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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.objects;
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import engine.Enum;
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import engine.Enum.ModType;
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import engine.Enum.SourceType;
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import engine.gameManager.ChatManager;
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import engine.gameManager.DbManager;
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import engine.powers.EffectsBase;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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import java.sql.ResultSet;
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import java.sql.SQLException;
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import java.util.HashSet;
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import java.util.Iterator;
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import java.util.concurrent.ConcurrentHashMap;
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public class Resists {
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private static ConcurrentHashMap<Integer, Resists> mobResists = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
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private ConcurrentHashMap<SourceType, Float> resists = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
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private ConcurrentHashMap<SourceType, Boolean> immuneTo = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
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private SourceType protection;
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private int protectionTrains = 0;
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private boolean immuneToAll;
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/**
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* Generic Constructor
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*/
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public Resists(String type) {
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switch (type) {
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case "Building":
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setBuildingResists();
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break;
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case "Mine":
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setMineResists();
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break;
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default:
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setGenericResists();
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break;
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}
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}
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public Resists(Resists r) {
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for (SourceType dt : r.resists.keySet())
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this.resists.put(dt, r.resists.get(dt));
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for (SourceType dt : r.immuneTo.keySet())
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this.immuneTo.put(dt, r.immuneTo.get(dt));
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this.protection = r.protection;
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this.protectionTrains = r.protectionTrains;
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this.immuneToAll = r.immuneToAll;
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}
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/**
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* Generic Constructor for player
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*/
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public Resists(PlayerCharacter pc) {
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setGenericResists();
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}
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public Resists(Mob mob) {
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setGenericResists();
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}
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/**
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* Called for mobBase when getting from the db fails
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*/
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public Resists(MobBase mobBase) {
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setGenericResists();
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}
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/**
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* Database Constructor
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*/
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public Resists(ResultSet rs) throws SQLException {
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this.immuneToAll = false;
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this.resists.put(SourceType.SLASHING, rs.getFloat("slash"));
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this.resists.put(SourceType.CRUSHING, rs.getFloat("crush"));
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this.resists.put(SourceType.PIERCING, rs.getFloat("pierce"));
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this.resists.put(SourceType.MAGIC, rs.getFloat("magic"));
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this.resists.put(SourceType.BLEEDING, rs.getFloat("bleed"));
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this.resists.put(SourceType.POISON, rs.getFloat("poison"));
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this.resists.put(SourceType.MENTAL, rs.getFloat("mental"));
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this.resists.put(SourceType.HOLY, rs.getFloat("holy"));
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this.resists.put(SourceType.UNHOLY, rs.getFloat("unholy"));
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this.resists.put(SourceType.LIGHTNING, rs.getFloat("lightning"));
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this.resists.put(SourceType.FIRE, rs.getFloat("fire"));
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this.resists.put(SourceType.COLD, rs.getFloat("cold"));
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this.resists.put(SourceType.HEALING, 0f);
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}
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//Handle Fortitudes
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private static float handleFortitude(AbstractCharacter target, SourceType type, float damage) {
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if (target == null || !(target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)))
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return damage;
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PlayerBonuses bonus = target.getBonuses();
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//see if there is a fortitude
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float damageCap = bonus.getFloatPercentAll(ModType.DamageCap, SourceType.NONE);
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if (damageCap == 0f || type == SourceType.HEALING)
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return damage;
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//is fortitude, Are we under the cap?
