From 2e5fa69942ff40db7afc17c4afa2ef5266dc49e5 Mon Sep 17 00:00:00 2001 From: MagicBot Date: Mon, 26 Feb 2024 15:12:23 -0500 Subject: [PATCH] Uppercase enum. --- src/engine/Enum.java | 232 ++++++++--------- src/engine/gameManager/ChatManager.java | 2 +- src/engine/gameManager/CombatManager.java | 26 +- src/engine/gameManager/MovementManager.java | 4 +- src/engine/gameManager/NPCManager.java | 6 +- src/engine/gameManager/PowersManager.java | 16 +- src/engine/jobs/ChantJob.java | 2 +- src/engine/mobileAI/MobAI.java | 2 +- .../mobileAI/utilities/CombatUtilities.java | 10 +- .../mobileAI/utilities/MovementUtilities.java | 2 +- src/engine/net/client/ClientMessagePump.java | 2 +- src/engine/objects/AbstractCharacter.java | 2 +- .../objects/AbstractIntelligenceAgent.java | 2 +- src/engine/objects/CharacterSkill.java | 6 +- src/engine/objects/Mob.java | 60 ++--- src/engine/objects/PlayerBonuses.java | 8 +- src/engine/objects/PlayerCharacter.java | 120 ++++----- src/engine/objects/Resists.java | 245 ++++++++---------- src/engine/powers/ActionsBase.java | 14 +- .../AmbidexterityEffectModifier.java | 2 +- .../BlockedPowerTypeEffectModifier.java | 2 +- .../effectmodifiers/HealthEffectModifier.java | 4 +- .../effectmodifiers/ManaEffectModifier.java | 4 +- .../effectmodifiers/NoModEffectModifier.java | 2 +- .../StaminaEffectModifier.java | 4 +- .../poweractions/ApplyEffectPowerAction.java | 2 +- .../poweractions/TransferStatPowerAction.java | 4 +- 27 files changed, 373 insertions(+), 412 deletions(-) diff --git a/src/engine/Enum.java b/src/engine/Enum.java index a5e37b75..acacd654 100644 --- a/src/engine/Enum.java +++ b/src/engine/Enum.java @@ -775,118 +775,117 @@ public class Enum { } public enum SourceType { - None, - Abjuration, - Acid, - AntiSiege, - Archery, - Axe, - Bardsong, - Beastcraft, - Benediction, - BladeWeaving, - Bleeding, - Blind, - Block, - Bloodcraft, - Bow, - Buff, - Channeling, - Charm, - Cold, - Constitution, - Corruption, - Crossbow, - Crushing, - Dagger, - DaggerMastery, - DeBuff, - Dexterity, - Disease, - Dodge, - Dragon, - Drain, - Earth, - Effect, - Exorcism, - Fear, - Fire, - Fly, - Giant, - GreatAxeMastery, - GreatSwordMastery, - Hammer, - Healing, - Holy, - ImmuneToAttack, - ImmuneToPowers, - Intelligence, - Invisible, - Lightning, + NONE, + ABJURATION, + ACID, + ANTISIEGE, + ARCHERY, + AXE, + BARDSONG, + BEASTCRAFT, + BENEDICTION, + BLADEWEAVING, + BLEEDING, + BLIND, + BLOCK, + BLOODCRAFT, + BOW, + BUFF, + CHANNELING, + CHARM, + COLD, + CONSTITUTION, + CORRUPTION, + CROSSBOW, + CRUSHING, + DAGGER, + DAGGERMASTERY, + DEBUFF, + DEXTERITY, + DISEASE, + DODGE, + DRAGON, + DRAIN, + EARTH, + EFFECT, + EXORCISM, + FEAR, + FIRE, + FLY, + GIANT, + GREATAXEMASTERY, + GREATSWORDMASTERY, + HAMMER, + HEALING, + HOLY, + IMMUNETOATTACK, + IMMUNETOPOWERS, + INTELLIGENCE, + INVISIBLE, LIGHTNING, - Liturgy, - Magic, - Mental, - NatureLore, - Necromancy, - Parry, - Piercing, - Poison, - PoleArm, - Powerblock, - Rat, - ResistDeBuff, - Restoration, - Root, - Shadowmastery, - Siege, - Slashing, - Snare, - Sorcery, - Spear, - SpearMastery, - Spirit, - Staff, - Steal, - Stormcalling, - Strength, - Stun, - Summon, - Sword, - SwordMastery, - Thaumaturgy, - Theurgy, - Transform, - UnarmedCombat, - UnarmedCombatMastery, - Unholy, - Unknown, - Warding, - Warlockry, - WayoftheGaana, - WearArmorHeavy, - WearArmorLight, - WearArmorMedium, - Wereform, - Athletics, - AxeMastery, - Bargaining, - BladeMastery, - FlameCalling, - GreatHammerMastery, - HammerMastery, - Leadership, - PoleArmMastery, - Running, - StaffMastery, - Throwing, - Toughness, - WayoftheWolf, - WayoftheRat, - WayoftheBear, - Orthanatos, - SunDancing, - //Power categories. + LITURGY, + MAGIC, + MENTAL, + NATURELORE, + NECROMANCY, + PARRY, + PIERCING, + POISON, + POLEARM, + POWERBLOCK, + RAT, + RESISTDEBUFF, + RESTORATION, + ROOT, + SHADOWMASTERY, + SIEGE, + SLASHING, + SNARE, + SORCERY, + SPEAR, + SPEARMASTERY, + SPIRIT, + STAFF, + STEAL, + STORMCALLING, + STRENGTH, + STUN, + SUMMON, + SWORD, + SWORDMASTERY, + THAUMATURGY, + THEURGY, + TRANSFORM, + UNARMEDCOMBAT, + UNARMEDCOMBATMASTERY, + UNHOLY, + UNKNOWN, + WARDING, + WARLOCKRY, + WAYOFTHEGAANA, + WEARARMORHEAVY, + WEARARMORLIGHT, + WEARARMORMEDIUM, + WEREFORM, + ATHLETICS, + AXEMASTERY, + BARGAINING, + BLADEMASTERY, + FLAMECALLING, + GREATHAMMERMASTERY, + HAMMERMASTERY, + LEADERSHIP, + POLEARMMASTERY, + RUNNING, + STAFFMASTERY, + THROWING, + TOUGHNESS, + WAYOFTHEWOLF, + WAYOFTHERAT, + WAYOFTHEBEAR, + ORTHANATOS, + SUNDANCING, + //POWER CATEGORIES. AE, AEDAMAGE, BEHAVIOR, @@ -894,10 +893,8 @@ public class Enum { BOONCLASS, BOONRACE, BREAKFLY, - BUFF, CHANT, DAMAGE, - DEBUFF, DISPEL, FLIGHT, GROUPBUFF, @@ -910,27 +907,24 @@ public class Enum { SPIREDISABLE, SPIREPROOFTELEPORT, STANCE, - STUN, - SUMMON, TELEPORT, THIEF, TRACK, - TRANSFORM, VAMPDRAIN, WEAPON, - Wizardry; + WIZARDRY; public static SourceType GetSourceType(String modName) { SourceType returnMod; if (modName.isEmpty()) - return SourceType.None; + return SourceType.NONE; try { returnMod = SourceType.valueOf(modName.replace(",", "")); } catch (Exception e) { Logger.error(modName); Logger.error(e); - return SourceType.None; + return SourceType.NONE; } return returnMod; } diff --git a/src/engine/gameManager/ChatManager.java b/src/engine/gameManager/ChatManager.java index 70d49f39..243cd9c6 100644 --- a/src/engine/gameManager/ChatManager.java +++ b/src/engine/gameManager/ChatManager.java @@ -165,7 +165,7 @@ public enum ChatManager { PlayerBonuses bonus = pc.getBonuses(); - if (bonus != null && bonus.getBool(ModType.Silenced, SourceType.None)) { + if (bonus != null && bonus.getBool(ModType.Silenced, SourceType.NONE)) { ChatManager.chatSayError(pc, SILENCED); return true; } diff --git a/src/engine/gameManager/CombatManager.java b/src/engine/gameManager/CombatManager.java index 61aa915f..744f2e4c 100644 --- a/src/engine/gameManager/CombatManager.java +++ b/src/engine/gameManager/CombatManager.java @@ -229,7 +229,7 @@ public enum CombatManager { PlayerBonuses bonus = abstractCharacter.getBonuses(); - if (bonus != null && bonus.getBool(ModType.ImmuneToAttack, SourceType.None)) + if (bonus != null && bonus.getBool(ModType.ImmuneToAttack, SourceType.NONE)) return 0; AbstractWorldObject target = abstractCharacter.getCombatTarget(); @@ -261,7 +261,7 @@ public enum CombatManager { Resists res = tar.getResists(); bonus = tar.getBonuses(); - if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.ImmuneToAttack)) + if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.IMMUNETOATTACK)) if (res != null) if (res.immuneToAll() || res.immuneToAttacks()) return 0; @@ -366,7 +366,7 @@ public enum CombatManager { bonus = abstractCharacter.getBonuses(); - if (bonus != null && bonus.getBool(ModType.Stunned, SourceType.None)) + if (bonus != null && bonus.getBool(ModType.Stunned, SourceType.NONE)) attackFailure = true; //Get Range of weapon @@ -420,11 +420,11 @@ public enum CombatManager { else { int wepSpeed = (int) (wb.getSpeed()); - if (weapon != null && weapon.getBonusPercent(ModType.WeaponSpeed, SourceType.None) != 0f) //add weapon speed bonus - wepSpeed *= (1 + weapon.getBonus(ModType.WeaponSpeed, SourceType.None)); + if (weapon != null && weapon.getBonusPercent(ModType.WeaponSpeed, SourceType.NONE) != 0f) //add weapon speed bonus + wepSpeed *= (1 + weapon.getBonus(ModType.WeaponSpeed, SourceType.NONE)); - if (abstractCharacter.getBonuses() != null && abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None) != 0f) //add effects speed bonus - wepSpeed *= (1 + abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None)); + if (abstractCharacter.getBonuses() != null && abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.NONE) != 0f) //add effects speed bonus + wepSpeed *= (1 + abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.NONE)); if (wepSpeed < 10) wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects. @@ -499,9 +499,9 @@ public enum CombatManager { //Dont think we need to do this anymore. if (tarIsRat) - if (attacker.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.Rat) != 0) { //strip away current % dmg buffs then add with rat % + if (attacker.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.RAT) != 0) { //strip away current % dmg buffs then add with rat % - float percent = 1 + attacker.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.Rat); + float percent = 1 + attacker.