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					@ -12,6 +12,7 @@ import engine.job.JobContainer; | 
				
			
			
		
	
		
		
			
				
					
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					import engine.job.JobScheduler; | 
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					import engine.job.JobScheduler; | 
				
			
			
		
	
		
		
			
				
					
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					import engine.jobs.AttackJob; | 
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					import engine.jobs.AttackJob; | 
				
			
			
		
	
		
		
			
				
					
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					import engine.jobs.DeferredPowerJob; | 
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					import engine.jobs.DeferredPowerJob; | 
				
			
			
		
	
		
		
			
				
					
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					import engine.math.Bounds; | 
				
			
			
		
	
		
		
			
				
					
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					import engine.mbEnums; | 
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					import engine.mbEnums; | 
				
			
			
		
	
		
		
			
				
					
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					import engine.net.DispatchMessage; | 
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					import engine.net.DispatchMessage; | 
				
			
			
		
	
		
		
			
				
					
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					import engine.net.client.ClientConnection; | 
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					import engine.net.client.ClientConnection; | 
				
			
			
		
	
	
		
		
			
				
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					@ -23,6 +24,8 @@ import engine.powers.effectmodifiers.AbstractEffectModifier; | 
				
			
			
		
	
		
		
			
				
					
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					import engine.server.MBServerStatics; | 
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					import engine.server.MBServerStatics; | 
				
			
			
		
	
		
		
			
				
					
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					import org.pmw.tinylog.Logger; | 
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					import org.pmw.tinylog.Logger; | 
				
			
			
		
	
		
		
			
				
					
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					import java.awt.geom.Point2D; | 
				
			
			
		
	
		
		
			
				
					
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					import java.awt.geom.Rectangle2D; | 
				
			
			
		
	
		
		
			
				
					
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					import java.util.EnumSet; | 
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					import java.util.EnumSet; | 
				
			
			
		
	
		
		
			
				
					
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					import java.util.concurrent.ConcurrentHashMap; | 
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					import java.util.concurrent.ConcurrentHashMap; | 
				
			
			
		
	
		
		
			
				
					
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					import java.util.concurrent.ThreadLocalRandom; | 
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					import java.util.concurrent.ThreadLocalRandom; | 
				
			
			
		
	
	
		
		
			
				
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					@ -38,6 +41,10 @@ public enum CombatManager { | 
				
			
			
		
	
		
		
			
				
					
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					        if (attacker == null || target == null || !attacker.isAlive() || !target.isAlive()) | 
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					        if (attacker == null || target == null || !attacker.isAlive() || !target.isAlive()) | 
				
			
			
		
	
		
		
			
				
					
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					            return; | 
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					            return; | 
				
			
			
		
	
		
		
			
				
					
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					        if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) | 
				
			
			
		
	
		
		
			
				
					
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					            if (((Mob) attacker).nextAttackTime > System.currentTimeMillis()) | 
				
			
			
		
	
		
		
			
				
					
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					                return; | 
				
			
			
		
	
		
		
			
				
					
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					        switch (target.getObjectType()) { | 
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					        switch (target.getObjectType()) { | 
				
			
			
		
	
		
		
			
				
					
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					            case Building: | 
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					            case Building: | 
				
			
			
		
	
		
		
			
				
					
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					                if (((Building) target).isVulnerable() == false) | 
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					                if (((Building) target).isVulnerable() == false) | 
				
			
			
		
	
	
		
		
			
				
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					@ -59,7 +66,8 @@ public enum CombatManager { | 
				
			
			
		
	
		
		
			
				
					
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					        if (mainWeapon == null && offWeapon == null) { | 
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					        if (mainWeapon == null && offWeapon == null) { | 
				
			
			
		
	
		
		
			
				
					
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					            //no weapons equipped, punch with both fists
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					            //no weapons equipped, punch with both fists
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					            processAttack(attacker, target, mbEnums.EquipSlotType.RHELD); | 
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					            processAttack(attacker, target, mbEnums.EquipSlotType.RHELD); | 
				
			
			
		
	
		
		
			
				
					
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					            processAttack(attacker, target, mbEnums.EquipSlotType.LHELD); | 
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					            if(attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					                processAttack(attacker, target, mbEnums.EquipSlotType.LHELD); | 
				
			
			
		
	
		
		
			
				
					
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					        } else if (mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")) { | 
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					        } else if (mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")) { | 
				
			
			
		
	
		
		
			
				
