer >= ConfigInit.CONFIG.heating_up_interval) {
int coldDuration = playerEntity.getStatusEffect(EffectInit.COLDNESS).getDuration();
playerEntity.removeStatusEffect(EffectInit.COLDNESS);
if (coldDuration > ConfigInit.CONFIG.heating_up_cold_tick_decrease) {
playerEntity.addStatusEffect(new StatusEffectInstance(EffectInit.COLDNESS, coldDuration - ConfigInit.CONFIG.heating_up_cold_tick_decrease, 0, false, false, true));
}
acclimatizeTimer = 0;
}
} else if (acclimatizeTimer > 0) {
acclimatizeTimer = 0;
}
} else if (playerEntity.hasStatusEffect(EffectInit.OVERHEATING)) {
if (playerEntity.world.isNight() || playerEntity.world.getBiome(playerEntity.getBlockPos()).getTemperature() <= ConfigInit.CONFIG.acclimatize_biome_temp || playerEntity.isTouchingWaterOrRain() || playerEntity.hasStatusEffect(EffectInit.COOLING)) {
acclimatizeTimer++;
if (FabricLoader.getInstance().isModLoaded("dehydration")) {
ThirstManager thirstManager = ((ThirstManagerAccess) playerEntity).getThirstManager(playerEntity);
if (thirstManager.getThirstLevel() > 17) {
if (acclimatizeTimer >= ConfigInit.CONFIG.cooling_down_interval) {
int coldDuration = playerEntity.getStatusEffect(EffectInit.OVERHEATING).getDuration();
playerEntity.removeStatusEffect(EffectInit.OVERHEATING);
if (coldDuration > ConfigInit.CONFIG.cooling_down_tick_decrease) {
playerEntity.addStatusEffect(new StatusEffectInstance(EffectInit.OVERHEATING, coldDuration - ConfigInit.CONFIG.cooling_down_tick_decrease, 0, false, false, true));
thirstManager.addDehydration(ConfigInit.CONFIG.overheating_dehydration_thirst);
}
acclimatizeTimer = 0;
}
}
} else {
if (acclimatizeTimer >= ConfigInit.CONFIG.cooling_down_interval) {
int coldDuration = playerEntity.getStatusEffect(EffectInit.OVERHEATING).getDuration();
playerEntity.removeStatusEffect(EffectInit.OVERHEATING);
if (coldDuration > ConfigInit.CONFIG.cooling_down_tick_decrease) {
playerEntity.addStatusEffect(new StatusEffectInstance(EffectInit.OVERHEATING, coldDuration - ConfigInit.CONFIG.cooling_down_tick_decrease, 0, false, false, true));
}
acclimatizeTimer = 0;
}
}
}
}
}
use of net.dehydration.thirst.ThirstManager in project EnvironmentZ by Globox1997.
the class TemperatureAspects method hotEnvironment.
public static void hotEnvironment(PlayerEntity playerEntity) {
if (((PlayerEnvAccess) playerEntity).isHotEnvAffected()) {
if (!playerEntity.hasStatusEffect(EffectInit.COOLING) && OverheatingEffect.wearsArmor(playerEntity) && !playerEntity.isTouchingWaterOrRain() && playerEntity.world.isSkyVisible(playerEntity.getBlockPos()) && playerEntity.world.isDay()) {
dehydrationTimer++;
if (FabricLoader.getInstance().isModLoaded("dehydration")) {
if (dehydrationTimer % ConfigInit.CONFIG.overheating_dehydration_timer == 0) {
ThirstManager thirstManager = ((ThirstManagerAccess) playerEntity).getThirstManager(playerEntity);
thirstManager.addDehydration(ConfigInit.CONFIG.overheating_dehydration_thirst);
}
}
if (playerEntity.hasStatusEffect(EffectInit.WET) && dehydrationTimer % ConfigInit.CONFIG.wet_bonus_malus == 0) {
dehydrationTimer -= 1;
}
if (dehydrationTimer >= (ConfigInit.CONFIG.overheating_tick_interval)) {
if (FabricLoader.getInstance().isModLoaded("dehydration")) {
ThirstManager thirstManager = ((ThirstManagerAccess) playerEntity).getThirstManager(playerEntity);
if (thirstManager.getThirstLevel() < 14) {
playerEntity.addStatusEffect(new StatusEffectInstance(EffectInit.OVERHEATING, ConfigInit.CONFIG.overheating_damage_effect_time, 0, false, false, true));
}
} else {
playerEntity.addStatusEffect(new StatusEffectInstance(EffectInit.OVERHEATING, ConfigInit.CONFIG.overheating_damage_effect_time, 0, false, false, true));
}
dehydrationTimer = 0;
}
} else if (dehydrationTimer > 0) {
dehydrationTimer = 0;
}
}
}
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