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.RAT); minDamage *= percent; maxDamage *= percent; @@ -581,7 +581,7 @@ public enum CombatManager { boolean skipPassives = false; PlayerBonuses bonuses = attacker.getBonuses(); - if (bonuses != null && bonuses.getBool(ModType.IgnorePassiveDefense, SourceType.None)) + if (bonuses != null && bonuses.getBool(ModType.IgnorePassiveDefense, SourceType.NONE)) skipPassives = true; AbstractCharacter tarAc = null; @@ -691,9 +691,9 @@ public enum CombatManager { if (wb != null) damageType = wb.getDamageType(); else if (attacker.getObjectType().equals(GameObjectType.Mob) && ((Mob) attacker).isSiege()) - damageType = SourceType.Siege; + damageType = SourceType.SIEGE; else - damageType = SourceType.Crushing; + damageType = SourceType.CRUSHING; errorTrack = 10; @@ -1112,7 +1112,7 @@ public enum CombatManager { return 0f; if (bonus != null) - rangeMod += bonus.getFloatPercentAll(ModType.WeaponRange, SourceType.None); + rangeMod += bonus.getFloatPercentAll(ModType.WeaponRange, SourceType.NONE); return weapon.getRange() * rangeMod; } diff --git a/src/engine/gameManager/MovementManager.java b/src/engine/gameManager/MovementManager.java index 907e5d60..061335da 100644 --- a/src/engine/gameManager/MovementManager.java +++ b/src/engine/gameManager/MovementManager.java @@ -75,7 +75,7 @@ public enum MovementManager { toMove.setIsCasting(false); toMove.setItemCasting(false); - if (toMove.getBonuses().getBool(ModType.Stunned, SourceType.None) || toMove.getBonuses().getBool(ModType.CannotMove, SourceType.None)) { + if (toMove.getBonuses().getBool(ModType.Stunned, SourceType.NONE) || toMove.getBonuses().getBool(ModType.CannotMove, SourceType.NONE)) { return; } @@ -405,7 +405,7 @@ public enum MovementManager { //don't move if player is stunned or rooted PlayerBonuses bonus = member.getBonuses(); - if (bonus.getBool(ModType.Stunned, SourceType.None) || bonus.getBool(ModType.CannotMove, SourceType.None)) + if (bonus.getBool(ModType.Stunned, SourceType.NONE) || bonus.getBool(ModType.CannotMove, SourceType.NONE)) continue; member.update(); diff --git a/src/engine/gameManager/NPCManager.java b/src/engine/gameManager/NPCManager.java index 28b4415a..1a9757bc 100644 --- a/src/engine/gameManager/NPCManager.java +++ b/src/engine/gameManager/NPCManager.java @@ -425,9 +425,9 @@ public enum NPCManager { for(MobEquipment equipped : mob.equip.values()){ ItemBase itemBase = equipped.getItemBase(); if(itemBase.isHeavyArmor() || itemBase.isLightArmor() || itemBase.isMediumArmor()){ - mob.resists.setResist(Enum.SourceType.Crushing, mob.resists.getResist(Enum.SourceType.Crushing, 0) + itemBase.getCrushResist()); - mob.resists.setResist(Enum.SourceType.Slashing, mob.resists.getResist(Enum.SourceType.Slashing, 0) + itemBase.getCrushResist()); - mob.resists.setResist(Enum.SourceType.Piercing, mob.resists.getResist(Enum.SourceType.Piercing, 0) + itemBase.getCrushResist()); + mob.resists.setResist(Enum.SourceType.SLASHING, mob.resists.getResist(Enum.SourceType.SLASHING, 0) + itemBase.getSlashResist()); + mob.resists.setResist(Enum.SourceType.CRUSHING, mob.resists.getResist(Enum.SourceType.CRUSHING, 0) + itemBase.getCrushResist()); + mob.resists.setResist(Enum.SourceType.PIERCING, mob.resists.getResist(Enum.SourceType.PIERCING, 0) + itemBase.getPierceResist()); } } } diff --git a/src/engine/gameManager/PowersManager.java b/src/engine/gameManager/PowersManager.java index 00c26948..8c329fa2 100644 --- a/src/engine/gameManager/PowersManager.java +++ b/src/engine/gameManager/PowersManager.java @@ -330,7 +330,7 @@ public enum PowersManager { // verify player is not stunned or prohibited from casting PlayerBonuses bonus = playerCharacter.getBonuses(); SourceType sourceType = SourceType.GetSourceType(pb.getCategory()); - if (bonus != null && (bonus.getBool(ModType.Stunned, SourceType.None) || bonus.getBool(ModType.CannotCast, SourceType.None) || bonus.getBool(ModType.BlockedPowerType, sourceType))) + if (bonus != null && (bonus.getBool(ModType.Stunned, SourceType.NONE) || bonus.getBool(ModType.CannotCast, SourceType.NONE) || bonus.getBool(ModType.BlockedPowerType, sourceType))) return true; // if moving make sure spell valid for movement @@ -466,7 +466,7 @@ public enum PowersManager { cost = 0; if (bonus != null) - cost *= (1 + bonus.getFloatPercentAll(ModType.PowerCost, SourceType.None)); + cost *= (1 + bonus.getFloatPercentAll(ModType.PowerCost, SourceType.NONE)); if (playerCharacter.getAltitude() > 0) cost *= 1.5f; @@ -613,7 +613,7 @@ public enum PowersManager { // verify player is not stunned or prohibited from casting PlayerBonuses bonus = caster.getBonuses(); SourceType sourceType = SourceType.GetSourceType(pb.getCategory()); - if (bonus != null && (bonus.getBool(ModType.Stunned, SourceType.None) || bonus.getBool(ModType.CannotCast, SourceType.None) || bonus.getBool(ModType.BlockedPowerType, sourceType))) + if (bonus != null && (bonus.getBool(ModType.Stunned, SourceType.NONE) || bonus.getBool(ModType.CannotCast, SourceType.NONE) || bonus.getBool(ModType.BlockedPowerType, sourceType))) return true; // if moving make sure spell valid for movement @@ -773,7 +773,7 @@ public enum PowersManager { PlayerBonuses bonus = playerCharacter.getBonuses(); if (bonus != null) { - if (bonus.getBool(ModType.Stunned, SourceType.None)) + if (bonus.getBool(ModType.Stunned, SourceType.NONE)) return; SourceType sourceType = SourceType.GetSourceType(pb.getCategory()); @@ -1051,7 +1051,7 @@ public enum PowersManager { // verify player is not stunned or power type is blocked PlayerBonuses bonus = caster.getBonuses(); if (bonus != null) { - if (bonus.getBool(ModType.Stunned, SourceType.None)) + if (bonus.getBool(ModType.Stunned, SourceType.NONE)) return; SourceType sourceType = SourceType.GetSourceType(pb.getCategory()); if (bonus.getBool(ModType.BlockedPowerType, sourceType)) @@ -1469,7 +1469,7 @@ public enum PowersManager { it.remove(); else if (awo.getObjectType().equals(GameObjectType.PlayerCharacter)) { PlayerBonuses bonus = ((PlayerCharacter) awo).getBonuses(); - if (bonus != null && bonus.getBool(ModType.CannotTrack, SourceType.None)) + if (bonus != null && bonus.getBool(ModType.CannotTrack, SourceType.NONE)) it.remove(); } } @@ -1943,7 +1943,7 @@ public enum PowersManager { PlayerCharacter pcc = (PlayerCharacter) awo; PlayerBonuses bonuses = pcc.getBonuses(); - if (bonuses != null && bonuses.getBool(ModType.ImmuneToPowers, SourceType.None)) { + if (bonuses != null && bonuses.getBool(ModType.ImmuneToPowers, SourceType.NONE)) { awolist.remove(); continue; } @@ -2093,7 +2093,7 @@ public enum PowersManager { // Remove players who are in safe mode PlayerCharacter pcc = (PlayerCharacter) awo; PlayerBonuses bonuses = pcc.getBonuses(); - if (bonuses != null && bonuses.getBool(ModType.ImmuneToPowers, SourceType.None)) { + if (bonuses != null && bonuses.getBool(ModType.ImmuneToPowers, SourceType.NONE)) { awolist.remove(); continue; } diff --git a/src/engine/jobs/ChantJob.java b/src/engine/jobs/ChantJob.java index cfb2bfb7..fb3ae831 100644 --- a/src/engine/jobs/ChantJob.java +++ b/src/engine/jobs/ChantJob.java @@ -52,7 +52,7 @@ public class ChantJob extends AbstractEffectJob { PowersManager.finishEffectTime(this.source, this.target, this.action, this.trains); if (AbstractWorldObject.IsAbstractCharacter(source)) ((AbstractCharacter) source).cancelLastChant(); - } else if (bonuses != null && bonuses.getBool(ModType.Silenced, SourceType.None)) { + } else if (bonuses != null && bonuses.getBool(ModType.Silenced, SourceType.NONE)) { PowersManager.finishEffectTime(this.source, this.target, this.action, this.trains); if (AbstractWorldObject.IsAbstractCharacter(source)) ((AbstractCharacter) source).cancelLastChant(); diff --git a/src/engine/mobileAI/MobAI.java b/src/engine/mobileAI/MobAI.java index 6d37e96e..995501a7 100644 --- a/src/engine/mobileAI/MobAI.java +++ b/src/engine/mobileAI/MobAI.java @@ -1013,7 +1013,7 @@ public class MobAI { if (mob.isSit() && mob.getTimeStamp("HEALTHRECOVERED") < System.currentTimeMillis() + 3000) if (mob.getHealth() < mob.getHealthMax()) { - float recoveredHealth = mob.getHealthMax() * ((1 + mob.getBonuses().getFloatPercentAll(Enum.ModType.HealthRecoverRate, Enum.SourceType.None)) * 0.01f); + float recoveredHealth = mob.getHealthMax() * ((1 + mob.getBonuses().getFloatPercentAll(Enum.ModType.HealthRecoverRate, Enum.SourceType.NONE)) * 