Example #1
0
 public function applyEffect(Entity $entity)
 {
     switch ($this->id) {
         case Effect::POISON:
             if ($entity->getHealth() > 1) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::WITHER:
             $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
             $entity->attack($ev->getFinalDamage(), $ev);
             break;
         case Effect::REGENERATION:
             if ($entity->getHealth() < $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 1, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
         case Effect::HUNGER:
             if ($entity instanceof Human) {
                 $entity->exhaust(0.5 * $this->amplifier, PlayerExhaustEvent::CAUSE_POTION);
             }
     }
 }
Example #2
0
 public function applyEffect(Entity $entity)
 {
     switch ($this->id) {
         case Effect::POISON:
             if ($entity->getHealth() > 1) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::WITHER:
             $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
             $entity->attack($ev->getFinalDamage(), $ev);
             break;
         case Effect::REGENERATION:
             if ($entity->getHealth() < $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 1, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
         case Effect::HUNGER:
             if ($entity instanceof Human) {
                 $entity->exhaust(0.5 * $this->amplifier, PlayerExhaustEvent::CAUSE_POTION);
             }
             break;
         case Effect::HEALING:
             $level = $this->amplifier + 1;
             if ($entity->getHealth() + 4 * $level <= $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 4 * $level, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             } else {
                 $ev = new EntityRegainHealthEvent($entity, $entity->getMaxHealth() - $entity->getHealth(), EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
         case Effect::HARMING:
             $level = $this->amplifier + 1;
             if ($entity->getHealth() - 6 * $level >= 0) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 6 * $level);
                 $entity->attack($ev->getFinalDamage(), $ev);
             } else {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, $entity->getHealth());
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::SATURATION:
             if ($entity instanceof Player) {
                 if ($entity->getServer()->foodEnabled) {
                     $entity->setFood($entity->getFood() + 1);
                 }
             }
             break;
     }
 }