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float maxHealth = target.getHealthMax();
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float capFire = maxHealth * (damageCap);
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if (damage < capFire)
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return damage;
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//let's see if valid damagetype to apply it
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boolean exclusive;
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HashSet<SourceType> forts = bonus.getList(ModType.IgnoreDamageCap);
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if (forts == null) {
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exclusive = true;
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forts = bonus.getList(ModType.ExclusiveDamageCap);
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} else
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exclusive = false;
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if (forts == null || !isValidDamageCapType(forts, type, exclusive))
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return damage;
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float adjustedDamage = bonus.getFloatPercentAll(ModType.AdjustAboveDmgCap, SourceType.NONE);
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//Adjust damage down and return new amount
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float aadc = 1 + adjustedDamage;
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return capFire * aadc;
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}
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//Test if Damagetype is valid for foritude
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private static boolean isValidDamageCapType(HashSet<SourceType> forts, SourceType damageType, boolean exclusive) {
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for (SourceType fort : forts) {
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SourceType dt = SourceType.valueOf(fort.name());
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if (dt == SourceType.NONE)
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continue;
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if (dt == damageType) {
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return exclusive;
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}
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}
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return !exclusive;
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}
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/**
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* Calculate Current Resists for Player
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*/
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public static void calculateResists(AbstractCharacter ac) {
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if (ac.getResists() != null)
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ac.getResists().calculateResists(ac, true);
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else
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Logger.error("Unable to find resists for character " + ac.getObjectUUID());
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}
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private static float[] getArmorResists(Item armor, float[] phys) {
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if (armor == null)
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return phys;
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ItemBase ab = armor.getItemBase();
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if (ab == null)
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return phys;
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phys[0] += ab.getSlashResist();
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phys[1] += ab.getCrushResist();
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phys[2] += ab.getPierceResist();
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return phys;
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}
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/**
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* Get mob resists from db if there, otherwise set defaults
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*/
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public static Resists getResists(int resistID) {
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//check cache first
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if (mobResists.containsKey(resistID))
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return new Resists(mobResists.get(resistID));
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//get from database
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Resists resists = DbManager.ResistQueries.GET_RESISTS_FOR_MOB(resistID);
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if (resists != null) {
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mobResists.put(resistID, resists);
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return new Resists(resists);
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}
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//failed, may want to debug this
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return null;
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}
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/**
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* Create generic resists for buildings
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*/
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public final void setBuildingResists() {
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this.immuneToAll = false;
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this.resists.put(SourceType.SLASHING, 85f);
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this.resists.put(SourceType.CRUSHING, 85f);
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this.immuneTo.put(SourceType.PIERCING, true);
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this.immuneTo.put(SourceType.MAGIC, true);
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this.immuneTo.put(SourceType.BLEEDING, true);
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this.immuneTo.put(SourceType.POISON, true);
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this.immuneTo.put(SourceType.MENTAL, true);
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this.immuneTo.put(SourceType.HOLY, true);
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this.immuneTo.put(SourceType.UNHOLY, true);
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this.immuneTo.put(SourceType.LIGHTNING, true);
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this.immuneTo.put(SourceType.FIRE, true);
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this.immuneTo.put(SourceType.COLD, true);
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this.resists.put(SourceType.SIEGE, 0f);
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}
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/**
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* Create generic resists for mines
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*/
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public final void setMineResists() {
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this.immuneToAll = false;
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this.immuneTo.put(SourceType.SLASHING, true);
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this.immuneTo.put(SourceType.CRUSHING, true);
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this.immuneTo.put(SourceType.PIERCING, true);
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this.immuneTo.put(SourceType.MAGIC, true);
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this.immuneTo.put(SourceType.BLEEDING, true);
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this.immuneTo.put(SourceType.POISON, true);
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this.immuneTo.put(SourceType.MENTAL, true);
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this.immuneTo.put(SourceType.HOLY, true);
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this.immuneTo.put(SourceType.UNHOLY, true);
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this.immuneTo.put(SourceType.LIGHTNING, true);
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this.immuneTo.put(SourceType.FIRE, true);
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this.immuneTo.put(SourceType.COLD, true);
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this.resists.put(SourceType.SIEGE, 0f);
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}
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/**
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* Create generic resists
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*/
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public final void setGenericResists() {
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this.immuneToAll = false;
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this.resists.put(SourceType.SLASHING, 0f);