0.01f); mob.setHealth(mob.getHealth() + recoveredHealth); mob.getTimestamps().put("HEALTHRECOVERED", System.currentTimeMillis()); diff --git a/src/engine/mobileAI/utilities/CombatUtilities.java b/src/engine/mobileAI/utilities/CombatUtilities.java index 820daf6e..4ad8c012 100644 --- a/src/engine/mobileAI/utilities/CombatUtilities.java +++ b/src/engine/mobileAI/utilities/CombatUtilities.java @@ -126,7 +126,7 @@ public class CombatUtilities { } public static boolean canSwing(Mob agent) { - return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.None)); + return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.NONE)); } public static void swingIsMiss(Mob agent, AbstractWorldObject target, int animation) { @@ -216,10 +216,10 @@ public class CombatUtilities { else speed = agent.getSpeedHandTwo(); - SourceType dt = SourceType.Crushing; + SourceType dt = SourceType.CRUSHING; if (agent.isSiege()) - dt = SourceType.Siege; + dt = SourceType.SIEGE; if (wb != null) { anim = CombatManager.getSwingAnimation(wb, null, mainHand); dt = wb.getDamageType(); @@ -246,7 +246,7 @@ public class CombatUtilities { //must not be immune to all or immune to attack - if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.ImmuneToAttack)) + if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.IMMUNETOATTACK)) if (res != null && (res.immuneToAll() || res.immuneToAttacks() || res.immuneTo(dt))) return; @@ -330,7 +330,7 @@ public class CombatUtilities { } public static SourceType getDamageType(Mob agent) { - SourceType dt = SourceType.Crushing; + SourceType dt = SourceType.CRUSHING; if (agent.getEquip().get(1) != null) { return agent.getEquip().get(1).getItemBase().getDamageType(); } diff --git a/src/engine/mobileAI/utilities/MovementUtilities.java b/src/engine/mobileAI/utilities/MovementUtilities.java index c00bfffa..7d6a41c4 100644 --- a/src/engine/mobileAI/utilities/MovementUtilities.java +++ b/src/engine/mobileAI/utilities/MovementUtilities.java @@ -169,7 +169,7 @@ public class MovementUtilities { if (agent.getMobBase() != null && Enum.MobFlagType.SENTINEL.elementOf(agent.getMobBase().getFlags())) return false; - return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.None) && !agent.getBonuses().getBool(ModType.CannotMove, SourceType.None)); + return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.NONE) && !agent.getBonuses().getBool(ModType.CannotMove, SourceType.NONE)); } public static Vector3fImmutable randomPatrolLocation(Mob agent, Vector3fImmutable center, float radius) { diff --git a/src/engine/net/client/ClientMessagePump.java b/src/engine/net/client/ClientMessagePump.java index 2a8334ad..48501ebd 100644 --- a/src/engine/net/client/ClientMessagePump.java +++ b/src/engine/net/client/ClientMessagePump.java @@ -1642,7 +1642,7 @@ public class ClientMessagePump implements NetMsgHandler { short dur = toRepair.getDurabilityCurrent(); short max = toRepair.getDurabilityMax(); //account for durability modifications - float durMod = toRepair.getBonusPercent(ModType.Durability, SourceType.None); + float durMod = toRepair.getBonusPercent(ModType.Durability, SourceType.NONE); max *= (1 + (durMod * 0.01f)); if (dur >= max || dur < 1) { //redundancy message to clear item from window in client diff --git a/src/engine/objects/AbstractCharacter.java b/src/engine/objects/AbstractCharacter.java index ddd7ea9e..15e5270c 100644 --- a/src/engine/objects/AbstractCharacter.java +++ b/src/engine/objects/AbstractCharacter.java @@ -515,7 +515,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject { boolean canFly = false; PlayerBonuses bonus = flyer.getBonuses(); - if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.Fly) && bonus.getBool(ModType.Fly, SourceType.None) && flyer.isAlive()) + if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.FLY) && bonus.getBool(ModType.Fly, SourceType.NONE) && flyer.isAlive()) canFly = true; return canFly; diff --git a/src/engine/objects/AbstractIntelligenceAgent.java b/src/engine/objects/AbstractIntelligenceAgent.java index 783029cc..5b1a8879 100644 --- a/src/engine/objects/AbstractIntelligenceAgent.java +++ b/src/engine/objects/AbstractIntelligenceAgent.java @@ -141,7 +141,7 @@ public abstract class AbstractIntelligenceAgent extends AbstractCharacter { float ret = MobAIThread.AI_BASE_AGGRO_RANGE; if (this.bonuses != null) - ret *= (1 + this.bonuses.getFloatPercentAll(ModType.ScanRange, SourceType.None)); + ret *= (1 + this.bonuses.getFloatPercentAll(ModType.ScanRange, SourceType.NONE)); return ret; } diff --git a/src/engine/objects/CharacterSkill.java b/src/engine/objects/CharacterSkill.java index b523748c..f1d27a52 100644 --- a/src/engine/objects/CharacterSkill.java +++ b/src/engine/objects/CharacterSkill.java @@ -306,12 +306,12 @@ public class CharacterSkill extends AbstractGameObject { PlayerBonuses bonus = ac.getBonuses(); if (bonus == null) return atr; - atr += bonus.getFloat(ModType.OCV, SourceType.None); - float pos_Bonus = bonus.getFloatPercentPositive(ModType.OCV, SourceType.None); + atr += bonus.getFloat(ModType.OCV, SourceType.NONE); + float pos_Bonus = bonus.getFloatPercentPositive(ModType.OCV, SourceType.NONE); atr *= (1 + pos_Bonus); //rUNES will already be applied // atr *= (1 + ((float)bonus.getShort("rune.Attack") / 100)); //precise - float neg_Bonus = bonus.getFloatPercentNegative(ModType.OCV, SourceType.None); + float neg_Bonus = bonus.getFloatPercentNegative(ModType.OCV, SourceType.NONE); atr *= (1 + neg_Bonus); return atr; } diff --git a/src/engine/objects/Mob.java b/src/engine/objects/Mob.java index eb96da05..2490a335 100644 --- a/src/engine/objects/Mob.java +++ b/src/engine/objects/Mob.java @@ -712,19 +712,19 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { // TODO modify for equipment if (this.bonuses != null) { // modify for effects - strVal += this.bonuses.getFloat(ModType.Attr, SourceType.Strength); - dexVal += this.bonuses.getFloat(ModType.Attr, SourceType.Dexterity); - conVal += this.bonuses.getFloat(ModType.Attr, SourceType.Constitution); - intVal += this.bonuses.getFloat(ModType.Attr, SourceType.Intelligence); - spiVal += this.bonuses.getFloat(ModType.Attr, SourceType.Spirit); + strVal += this.bonuses.getFloat(ModType.Attr, SourceType.STRENGTH); + dexVal += this.bonuses.getFloat(ModType.Attr, SourceType.DEXTERITY); + conVal += this.bonuses.getFloat(ModType.Attr, SourceType.CONSTITUTION); + intVal += this.bonuses.getFloat(ModType.Attr, SourceType.INTELLIGENCE); + spiVal += this.bonuses.getFloat(ModType.Attr, SourceType.SPIRIT); // apply dex penalty for armor // modify percent amounts. DO THIS LAST! - strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength)); - dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity)); - conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution)); - intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence)); - spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit)); + strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.STRENGTH)); + dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.DEXTERITY)); + conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.CONSTITUTION)); + intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.INTELLIGENCE)); + spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.SPIRIT)); } // Set current stats @@ -741,7 +741,7 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { float bonus = 1; if (this.bonuses != null) // get rune and effect bonuses - bonus *= (1 + this.bonuses.getFloatPercentAll(ModType.Speed, SourceType.None)); + bonus *= (1 + this.bonuses.getFloatPercentAll(ModType.Speed, SourceType.NONE)); if (this.isPlayerGuard()) switch (this.mobBase.getLoadID()) { @@ -838,7 +838,7 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { if (!this.isMoving()) return; - if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.None) || this.getBonuses().getBool(ModType.CannotMove, SourceType.None)) { + if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.NONE) || this.getBonuses().getBool(ModType.CannotMove, SourceType.NONE)) { //Target is stunned or rooted. Don't move this.stopMovement(this.getMovementLoc()); @@ -1079,15 +1079,15 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { // Apply any bonuses from runes and effects if (this.bonuses != null) { - h += this.bonuses.getFloat(ModType.HealthFull, SourceType.None); - m += this.bonuses.getFloat(ModType.ManaFull, SourceType.None); - s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.None); + h += this.bonuses.getFloat(ModType.HealthFull, SourceType.NONE); + m += this.bonuses.getFloat(ModType.ManaFull, SourceType.NONE); + s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.NONE); //apply effects percent modifiers. DO THIS LAST! - h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None)); - m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None)); - s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None)); + h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.NONE)); + m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.NONE)); + s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.NONE)); } // Set max health, mana and stamina @@ -1191,18 +1191,18 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { // add any bonuses - defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.None); + defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.NONE); // Finally, multiply any percent modifiers. DO THIS LAST! - float pos_Bonus = 1 + this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.None); + float pos_Bonus = 1 + this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.NONE); defense = (short) (defense * pos_Bonus); //Lucky rune applies next - float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.None); + float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE); defense = (short) (defense * (1 + neg_Bonus)); @@ -1397,16 +1397,16 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { // add in any bonuses to atr if (this.bonuses != null) { - atr += this.bonuses.getFloat(ModType.OCV, SourceType.None); + atr += this.bonuses.getFloat(ModType.OCV, SourceType.NONE); // Finally use any multipliers. DO THIS LAST! - float pos_Bonus = 1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.None); + float pos_Bonus = 1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.NONE); atr *= pos_Bonus; //and negative percent modifiers //TODO DO DEBUFFS AFTER?? wILL TEst when finished - float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.None); + float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE); atr *= (1 + neg_Bonus); } @@ -1427,8 +1427,8 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { else speed = 20f; //unarmed attack speed - if (this.bonuses != null && this.bonuses.getFloat(ModType.AttackDelay, SourceType.None) != 0f) //add effects speed bonus - speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.None)); + if (this.bonuses != null && this.bonuses.getFloat(ModType.AttackDelay, SourceType.NONE) != 0f) //add effects speed bonus + speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.NONE)); if (speed < 10) speed = 10; @@ -1460,12 +1460,12 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { if (this.bonuses != null) { // Add any base bonuses - minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.None); - maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.None); + minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.NONE); + maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.NONE); // Finally use any multipliers. DO THIS LAST! - minDamage *= (1 + this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.None)); - maxDamage *= (1 + this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.None)); + minDamage *= (1 + this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.NONE)); + maxDamage *= (1 + this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE)); } // set damages diff --git a/src/engine/objects/PlayerBonuses.java b/src/engine/objects/PlayerBonuses.java index 5a8ad2ed..7a8a8f21 100644 --- a/src/engine/objects/PlayerBonuses.java +++ b/src/engine/objects/PlayerBonuses.java @@ -229,7 +229,7 @@ public class PlayerBonuses { //Update seeInvis if needed - float seeInvis = this.getFloat(ModType.SeeInvisible, SourceType.None); + float seeInvis = this.getFloat(ModType.SeeInvisible, SourceType.NONE); if (pc.getSeeInvis() < seeInvis) pc.setSeeInvis((short) seeInvis); @@ -458,13 +458,13 @@ public class PlayerBonuses { float percentAmountNegative = this.getFloatPercentNegative(modType, sourceType); if (amount != 0) - ChatManager.chatSystemInfo(pc, modType.name() + "-" + (sourceType.equals(SourceType.None) == false ? sourceType.name() : "") + " = " + amount); + ChatManager.chatSystemInfo(pc, modType.name() + "-" + (sourceType.equals(SourceType.NONE) == false ? sourceType.name() : "") + " = " + amount); if (percentAmount != 0) - ChatManager.chatSystemInfo(pc, "Percent : " + modType.name() + "-" + (sourceType.equals(SourceType.None) == false ? sourceType.name() : "") + " = " + percentAmount); + ChatManager.chatSystemInfo(pc, "Percent : " + modType.name() + "-" + (sourceType.equals(SourceType.NONE) == false ? sourceType.name() : "") + " = " + percentAmount); if (percentAmountNegative != 0) - ChatManager.chatSystemInfo(pc, "Negative Percent : " + modType.name() + "-" + (sourceType.equals(SourceType.None) == false ? sourceType.name() : "") + " = " + percentAmountNegative); + ChatManager.chatSystemInfo(pc, "Negative Percent : " + modType.name() + "-" + (sourceType.equals(SourceType.NONE) == false ? sourceType.name() : "") + " = " + percentAmountNegative); } } diff --git a/src/engine/objects/PlayerCharacter.java b/src/engine/objects/PlayerCharacter.java index eecca954..d9a47fde 100644 --- a/src/engine/objects/PlayerCharacter.java +++ b/src/engine/objects/PlayerCharacter.java @@ -3110,7 +3110,7 @@ public class PlayerCharacter extends AbstractCharacter { if (this.bonuses != null) // get rune and effect bonuses - bonus += this.bonuses.getFloatPercentNullZero(ModType.Speed, SourceType.None); + bonus += this.bonuses.getFloatPercentNullZero(ModType.Speed, SourceType.NONE); // TODO get equip bonus this.update(); @@ -3614,8 +3614,8 @@ public class PlayerCharacter extends AbstractCharacter { //calculateModifiedStats(); //update hide and seeInvis levels if (this.bonuses != null) { - this.hidden = (int) bonuses.getFloat(ModType.Invisible, SourceType.None); - this.seeInvis = (int) bonuses.getFloat(ModType.SeeInvisible, SourceType.None); + this.hidden = (int) bonuses.getFloat(ModType.Invisible, SourceType.NONE); + this.seeInvis = (int) bonuses.getFloat(ModType.SeeInvisible, SourceType.NONE); } else { this.hidden = (byte) 0; this.seeInvis = (byte) 0; @@ -3683,21 +3683,21 @@ public class PlayerCharacter extends AbstractCharacter { // TODO modify for equipment if (this.bonuses != null) { // modify for effects - strVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Strength)); - dexVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Dexterity)); - conVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Constitution)); - intVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Intelligence)); - spiVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Spirit)); + strVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.STRENGTH)); + dexVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.DEXTERITY)); + conVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.CONSTITUTION)); + intVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.INTELLIGENCE)); + spiVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.SPIRIT)); // apply dex penalty for armor dexVal *= this.dexPenalty; // modify percent amounts. DO THIS LAST! - strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength)); - dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity)); - conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution)); - intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence)); - spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit)); + strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.STRENGTH)); + dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.DEXTERITY)); + conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.CONSTITUTION)); + intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.INTELLIGENCE)); + spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.SPIRIT)); } else // apply dex penalty for armor @@ -3823,10 +3823,10 @@ public class PlayerCharacter extends AbstractCharacter { if (this.bonuses != null) { // add any bonuses - defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.None); + defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.NONE); // Finally multiply any percent modifiers. DO THIS LAST! - float pos_Bonus = this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.None); + float pos_Bonus = this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.NONE); defense = (short) (defense * (1 + pos_Bonus)); //Lucky rune applies next @@ -3835,7 +3835,7 @@ public class PlayerCharacter extends AbstractCharacter { //and negative percent modifiers //already done... - float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.None); + float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE); defense = (short) (defense * (1 + neg_Bonus)); } else @@ -3907,7 +3907,7 @@ public class PlayerCharacter extends AbstractCharacter { this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (this.statStrBase / 600)); if (this.bonuses != null) { - float range_bonus = 1 + this.