Blossom Implement (#1606)

* Blossom!

* rename

* delete SpawnBlossomEntry.java

* use MAP

* use List

* use LIST

* use List

* useCondensedResin

* useCondensedResin

* fix build

* enhance

* fix bug

* REMOVE BOSS

* fix condensed resin

* fix condensed resin

* use POSITIVE_INFINITY

* use RewardPreviewData

* fix build

* fix resources

* add BLOSSOM_MONSTER_FIGHTING_VOLUME

* edit monster score

* edit monster score

* fix bug

* fix bug

* improve logic

* fix monsters level

* Deleted comment blocks

* nitpick

* Fix compilation problems

* nitpick

* Refactor + nitpick

* Clean up overall diff to develop

* Clean up other usage of condensed resin

* Clean up overall diff to develop

* Lombokify Scene.java

* Missed an odd getter name

* Unhardcode reward previews

* EDIT NAME

* remove leyline 1

* remove leyline 2

* Update BlossomManager.java

Co-authored-by: AnimeGitB <AnimeGitB@bigblueball.in>
This commit is contained in:
赵怡然
2022-08-21 14:19:59 +08:00
committed by GitHub
Unverified
parent 957296fa2d
commit abd1e7569e
21 changed files with 670 additions and 261 deletions
@@ -215,12 +215,15 @@ public abstract class GameEntity {
// Invoke entity damage event.
EntityDamageEvent event = new EntityDamageEvent(this, amount, this.getScene().getEntityById(killerId));
event.call(); if (event.isCanceled()) {
event.call();
if (event.isCanceled()) {
return; // If the event is canceled, do not damage the entity.
}
// Add negative HP to the current HP property.
this.addFightProperty(FightProperty.FIGHT_PROP_CUR_HP, -(event.getDamage()));
if(getFightProperty(FightProperty.FIGHT_PROP_CUR_HP) != Float.POSITIVE_INFINITY){
// Add negative HP to the current HP property.
this.addFightProperty(FightProperty.FIGHT_PROP_CUR_HP, -(event.getDamage()));
}
// Check if dead
boolean isDead = false;