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this.resists.put(SourceType.CRUSHING, 0f);
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this.resists.put(SourceType.PIERCING, 0f);
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this.resists.put(SourceType.MAGIC, 0f);
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this.resists.put(SourceType.BLEEDING, 0f);
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this.resists.put(SourceType.POISON, 0f);
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this.resists.put(SourceType.MENTAL, 0f);
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this.resists.put(SourceType.HOLY, 0f);
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this.resists.put(SourceType.UNHOLY, 0f);
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this.resists.put(SourceType.LIGHTNING, 0f);
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this.resists.put(SourceType.FIRE, 0f);
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this.resists.put(SourceType.COLD, 0f);
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this.resists.put(SourceType.HEALING, 0f);
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this.immuneTo.put(SourceType.SIEGE, true);
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}
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/**
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* Get a resist
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*/
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public float getResist(SourceType type, int trains) {
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//get resisted amount
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Float amount = 0f;
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if (this.resists.containsKey(type))
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amount = this.resists.get(type);
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//add protection
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if (trains > 0 && protection != null && type.equals(this.protection)) {
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float prot = 50 + this.protectionTrains - trains;
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amount += (prot >= 0) ? prot : 0;
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}
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if (amount == null)
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return 0f;
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if (amount > 75f)
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return 75f;
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return amount;
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}
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/**
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* get immuneTo
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*/
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public boolean immuneTo(SourceType type) {
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if (this.immuneTo.containsKey(type))
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return this.immuneTo.get(type);
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else
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return false;
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}
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/**
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* get immuneToAll
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*/
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public boolean immuneToAll() {
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return this.immuneToAll;
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}
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public boolean immuneToAttacks() {
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return immuneTo(SourceType.IMMUNETOATTACK);
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}
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/**
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* Set a resist
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*/
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public void setResist(SourceType type, float value) {
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this.resists.put(type, value);
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}
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/**
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* set immuneToAll
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*/
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public void setImmuneToAll(boolean value) {
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this.immuneToAll = value;
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}
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/**
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* set resists from mobbase
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*/
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public void setMobResists(int resistID) {
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//TODO add this in later
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//calls `static_npc_mob_resists` table WHERE `ID`='resistID'
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}
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/**
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* get Damage after resist
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* Expects heals as negative damage and damage as positive damage for fortitudes.
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*/
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public float getResistedDamage(AbstractCharacter source, AbstractCharacter target, SourceType type, float damage, int trains) {
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//handle fortitudes
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damage = handleFortitude(target, type, damage);
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//calculate armor piercing
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float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.NONE);
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float damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap);
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//check to see if any damage absorbers should cancel
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if (target != null) {
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//debug damage shields if any found
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if (source.getDebug(2) && source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
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Effect da = target.getDamageAbsorber();
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if (da != null && da.getEffectsBase() != null) {
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EffectsBase eb = da.getEffectsBase();
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String text = "Damage: " + damage + '\n';
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text += "Damage after resists: " + damageAfterResists + '\n';
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text += "Attack damage type: " + type.name() + '\n';
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text += "Fortitude damage types; " + eb.getDamageTypes() + '\n';
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text += "Fortitude damage before attack: " + da.getDamageAmount() + '\n';
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text += "Fortitude total health: " + eb.getDamageAmount(da.getTrains()) + '\n';
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text += "Fortitude trains: " + da.getTrains();
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ChatManager.chatSystemInfo((PlayerCharacter) source, text);
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}
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}
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target.cancelOnTakeDamage(type, (damageAfterResists));
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}
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return damageAfterResists;
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}
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public void calculateResists(AbstractCharacter ac, boolean val) {
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this.immuneTo.clear();
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// get resists for runes
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PlayerBonuses rb = ac.getBonuses();
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float slash = 0f, crush = 0f, pierce = 0f, magic = 0f, bleed = 0f, mental = 0f, holy = 0f, unholy = 0f, poison = 0f, lightning = 0f, fire = 0f, cold = 0f, healing = 0f;
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if (rb != null) {
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// Handle immunities
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if (rb.getBool(ModType.ImmuneTo, SourceType.STUN))
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this.immuneTo.put(SourceType.STUN, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.BLIND))
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this.immuneTo.put(SourceType.BLIND, true);