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.None); + float range_bonus = 1 + this.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.NONE); if (mainHand) this.rangeHandOne *= range_bonus; @@ -3958,10 +3958,10 @@ public class PlayerCharacter extends AbstractCharacter { // add in any bonuses to atr if (this.bonuses != null) { // Add any base bonuses - atr += this.bonuses.getFloat(ModType.OCV, SourceType.None); + atr += this.bonuses.getFloat(ModType.OCV, SourceType.NONE); // Finally use any multipliers. DO THIS LAST! - float pos_Bonus = (1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.None)); + float pos_Bonus = (1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.NONE)); atr *= pos_Bonus; // next precise @@ -3969,7 +3969,7 @@ public class PlayerCharacter extends AbstractCharacter { // atr *= (1 + ((float) this.bonuses.getShort("rune.Attack") / 100)); //and negative percent modifiers - float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.None); + float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE); atr *= (1 + neg_Bonus); } @@ -3989,8 +3989,8 @@ public class PlayerCharacter extends AbstractCharacter { else speed = 20f; //unarmed attack speed if (weapon != null) - speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.None)); - speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.None)); + speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.NONE)); + speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.NONE)); if (speed < 10) speed = 10; @@ -3998,21 +3998,21 @@ public class PlayerCharacter extends AbstractCharacter { if (weapon != null) { // Add any base bonuses - min += weapon.getBonus(ModType.MinDamage, SourceType.None); - max += weapon.getBonus(ModType.MaxDamage, SourceType.None); + min += weapon.getBonus(ModType.MinDamage, SourceType.NONE); + max += weapon.getBonus(ModType.MaxDamage, SourceType.NONE); - min += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.None); - max += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.None); + min += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.NONE); + max += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.NONE); // Finally use any multipliers. DO THIS LAST! float percentMinDamage = 1; float percentMaxDamage = 1; - percentMinDamage += weapon.getBonusPercent(ModType.MinDamage, SourceType.None); - percentMinDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.None); + percentMinDamage += weapon.getBonusPercent(ModType.MinDamage, SourceType.NONE); + percentMinDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE); - percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.None); - percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.None); + percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.NONE); + percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE); min *= percentMinDamage; @@ -4047,21 +4047,21 @@ public class PlayerCharacter extends AbstractCharacter { // add in any bonuses to damage if (this.bonuses != null) { // Add any base bonuses - minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.None); - maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.None); + minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.NONE); + maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.NONE); - minDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.None); - maxDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.None); + minDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE); + maxDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE); // Finally use any multipliers. DO THIS LAST! float percentMinDamage = 1; float percentMaxDamage = 1; - percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.None); - percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None); + percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.NONE); + percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE); - percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.None); - percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None); + percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE); + percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE); minDamage *= percentMinDamage; maxDamage *= percentMaxDamage; @@ -4099,8 +4099,8 @@ public class PlayerCharacter extends AbstractCharacter { float def = ab.getDefense(); //apply item defense bonuses if (shield != null) { - def += shield.getBonus(ModType.DR, SourceType.None); - def *= (1 + shield.getBonusPercent(ModType.DR, SourceType.None)); + def += shield.getBonus(ModType.DR, SourceType.NONE); + def *= (1 + shield.getBonusPercent(ModType.DR, SourceType.NONE)); } @@ -4121,24 +4121,24 @@ public class PlayerCharacter extends AbstractCharacter { wbOff = off.getItemBase(); //set block if block found - this.bonuses.setBool(ModType.Block, SourceType.None, false); + this.bonuses.setBool(ModType.Block, SourceType.NONE, false); if (this.baseClass != null && (this.baseClass.getObjectUUID() == 2500 || this.baseClass.getObjectUUID() == 2501)) if (off != null && off.getItemBase() != null && off.getItemBase().isShield()) - this.bonuses.setBool(ModType.Block, SourceType.None, true); + this.bonuses.setBool(ModType.Block, SourceType.NONE, true); //set dodge if rogue if (this.baseClass != null && this.baseClass.getObjectUUID() == 2502) - this.bonuses.setBool(ModType.Dodge, SourceType.None, true); + this.bonuses.setBool(ModType.Dodge, SourceType.NONE, true); else - this.bonuses.setBool(ModType.Dodge, SourceType.None, false); + this.bonuses.setBool(ModType.Dodge, SourceType.NONE, false); //set parry if fighter or thief and no invalid weapon found - this.bonuses.setBool(ModType.Parry, SourceType.None, false); + this.bonuses.setBool(ModType.Parry, SourceType.NONE, false); if ((this.baseClass != null && this.baseClass.getObjectUUID() == 2500) || (this.promotionClass != null && this.promotionClass.getObjectUUID() == 2520)) if (wbMain == null || wbMain.getRange() < MBServerStatics.RANGED_WEAPON_RANGE) if (wbOff == null || wbOff.getRange() < MBServerStatics.RANGED_WEAPON_RANGE) - this.bonuses.setBool(ModType.Parry, SourceType.None, true); + this.bonuses.setBool(ModType.Parry, SourceType.NONE, true); } @@ -4171,8 +4171,8 @@ public class PlayerCharacter extends AbstractCharacter { float def = ib.getDefense(); //apply item defense bonuses if (armor != null) { - def += armor.getBonus(ModType.DR, SourceType.None); - def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.None)); + def += armor.getBonus(ModType.DR, SourceType.NONE); + def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.NONE)); } @@ -4354,13 +4354,13 @@ public class PlayerCharacter extends AbstractCharacter { //apply effects - h += this.bonuses.getFloat(ModType.HealthFull, SourceType.None); - m += this.bonuses.getFloat(ModType.ManaFull, SourceType.None); - s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.None); + h += this.bonuses.getFloat(ModType.HealthFull, SourceType.NONE); + m += this.bonuses.getFloat(ModType.ManaFull, SourceType.NONE); + s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.NONE); - h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None)); - m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None)); - s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None)); + h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.NONE)); + m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.NONE)); + s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.NONE)); } @@ -4395,11 +4395,11 @@ public class PlayerCharacter extends AbstractCharacter { ModType modType = ModType.GetModType(type); // must be allowed to use this