					
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					            //no weapon equipped with a shield, punch with one hand
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					            //no weapon equipped with a shield, punch with one hand
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					            processAttack(attacker, target, mbEnums.EquipSlotType.RHELD); | 
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					            processAttack(attacker, target, mbEnums.EquipSlotType.RHELD); | 
				
			
			
		
	
	
		
		
			
				
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					@ -81,12 +89,6 @@ public enum CombatManager { | 
				
			
			
		
	
		
		
			
				
					
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					    public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) { | 
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					    public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) { | 
				
			
			
		
	
		
		
			
				
					
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					        // heck if character can even attack yet
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					        if (attacker.getTimestamps().containsKey("Attack" + slot.name())) | 
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					            if (System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name())) | 
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					                return; | 
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					        // check if character is in range to attack target
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					        // check if character is in range to attack target
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					        PlayerBonuses bonus = attacker.getBonuses(); | 
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					        PlayerBonuses bonus = attacker.getBonuses(); | 
				
			
			
		
	
	
		
		
			
				
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					@ -109,239 +111,331 @@ public enum CombatManager { | 
				
			
			
		
	
		
		
			
				
					
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					        float distanceSquared = attacker.loc.distanceSquared(target.loc); | 
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					        float distanceSquared = attacker.loc.distanceSquared(target.loc); | 
				
			
			
		
	
		
		
			
				
					
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					        if (distanceSquared > attackRange * attackRange) | 
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					        boolean inRange = false; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					            return; | 
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					        if(attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)){ | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					            attackRange += ((PlayerCharacter)attacker).getCharacterHeight() * 0.5f; | 
				
			
			
		
	
		
		
			
				
					
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					        }else { | 
				
			
			
		
	
		
		
			
				
					
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					            attackRange += attacker.calcHitBox(); | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        switch(target.getObjectType()){ | 
				
			
			
		
	
		
		
			
				
					
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					            case PlayerCharacter: | 
				
			
			
		
	
		
		
			
				
					
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					                attackRange += ((PlayerCharacter)target).getCharacterHeight() * 0.5f; | 
				
			
			
		
	
		
		
			
				
					
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					                if(distanceSquared < attackRange * attackRange) | 
				
			
			
		
	
		
		
			
				
					
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					                    inRange = true; | 
				
			
			
		
	
		
		
			
				
					
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					                break; | 
				
			
			
		
	
		
		
			
				
					
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					            case Mob: | 
				
			
			
		
	
		
		
			
				
					
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					                attackRange += ((AbstractCharacter)target).calcHitBox(); | 
				
			
			
		
	
		
		
			
				
					
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					                if(distanceSquared < attackRange * attackRange) | 
				
			
			
		
	
		
		
			
				
					
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					                    inRange = true; | 
				
			
			
		
	
		
		
			
				
					
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					                break; | 
				
			
			
		
	
		
		
			
				
					
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					            case Building: | 
				
			
			
		
	
		
		
			
				
					
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					                float locX = target.loc.x - target.getBounds().getHalfExtents().x; | 
				
			
			
		
	
		
		
			
				
					
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					                float locZ = target.loc.z - target.getBounds().getHalfExtents().y; | 
				
			
			
		
	
		
		
			
				
					
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					                float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2; | 
				
			
			
		
	
		
		
			
				
					
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					                float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2; | 
				
			
			
		
	
		
		
			
				
					
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					                Rectangle2D.Float rect = new Rectangle2D.Float(locX,locZ,sizeX,sizeZ); | 
				
			
			
		
	
		
		
			
				
					
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					                if(rect.contains(new Point2D.Float(attacker.loc.x,attacker.loc.z))) | 
				
			
			
		
	
		
		
			
				
					
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					                    inRange = true; | 
				
			
			
		
	
		
		
			
				
					
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					                break; | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        // take stamina away from attacker
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					        //get delay for the auto attack job
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					        long delay = 5000; | 
				
			
			
		
	
		
		
			
				
					
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					        if (weapon != null) { | 
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					        if (weapon != null) { | 
				
			
			
		
	
		
		
			
				
					
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					            float stam = weapon.template.item_wt / 3f; | 
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					            stam = (stam < 1) ? 1 : stam; | 
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					            attacker.modifyStamina(-(stam), attacker, true); | 
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					        } else | 
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					            attacker.modifyStamina(-0.5f, attacker, true); | 
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					        //cancel things that are cancelled by an attack
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					        attacker.cancelOnAttackSwing(); | 
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					            int wepSpeed = (int) (weapon.template.item_weapon_wepspeed); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					        //declare relevant variables
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					            if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
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					                wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None)); | 
				