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if (rb.getBool(ModType.ImmuneToAttack, SourceType.NONE))
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this.immuneTo.put(SourceType.IMMUNETOATTACK, true);
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if (rb.getBool(ModType.ImmuneToPowers, SourceType.NONE))
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this.immuneTo.put(SourceType.IMMUNETOPOWERS, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.POWERBLOCK))
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this.immuneTo.put(SourceType.POWERBLOCK, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.DEBUFF))
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this.immuneTo.put(SourceType.DEBUFF, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.FEAR))
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this.immuneTo.put(SourceType.FEAR, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.CHARM))
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this.immuneTo.put(SourceType.CHARM, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.ROOT))
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this.immuneTo.put(SourceType.ROOT, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.SNARE))
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this.immuneTo.put(SourceType.SNARE, true);
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// Handle resists
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slash += rb.getFloat(ModType.Resistance, SourceType.SLASHING);
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crush += rb.getFloat(ModType.Resistance, SourceType.CRUSHING);
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pierce += rb.getFloat(ModType.Resistance, SourceType.PIERCING);
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magic += rb.getFloat(ModType.Resistance, SourceType.MAGIC);
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bleed += rb.getFloat(ModType.Resistance, SourceType.BLEEDING);
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poison += rb.getFloat(ModType.Resistance, SourceType.POISON);
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mental += rb.getFloat(ModType.Resistance, SourceType.MENTAL);
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holy += rb.getFloat(ModType.Resistance, SourceType.HOLY);
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unholy += rb.getFloat(ModType.Resistance, SourceType.UNHOLY);
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lightning += rb.getFloat(ModType.Resistance, SourceType.LIGHTNING);
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fire += rb.getFloat(ModType.Resistance, SourceType.FIRE);
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cold += rb.getFloat(ModType.Resistance, SourceType.COLD);
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healing += rb.getFloat(ModType.Resistance, SourceType.HEALING); // DamageType.Healing.name());
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}
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// get resists from equipment
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if (ac.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
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if (ac.getCharItemManager() != null && ac.getCharItemManager().getEquipped() != null) {
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float[] phys = {0f, 0f, 0f};
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ConcurrentHashMap<Integer, Item> equip = ac.getCharItemManager().getEquipped();
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// get base physical resists
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phys = Resists.getArmorResists(equip.get(MBServerStatics.SLOT_HELMET), phys);
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phys = Resists.getArmorResists(equip.get(MBServerStatics.SLOT_CHEST), phys);
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phys = Resists.getArmorResists(equip.get(MBServerStatics.SLOT_ARMS), phys);
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phys = Resists.getArmorResists(equip.get(MBServerStatics.SLOT_GLOVES), phys);
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phys = Resists.getArmorResists(equip.get(MBServerStatics.SLOT_LEGGINGS), phys);
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phys = Resists.getArmorResists(equip.get(MBServerStatics.SLOT_FEET), phys);
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slash += phys[0];
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crush += phys[1];
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pierce += phys[2];
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}
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}
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this.resists.put(SourceType.SLASHING, slash);
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this.resists.put(SourceType.CRUSHING, crush);
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this.resists.put(SourceType.PIERCING, pierce);
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this.resists.put(SourceType.MAGIC, magic);
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this.resists.put(SourceType.BLEEDING, bleed);
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this.resists.put(SourceType.POISON, poison);
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this.resists.put(SourceType.MENTAL, mental);
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this.resists.put(SourceType.HOLY, holy);
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this.resists.put(SourceType.UNHOLY, unholy);
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this.resists.put(SourceType.LIGHTNING, lightning);
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this.resists.put(SourceType.FIRE, fire);
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this.resists.put(SourceType.COLD, cold);
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this.resists.put(SourceType.HEALING, healing);
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this.immuneTo.put(SourceType.SIEGE, true);
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// debug printing of resists
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// printResists(pc);
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}
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public void printResistsToClient(PlayerCharacter pc) {
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for (SourceType dt : resists.keySet())
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ChatManager.chatSystemInfo(pc, " resist." + dt.name() + ": " + resists.get(dt));
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for (SourceType dt : immuneTo.keySet())
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ChatManager.chatSystemInfo(pc, " immuneTo." + dt.name() + ": " + immuneTo.get(dt));
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ChatManager.chatSystemInfo(pc, " immuneToAll: " + this.immuneToAll);
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if (protection != null)
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ChatManager.chatSystemInfo(pc, " Protection: " + protection.name() + ", Trains: " + protectionTrains);
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else
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ChatManager.chatSystemInfo(pc, " Protection: None");
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}
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public String getResists(PlayerCharacter pc) {
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String out = pc.getName();
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out += "Resists: ";
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Iterator<SourceType> it = this.resists.keySet().iterator();
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while (it.hasNext()) {
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SourceType damType = it.next();
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String dtName = damType.name();
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out += dtName + '=' + this.resists.get(dtName) + ", ";
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}
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out += "ImmuneTo: ";
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it = this.immuneTo.keySet().iterator();
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while (it.hasNext()) {
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SourceType damType = it.next();
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String dtName = damType.name();
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out += dtName + '=' + this.resists.get(dtName) + ", ";
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}
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if (protection != null)
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out += "Protection: " + protection.name() + ", Trains: " + protectionTrains;
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else
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out += "Protection: none";
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return out;
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}
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}
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