passive - if (!this.bonuses.getBool(modType, SourceType.None)) + if (!this.bonuses.getBool(modType, SourceType.NONE)) return 0f; // must not be stunned - if (this.bonuses.getBool(ModType.Stunned, SourceType.None)) + if (this.bonuses.getBool(ModType.Stunned, SourceType.NONE)) return 0f; // Get base skill amount @@ -4411,7 +4411,7 @@ public class PlayerCharacter extends AbstractCharacter { amount = sk.getModifiedAmount(); // Add bonuses - amount += this.bonuses.getFloat(modType, SourceType.None); + amount += this.bonuses.getFloat(modType, SourceType.NONE); // Add item bonuses and return if (type.equals(ModType.Dodge) && !fromCombat) @@ -4429,7 +4429,7 @@ public class PlayerCharacter extends AbstractCharacter { return 0f; // must not be stunned - if (this.bonuses.getBool(ModType.Stunned, SourceType.None)) + if (this.bonuses.getBool(ModType.Stunned, SourceType.NONE)) return 0f; // Get base skill amount @@ -4444,7 +4444,7 @@ public class PlayerCharacter extends AbstractCharacter { amount += this.bonuses.getFloat(modType, sourceType); // Add item bonuses and return - if (sourceType.equals(SourceType.Dodge) && !fromCombat) + if (sourceType.equals(SourceType.DODGE) && !fromCombat) return ((amount / 4) - attackerLevel + this.getLevel()) / 4; else return (amount - attackerLevel + this.getLevel()) / 4; @@ -4913,7 +4913,7 @@ public class PlayerCharacter extends AbstractCharacter { Vector3fImmutable newLoc = this.getMovementLoc(); - if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.None) || this.getBonuses().getBool(ModType.CannotMove, SourceType.None)) { + if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.NONE) || this.getBonuses().getBool(ModType.CannotMove, SourceType.NONE)) { //Target is stunned or rooted. Don't move this.stopMovement(newLoc); return; diff --git a/src/engine/objects/Resists.java b/src/engine/objects/Resists.java index 432850e3..1d090a6e 100644 --- a/src/engine/objects/Resists.java +++ b/src/engine/objects/Resists.java @@ -84,19 +84,19 @@ public class Resists { */ public Resists(ResultSet rs) throws SQLException { this.immuneToAll = false; - this.resists.put(SourceType.Slashing, rs.getFloat("slash")); - this.resists.put(SourceType.Crushing, rs.getFloat("crush")); - this.resists.put(SourceType.Piercing, rs.getFloat("pierce")); - this.resists.put(SourceType.Magic, rs.getFloat("magic")); - this.resists.put(SourceType.Bleeding, rs.getFloat("bleed")); - this.resists.put(SourceType.Poison, rs.getFloat("poison")); - this.resists.put(SourceType.Mental, rs.getFloat("mental")); - this.resists.put(SourceType.Holy, rs.getFloat("holy")); - this.resists.put(SourceType.Unholy, rs.getFloat("unholy")); - this.resists.put(SourceType.Lightning, rs.getFloat("lightning")); - this.resists.put(SourceType.Fire, rs.getFloat("fire")); - this.resists.put(SourceType.Cold, rs.getFloat("cold")); - this.resists.put(SourceType.Healing, 0f); + this.resists.put(SourceType.SLASHING, rs.getFloat("slash")); + this.resists.put(SourceType.CRUSHING, rs.getFloat("crush")); + this.resists.put(SourceType.PIERCING, rs.getFloat("pierce")); + this.resists.put(SourceType.MAGIC, rs.getFloat("magic")); + this.resists.put(SourceType.BLEEDING, rs.getFloat("bleed")); + this.resists.put(SourceType.POISON, rs.getFloat("poison")); + this.resists.put(SourceType.MENTAL, rs.getFloat("mental")); + this.resists.put(SourceType.HOLY, rs.getFloat("holy")); + this.resists.put(SourceType.UNHOLY, rs.getFloat("unholy")); + this.resists.put(SourceType.LIGHTNING, rs.getFloat("lightning")); + this.resists.put(SourceType.FIRE, rs.getFloat("fire")); + this.resists.put(SourceType.COLD, rs.getFloat("cold")); + this.resists.put(SourceType.HEALING, 0f); } //Handle Fortitudes @@ -106,8 +106,8 @@ public class Resists { PlayerBonuses bonus = target.getBonuses(); //see if there is a fortitude - float damageCap = bonus.getFloatPercentAll(ModType.DamageCap, SourceType.None); - if (damageCap == 0f || type == SourceType.Healing) + float damageCap = bonus.getFloatPercentAll(ModType.DamageCap, SourceType.NONE); + if (damageCap == 0f || type == SourceType.HEALING) return damage; //is fortitude, Are we under the cap? @@ -127,7 +127,7 @@ public class Resists { if (forts == null || !isValidDamageCapType(forts, type, exclusive)) return damage; - float adjustedDamage = bonus.getFloatPercentAll(ModType.AdjustAboveDmgCap, SourceType.None); + float adjustedDamage = bonus.getFloatPercentAll(ModType.AdjustAboveDmgCap, SourceType.NONE); //Adjust damage down and return new amount float aadc = 1 + adjustedDamage; return capFire * aadc; @@ -138,7 +138,7 @@ public class Resists { for (SourceType fort : forts) { SourceType dt = SourceType.valueOf(fort.name()); - if (dt == SourceType.None) + if (dt == SourceType.NONE) continue; if (dt == damageType) { @@ -194,19 +194,19 @@ public class Resists { */ public final void setBuildingResists() { this.immuneToAll = false; - this.resists.put(SourceType.Slashing, 85f); - this.resists.put(SourceType.Crushing, 85f); - this.resists.put(SourceType.Siege, 0f); - this.immuneTo.put(SourceType.Piercing, true); - this.immuneTo.put(SourceType.Magic, true); - this.immuneTo.put(SourceType.Bleeding, true); - this.immuneTo.put(SourceType.Poison, true); - this.immuneTo.put(SourceType.Mental, true); - this.immuneTo.put(SourceType.Holy, true); - this.immuneTo.put(SourceType.Unholy, true); - this.immuneTo.put(SourceType.Lightning, true); - this.immuneTo.put(SourceType.Fire, true); - this.immuneTo.put(SourceType.Cold, true); + this.resists.put(SourceType.SLASHING, 85f); + this.resists.put(SourceType.CRUSHING, 85f); + this.immuneTo.put(SourceType.PIERCING, true); + this.immuneTo.put(SourceType.MAGIC, true); + this.immuneTo.put(SourceType.BLEEDING, true); + this.immuneTo.put(SourceType.POISON, true); + this.immuneTo.put(SourceType.MENTAL, true); + this.immuneTo.put(SourceType.HOLY, true); + this.immuneTo.put(SourceType.UNHOLY, true); + this.immuneTo.put(SourceType.LIGHTNING, true); + this.immuneTo.put(SourceType.FIRE, true); + this.immuneTo.put(SourceType.COLD, true); + this.resists.put(SourceType.SIEGE, 0f); } @@ -215,19 +215,19 @@ public class Resists { */ public final void setMineResists() { this.immuneToAll = false; - this.immuneTo.put(SourceType.Slashing, true); - this.immuneTo.put(SourceType.Crushing, true); - this.immuneTo.put(SourceType.Piercing, true); - this.immuneTo.put(SourceType.Magic, true); - this.immuneTo.put(SourceType.Bleeding, true); - this.immuneTo.put(SourceType.Poison, true); - this.immuneTo.put(SourceType.Mental, true); - this.immuneTo.put(SourceType.Holy, true); - this.immuneTo.put(SourceType.Unholy, true); - this.immuneTo.put(SourceType.Lightning, true); - this.immuneTo.put(SourceType.Fire, true); - this.immuneTo.put(SourceType.Cold, true); - this.resists.put(SourceType.Siege, 0f); + this.immuneTo.put(SourceType.SLASHING, true); + this.immuneTo.put(SourceType.CRUSHING, true); + this.immuneTo.put(SourceType.PIERCING, true); + this.immuneTo.put(SourceType.MAGIC, true); + this.immuneTo.put(SourceType.BLEEDING, true); + this.immuneTo.put(SourceType.POISON, true); + this.immuneTo.put(SourceType.MENTAL, true); + this.immuneTo.put(SourceType.HOLY, true); + this.immuneTo.put(SourceType.UNHOLY, true); + this.immuneTo.put(SourceType.LIGHTNING, true); + this.immuneTo.put(SourceType.FIRE, true); + this.immuneTo.put(SourceType.COLD, true); + this.resists.put(SourceType.SIEGE, 0f); } /** @@ -235,20 +235,20 @@ public class Resists { */ public final void setGenericResists() { this.immuneToAll = false; - this.resists.put(SourceType.Slashing, 0f); - this.resists.put(SourceType.Crushing, 0f); - this.resists.put(SourceType.Piercing, 0f); - this.resists.put(SourceType.Magic, 0f); - this.resists.put(SourceType.Bleeding, 0f); - this.resists.put(SourceType.Poison, 0f); - this.resists.put(SourceType.Mental, 0f); - this.resists.put(SourceType.Holy, 0f); - this.resists.put(SourceType.Unholy, 0f); - this.resists.put(SourceType.Lightning, 0f); - this.resists.put(SourceType.Fire, 0f); - this.resists.put(SourceType.Cold, 0f); - this.resists.put(SourceType.Healing, 0f); - this.immuneTo.put(SourceType.Siege, true); + this.resists.put(SourceType.SLASHING, 0f); + this.resists.put(SourceType.CRUSHING, 0f); + this.resists.put(SourceType.PIERCING, 0f); + this.resists.put(SourceType.MAGIC, 0f); + this.resists.put(SourceType.BLEEDING, 0f); + this.resists.put(SourceType.POISON, 0f); + this.resists.put(SourceType.MENTAL, 