			
			
		
	
		
		
			
				
					
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					        int min = attacker.minDamageHandOne; | 
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					            if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
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					        int max = attacker.maxDamageHandOne; | 
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					                wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None)); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					        int atr = attacker.atrHandOne; | 
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					        //get the proper stats based on which slot is attacking
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					            if (wepSpeed < 10) | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					                wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
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					        if (slot == mbEnums.EquipSlotType.LHELD) { | 
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					            delay = wepSpeed * 100; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					            min = attacker.minDamageHandTwo; | 
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					            max = attacker.maxDamageHandTwo; | 
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					            atr = attacker.atrHandTwo; | 
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					        } | 
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        int def = 0; | 
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					        if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					            ((Mob)attacker).nextAttackTime = System.currentTimeMillis() + delay; | 
				
			
			
		
	
		
		
			
				
					
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					        if (inRange) { | 
				
			
			
		
	
		
		
			
				
					
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					        if (AbstractCharacter.IsAbstractCharacter(target)) | 
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					            //handle retaliate
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					            def = ((AbstractCharacter) target).defenseRating; | 
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					            if(AbstractCharacter.IsAbstractCharacter(target)){ | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					                if(((AbstractCharacter)target).combatTarget == null || ((AbstractCharacter)target).combatTarget.isAlive() == false){ | 
				
			
			
		
	
		
		
			
				
					
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					                    ((AbstractCharacter)target).combatTarget = attacker; | 
				
			
			
		
	
		
		
			
				
					
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					                    if(target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat()) | 
				
			
			
		
	
		
		
			
				
					
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					                        combatCycle((AbstractCharacter) target, attacker); | 
				
			
			
		
	
		
		
			
				
					
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					                } | 
				
			
			
		
	
		
		
			
				
					
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					            } | 
				
			
			
		
	
		
		
			
				