0f); + this.resists.put(SourceType.HOLY, 0f); + this.resists.put(SourceType.UNHOLY, 0f); + this.resists.put(SourceType.LIGHTNING, 0f); + this.resists.put(SourceType.FIRE, 0f); + this.resists.put(SourceType.COLD, 0f); + this.resists.put(SourceType.HEALING, 0f); + this.immuneTo.put(SourceType.SIEGE, true); } @@ -292,10 +292,9 @@ public class Resists { } public boolean immuneToAttacks() { - return immuneTo(SourceType.ImmuneToAttack); + return immuneTo(SourceType.IMMUNETOATTACK); } - /** * Set a resist */ @@ -303,37 +302,6 @@ public class Resists { this.resists.put(type, value); } - /** - * set immunities from mobbase - */ - public void setImmuneTo(int immune) { - setImmuneTo(SourceType.Stun, ((immune & 1) != 0)); - setImmuneTo(SourceType.Powerblock, ((immune & 2) != 0)); - setImmuneTo(SourceType.Drain, ((immune & 4) != 0)); - setImmuneTo(SourceType.Snare, ((immune & 8) != 0)); - setImmuneTo(SourceType.Siege, ((immune & 16) != 0)); - setImmuneTo(SourceType.Slashing, ((immune & 32) != 0)); - setImmuneTo(SourceType.Crushing, ((immune & 64) != 0)); - setImmuneTo(SourceType.Piercing, ((immune & 128) != 0)); - setImmuneTo(SourceType.Magic, ((immune & 256) != 0)); - setImmuneTo(SourceType.Bleeding, ((immune & 512) != 0)); - setImmuneTo(SourceType.Poison, ((immune & 1024) != 0)); - setImmuneTo(SourceType.Mental, ((immune & 2048) != 0)); - setImmuneTo(SourceType.Holy, ((immune & 4096) != 0)); - setImmuneTo(SourceType.Unholy, ((immune & 8192) != 0)); - setImmuneTo(SourceType.Lightning, ((immune & 16384) != 0)); - setImmuneTo(SourceType.Fire, ((immune & 32768) != 0)); - setImmuneTo(SourceType.Cold, ((immune & 65536) != 0)); - setImmuneTo(SourceType.Steal, ((immune & 131072) != 0)); - } - - /** - * set/unset immuneTo - */ - public void setImmuneTo(SourceType type, boolean value) { - this.immuneTo.put(type, value); - } - /** * set immuneToAll */ @@ -357,7 +325,7 @@ public class Resists { //handle fortitudes damage = handleFortitude(target, type, damage); //calculate armor piercing - float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None); + float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.NONE); float damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap); //check to see if any damage absorbers should cancel if (target != null) { @@ -390,41 +358,41 @@ public class Resists { if (rb != null) { // Handle immunities - if (rb.getBool(ModType.ImmuneTo, SourceType.Stun)) - this.immuneTo.put(SourceType.Stun, true); - if (rb.getBool(ModType.ImmuneTo, SourceType.Blind)) - this.immuneTo.put(SourceType.Blind, true); - if (rb.getBool(ModType.ImmuneToAttack, SourceType.None)) - this.immuneTo.put(SourceType.ImmuneToAttack, true); - if (rb.getBool(ModType.ImmuneToPowers, SourceType.None)) - this.immuneTo.put(SourceType.ImmuneToPowers, true); - if (rb.getBool(ModType.ImmuneTo, SourceType.Powerblock)) - this.immuneTo.put(SourceType.Powerblock, true); - if (rb.getBool(ModType.ImmuneTo, SourceType.DeBuff)) - this.immuneTo.put(SourceType.DeBuff, true); - if (rb.getBool(ModType.ImmuneTo, SourceType.Fear)) - this.immuneTo.put(SourceType.Fear, true); - if (rb.getBool(ModType.ImmuneTo, SourceType.Charm)) - this.immuneTo.put(SourceType.Charm, true); - if (rb.getBool(ModType.ImmuneTo, SourceType.Root)) - this.immuneTo.put(SourceType.Root, true); - if (rb.getBool(ModType.ImmuneTo, SourceType.Snare)) - this.immuneTo.put(SourceType.Snare, true); + if (rb.getBool(ModType.ImmuneTo, SourceType.STUN)) + this.immuneTo.put(SourceType.STUN, true); + if (rb.getBool(ModType.ImmuneTo, SourceType.BLIND)) + this.immuneTo.put(SourceType.BLIND, true); + if (rb.getBool(ModType.ImmuneToAttack, SourceType.NONE)) + this.immuneTo.put(SourceType.IMMUNETOATTACK, true); + if (rb.getBool(ModType.ImmuneToPowers, SourceType.NONE)) + this.immuneTo.put(SourceType.IMMUNETOPOWERS, true); + if (rb.getBool(ModType.ImmuneTo, SourceType.POWERBLOCK)) + this.immuneTo.put(SourceType.POWERBLOCK, true); + if (rb.getBool(ModType.ImmuneTo, SourceType.DEBUFF)) + this.immuneTo.put(SourceType.DEBUFF, true); + if (rb.getBool(ModType.ImmuneTo, SourceType.FEAR)) + this.immuneTo.put(SourceType.FEAR, true); + if (rb.getBool(ModType.ImmuneTo, SourceType.CHARM)) + this.immuneTo.put(SourceType.CHARM, true); + if (rb.getBool(ModType.ImmuneTo, SourceType.ROOT)) + this.immuneTo.put(SourceType.ROOT, true); + if (rb.getBool(ModType.ImmuneTo, SourceType.SNARE)) + this.immuneTo.put(SourceType.SNARE, true); // Handle resists - slash += rb.getFloat(ModType.Resistance, SourceType.Slashing); - crush += rb.getFloat(ModType.Resistance, SourceType.Crushing); - pierce += rb.getFloat(ModType.Resistance, SourceType.Piercing); - magic += rb.getFloat(ModType.Resistance, SourceType.Magic); - bleed += rb.getFloat(ModType.Resistance, SourceType.Bleeding); - poison += rb.getFloat(ModType.Resistance, SourceType.Poison); - mental += rb.getFloat(ModType.Resistance, SourceType.Mental); - holy += rb.getFloat(ModType.Resistance, SourceType.Holy); - unholy += rb.getFloat(ModType.Resistance, SourceType.Unholy); - lightning += rb.getFloat(ModType.Resistance, SourceType.Lightning); - fire += rb.getFloat(ModType.Resistance, SourceType.Fire); - cold += rb.getFloat(ModType.Resistance, SourceType.Cold); - healing += rb.getFloat(ModType.Resistance, SourceType.Healing); // DamageType.Healing.name()); + slash += rb.getFloat(ModType.Resistance, SourceType.SLASHING); + crush += rb.getFloat(ModType.Resistance, SourceType.CRUSHING); + pierce += rb.getFloat(ModType.Resistance, SourceType.PIERCING); + magic += rb.getFloat(ModType.Resistance, SourceType.MAGIC); + bleed += rb.getFloat(ModType.Resistance, SourceType.BLEEDING); + poison += rb.getFloat(ModType.Resistance, SourceType.POISON); + mental += rb.getFloat(ModType.Resistance, SourceType.MENTAL); + holy += rb.getFloat(ModType.Resistance, SourceType.HOLY); + unholy += rb.getFloat(ModType.Resistance, SourceType.UNHOLY); + lightning += rb.getFloat(ModType.Resistance, SourceType.LIGHTNING); + fire += rb.getFloat(ModType.Resistance, SourceType.FIRE); + cold += rb.getFloat(ModType.Resistance, SourceType.COLD); + healing += rb.getFloat(ModType.Resistance, SourceType.HEALING); // DamageType.Healing.name()); } @@ -448,21 +416,20 @@ public class Resists { } } - this.resists.put(SourceType.Slashing, slash); - this.resists.put(SourceType.Crushing, crush); - this.resists.put(SourceType.Piercing, pierce); - this.resists.put(SourceType.Magic, magic); - this.resists.put(SourceType.Bleeding, bleed); - this.resists.put(SourceType.Poison, poison); - this.resists.put(SourceType.Mental, mental); - this.resists.put(SourceType.Holy, holy); - this.resists.put(SourceType.Unholy, unholy); - this.resists.put(SourceType.Lightning, lightning); - this.resists.put(SourceType.Fire, fire); - this.resists.put(SourceType.Cold, cold); - this.resists.put(SourceType.Healing, healing); - - this.immuneTo.put(SourceType.Siege, true); + this.resists.put(SourceType.SLASHING, slash); + this.resists.put(SourceType.CRUSHING, crush); + this.resists.put(SourceType.PIERCING, pierce); + this.resists.put(SourceType.MAGIC, magic); + this.resists.put(SourceType.BLEEDING, bleed); + this.resists.put(SourceType.POISON, poison); + this.resists.put(SourceType.MENTAL, mental); + this.resists.put(SourceType.HOLY, holy); + this.resists.put(SourceType.UNHOLY, unholy); + this.resists.put(SourceType.LIGHTNING, lightning); + this.resists.put(SourceType.FIRE, fire); + this.resists.put(SourceType.COLD, cold); + this.resists.put(SourceType.HEALING, healing); + this.immuneTo.put(SourceType.SIEGE, true); // debug printing of resists // printResists(pc); diff --git a/src/engine/powers/ActionsBase.java b/src/engine/powers/ActionsBase.java index 5264d18b..bf3596c7 100644 --- a/src/engine/powers/ActionsBase.java +++ b/src/engine/powers/ActionsBase.java @@ -245,21 +245,21 @@ public class ActionsBase { return false; //TODO make this more efficient then testing strings - if (this.stackType.equals("Stun") && bonus.getBool(ModType.ImmuneTo, SourceType.Stun)) + if (this.stackType.equals("Stun") && bonus.getBool(ModType.ImmuneTo, SourceType.STUN)) return true; //Currently stun immune. Skip stun - else if (this.stackType.equals("Snare") && bonus.getBool(ModType.ImmuneTo, SourceType.Snare)) + else if (this.stackType.equals("Snare") && bonus.getBool(ModType.ImmuneTo, SourceType.SNARE)) return true; //Currently snare immune. Skip snare - else if (this.stackType.equals("Blindness") && bonus.getBool(ModType.ImmuneTo, SourceType.Blind)) + else if (this.stackType.equals("Blindness") && bonus.getBool(ModType.ImmuneTo, SourceType.BLIND)) return true; //Currently blind immune. Skip blind - else if (this.stackType.equals("PowerInhibitor") && bonus.getBool(ModType.ImmuneTo, SourceType.Powerblock)) + else if (this.stackType.equals("PowerInhibitor") && bonus.getBool(ModType.ImmuneTo, SourceType.POWERBLOCK)) return true; //Currently power block immune. Skip power block - else if (this.stackType.equals("Root") && bonus.getBool(ModType.ImmuneTo, SourceType.Root)) + else if (this.stackType.equals("Root") && bonus.getBool(ModType.ImmuneTo, SourceType.ROOT)) return true; // else if (pb.isHeal() && (bonus.getByte("immuneTo.Heal")) >= trains) // return true; //Currently shadowmantled. Skip heals - else if (this.stackType.equals("Flight") && bonus.getBool(ModType.NoMod, SourceType.Fly)) + else if (this.stackType.equals("Flight") && bonus.getBool(ModType.NoMod, SourceType.FLY)) return true; - else if (this.stackType.equals("Track") && bonus.getBool(ModType.CannotTrack, SourceType.None)) + else if (this.stackType.equals("Track") && bonus.getBool(ModType.CannotTrack, SourceType.NONE)) return true; else return pb.vampDrain() && bonus.getBool(ModType.BlockedPowerType, SourceType.VAMPDRAIN); diff --git a/src/engine/powers/effectmodifiers/AmbidexterityEffectModifier.java b/src/engine/powers/effectmodifiers/AmbidexterityEffectModifier.java index fab03894..9d07d813 100644 --- a/src/engine/powers/effectmodifiers/AmbidexterityEffectModifier.java +++ b/src/engine/powers/effectmodifiers/AmbidexterityEffectModifier.java @@ -32,7 +32,7 @@ public class AmbidexterityEffectModifier extends AbstractEffectModifier { @Override public void applyBonus(AbstractCharacter ac, int trains) { PlayerBonuses bonus = ac.getBonuses(); - bonus.setBool(ModType.Ambidexterity, SourceType.None, true); + bonus.setBool(ModType.Ambidexterity, SourceType.NONE, true); } @Override diff --git a/src/engine/powers/effectmodifiers/BlockedPowerTypeEffectModifier.java b/src/engine/powers/effectmodifiers/BlockedPowerTypeEffectModifier.java index f55e903d..5781ed4d 100644 --- a/src/engine/powers/effectmodifiers/BlockedPowerTypeEffectModifier.java +++ b/src/engine/powers/effectmodifiers/BlockedPowerTypeEffectModifier.java @@ -40,7 +40,7 @@ public class BlockedPowerTypeEffectModifier extends AbstractEffectModifier { ModType toBlock = ModType.None; switch (this.sourceType) { - case Invisible: + case INVISIBLE: toBlock = ModType.Invisible; break; } diff --git a/src/engine/powers/effectmodifiers/HealthEffectModifier.java b/src/engine/powers/effectmodifiers/HealthEffectModifier.java index 593e6cca..443fd67d 100644 --- a/src/engine/powers/effectmodifiers/HealthEffectModifier.java +++ b/src/engine/powers/effectmodifiers/HealthEffectModifier.java @@ -164,7 +164,7 @@ public class HealthEffectModifier extends AbstractEffectModifier { // Apply any power effect modifiers (such as stances) if (bonus != null) - modAmount *= (1 + (bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None))); + modAmount *= (1 + (bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.NONE))); } if (modAmount == 0f) return; @@ -203,7 +203,7 @@ public class HealthEffectModifier extends AbstractEffectModifier { }*/ PlayerBonuses bonus = ac.getBonuses(); - if (!skipImmune && bonus.getFloat(ModType.BlackMantle, SourceType.Healing) >= trains) { + if (!skipImmune && bonus.getFloat(ModType.BlackMantle, SourceType.HEALING) >= trains) { ModifyHealthMsg mhm = new ModifyHealthMsg(source, ac, 0f, 0f, 0f, powerID, powerName, trains, effectID); mhm.setUnknown03(5); //set target is immune DispatchMessage.sendToAllInRange(ac, mhm); diff --git a/src/engine/powers/effectmodifiers/ManaEffectModifier.java b/src/engine/powers/effectmodifiers/ManaEffectModifier.java index 94795acc..d6f9aa3b 100644 --- a/src/engine/powers/effectmodifiers/ManaEffectModifier.java +++ b/src/engine/powers/effectmodifiers/ManaEffectModifier.java @@ -129,7 +129,7 @@ public class ManaEffectModifier extends AbstractEffectModifier { // Apply any power effect modifiers (such as stances) if (bonus != null) - modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None)); + modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.NONE)); } if (modAmount == 0f) return; @@ -157,7 +157,7 @@ public class ManaEffectModifier extends AbstractEffectModifier { } } PlayerBonuses bonus = ac.getBonuses(); - if (!skipImmune && bonus.getFloat(ModType.BlackMantle, SourceType.Healing) >= trains) { + if (!skipImmune && bonus.getFloat(ModType.BlackMantle, SourceType.HEALING) >= trains) { ModifyHealthMsg mhm = new ModifyHealthMsg(source, ac, 0f, 0f, 0f, powerID, powerName, trains, effectID); mhm.setUnknown03(5); //set target is immune DispatchMessage.sendToAllInRange(ac, mhm); diff --git a/src/engine/powers/effectmodifiers/NoModEffectModifier.java b/src/engine/powers/effectmodifiers/NoModEffectModifier.java index a09c5600..481abb09 100644 --- a/src/engine/powers/effectmodifiers/NoModEffectModifier.java +++ b/src/engine/powers/effectmodifiers/NoModEffectModifier.java @@ -33,7 +33,7 @@ public class NoModEffectModifier extends AbstractEffectModifier { bonus.setBool(this.modType, this.sourceType, true); switch (this.sourceType) { - case Fly: + case FLY: if (!ac.getObjectType().equals(GameObjectType.PlayerCharacter)) return; PlayerCharacter flyer = (PlayerCharacter) ac; diff --git a/src/engine/powers/effectmodifiers/StaminaEffectModifier.java b/src/engine/powers/effectmodifiers/StaminaEffectModifier.java index e58910a9..08a5d556 100644 --- a/src/engine/powers/effectmodifiers/StaminaEffectModifier.java +++ b/src/engine/powers/effectmodifiers/StaminaEffectModifier.java @@ -125,7 +125,7 @@ public class StaminaEffectModifier extends AbstractEffectModifier { // Apply any power effect modifiers (such as stances) if (bonus != null) - modAmount *= (1 + (bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None))); + modAmount *= (1 + (bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.NONE))); } if (modAmount == 0f) return; @@ -153,7 +153,7 @@ public class StaminaEffectModifier extends AbstractEffectModifier { } } PlayerBonuses bonus = ac.getBonuses(); - if (!skipImmune && bonus.getFloat(ModType.BlackMantle, SourceType.Healing) >= trains) { + if (!skipImmune && bonus.getFloat(ModType.BlackMantle, SourceType.HEALING) >= trains) { ModifyHealthMsg mhm = new ModifyHealthMsg(source, ac, 0f, 0f, 0f, powerID, powerName, trains, effectID); mhm.setUnknown03(5); //set target is immune DispatchMessage.sendToAllInRange(ac, mhm); diff --git a/src/engine/powers/poweractions/ApplyEffectPowerAction.java b/src/engine/powers/poweractions/ApplyEffectPowerAction.java index a9eb6c89..2f439ea6 100644 --- a/src/engine/powers/poweractions/ApplyEffectPowerAction.java +++ b/src/engine/powers/poweractions/ApplyEffectPowerAction.java @@ -187,7 +187,7 @@ public class ApplyEffectPowerAction extends AbstractPowerAction { if (bonuses == null) return; - boolean noSilence = bonuses.getBool(ModType.Silenced, SourceType.None); + boolean noSilence = bonuses.getBool(ModType.Silenced, SourceType.NONE); if (noSilence) return; diff --git a/src/engine/powers/poweractions/TransferStatPowerAction.java b/src/engine/powers/poweractions/TransferStatPowerAction.java index 1ad0a686..60f4df7b 100644 --- a/src/engine/powers/poweractions/TransferStatPowerAction.java +++ b/src/engine/powers/poweractions/TransferStatPowerAction.java @@ -217,7 +217,7 @@ public class TransferStatPowerAction extends AbstractPowerAction { // Apply any power effect modifiers (such as stances) PlayerBonuses bonus = source.getBonuses(); if (bonus != null) - damage *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None)); + damage *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.NONE)); //get amount to transfer fromAmount = damage; @@ -243,7 +243,7 @@ public class TransferStatPowerAction extends AbstractPowerAction { AbstractNetMsg mhmFrom = null; //stop if target is immune to drains - if (from.getBonuses().getBool(ModType.ImmuneTo, SourceType.Drain)) { + if (from.getBonuses().getBool(ModType.ImmuneTo, SourceType.DRAIN)) { ModifyHealthMsg mhm = new ModifyHealthMsg(source, to, 0f, 0f, 0f, powerID, powerName, trains, effectID); mhm.setUnknown03(5); //set target is immune DispatchMessage.sendToAllInRange(from, mhm);