					
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					        //calculate hit chance based off ATR and DEF
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					            DeferredPowerJob dpj = null; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					        int hitChance; | 
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					            if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					        if (def == 0) | 
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					            def = 1; | 
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					        float dif = atr / def; | 
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					        if (dif <= 0.8f) | 
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					                dpj = ((PlayerCharacter) attacker).getWeaponPower(); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					            hitChance = 4; | 
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					        else | 
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					            hitChance = ((int) (450 * (dif - 0.8f)) + 4); | 
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					        if (target.getObjectType() == mbEnums.GameObjectType.Building) | 
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					                if (dpj != null) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            hitChance = 100; | 
					 | 
					 | 
					 | 
					                    dpj.attack(target, attackRange); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
					 | 
					 | 
					 | 
					                    if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518)) | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (attacker.charItemManager.getEquipped().get(slot) != null) { | 
					 | 
					 | 
					 | 
					                        ((PlayerCharacter) attacker).setWeaponPower(dpj); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true); | 
					 | 
					 | 
					 | 
					                } | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					            } | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (ThreadLocalRandom.current().nextInt(100) > hitChance) { | 
					 | 
					 | 
					 | 
					            // take stamina away from attacker
 | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
					 | 
					 | 
					 | 
					            if (weapon != null) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
					 | 
					 | 
					 | 
					                float stam = weapon.template.item_wt / 3f; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            else | 
					 | 
					 | 
					 | 
					                stam = (stam < 1) ? 1 : stam; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                DispatchMessage.sendToAllInRange(attacker, msg); | 
					 | 
					 | 
					 | 
					                attacker.modifyStamina(-(stam), attacker, true); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } else | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                attacker.modifyStamina(-0.5f, attacker, true); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            return; | 
					 | 
					 | 
					 | 
					            //cancel things that are cancelled by an attack
 | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        //calculate passive chances only if target is AbstractCharacter
 | 
					 | 
					 | 
					 | 
					            attacker.cancelOnAttackSwing(); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) { | 
					 | 
					 | 
					 | 
					            //declare relevant variables
 | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            mbEnums.PassiveType passiveType = mbEnums.PassiveType.None; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            int hitRoll = ThreadLocalRandom.current().nextInt(100); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true); | 
					 | 
					 | 
					 | 
					            int min = attacker.minDamageHandOne; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true); | 
					 | 
					 | 
					 | 
					            int max = attacker.maxDamageHandOne; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true); | 
					 | 
					 | 
					 | 
					            int atr = attacker.atrHandOne; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            // Passive chance clamped at 75
 | 
					 | 
					 | 
					 | 
					            //get the proper stats based on which slot is attacking
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            dodgeChance = Math.max(0, Math.min(75, dodgeChance)); | 
					 | 
					 | 
					 | 
					            if (slot == mbEnums.EquipSlotType.LHELD) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            blockChance = Math.max(0, Math.min(75, blockChance)); | 
					 | 
					 | 
					 | 
					                min = attacker.minDamageHandTwo; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            parryChance = Math.max(0, Math.min(75, parryChance)); | 
					 | 
					 | 
					 | 
					                max = attacker.maxDamageHandTwo; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                atr = attacker.atrHandTwo; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (hitRoll < dodgeChance) | 
					 | 
					 | 
					 | 
					            int def = 0; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                passiveType = mbEnums.PassiveType.Dodge; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            else if (hitRoll < blockChance) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                passiveType = mbEnums.PassiveType.Block; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            else if (hitRoll < parryChance) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                passiveType = mbEnums.PassiveType.Parry; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                def = ((AbstractCharacter) target).defenseRating; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (passiveType.equals(mbEnums.PassiveType.None) == false) { | 
					 | 
					 | 
					 | 
					            //calculate hit chance based off ATR and DEF
 | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value); | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            int hitChance; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (def == 0) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                def = 1; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            float dif = atr / def; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (dif <= 0.8f) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                hitChance = 4; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            else | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                hitChance = ((int) (450 * (dif - 0.8f)) + 4); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (target.getObjectType() == mbEnums.GameObjectType.Building) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                hitChance = 100; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (attacker.charItemManager.getEquipped().get(slot) != null) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (ThreadLocalRandom.current().nextInt(100) > hitChance) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
					 | 
					 | 
					 | 
					                if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
					 | 
					 | 
					 | 
					                    DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                else | 
					 | 
					 | 
					 | 
					                else | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    DispatchMessage.sendToAllInRange(attacker, msg); | 
					 | 
					 | 
					 | 
					                    DispatchMessage.sendToAllInRange(attacker, msg); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                //calculate next allowed attack and update the timestamp
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                //handle auto attack job creation
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                if (timers != null) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    JobContainer job; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    timers.put("Attack" + slot, job); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                } else | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                return; | 
					 | 
					 | 
					 | 
					                return; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            } | 
					 | 
					 | 
					 | 
					            } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        //calculate the base damage
 | 
					 | 
					 | 
					 | 
					            //calculate passive chances only if target is AbstractCharacter
 | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        int damage = ThreadLocalRandom.current().nextInt(min, max + 1); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (damage == 0) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            return; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        //get the damage type
 | 
					 | 
					 | 
					 | 
					            if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                mbEnums.PassiveType passiveType = mbEnums.PassiveType.None; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                int hitRoll = ThreadLocalRandom.current().nextInt(100); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        mbEnums.DamageType damageType; | 
					 | 
					 | 
					 | 
					                float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (attacker.charItemManager.getEquipped().get(slot) == null) { | 
					 | 
					 | 
					 | 
					                // Passive chance clamped at 75
 | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            damageType = mbEnums.DamageType.CRUSHING; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                if (((Mob) attacker).isSiege()) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    damageType = mbEnums.DamageType.SIEGE; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } else { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0]; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        //get resists
 | 
					 | 
					 | 
					 | 
					                dodgeChance = Math.max(0, Math.min(75, dodgeChance)); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                blockChance = Math.max(0, Math.min(75, blockChance)); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                parryChance = Math.max(0, Math.min(75, parryChance)); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        Resists resists; | 
					 | 
					 | 
					 | 
					                if (hitRoll < dodgeChance) | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    passiveType = mbEnums.PassiveType.Dodge; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                else if (hitRoll < blockChance) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    passiveType = mbEnums.PassiveType.Block; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                else if (hitRoll < parryChance) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    passiveType = mbEnums.PassiveType.Parry; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (AbstractCharacter.IsAbstractCharacter(target) == false) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            resists = ((Building) target).getResists();            //this is a building
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        else | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            resists = ((AbstractCharacter) target).getResists();   //this is a character
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (AbstractCharacter.IsAbstractCharacter(target)) { | 
					 | 
					 | 
					 | 
					                if (passiveType.equals(mbEnums.PassiveType.None) == false) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            AbstractCharacter absTarget = (AbstractCharacter) target; | 
					 | 
					 | 
					 | 
					                    TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            //check damage shields
 | 
					 | 
					 | 
					 | 
					                    if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    else | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        DispatchMessage.sendToAllInRange(attacker, msg); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            PlayerBonuses bonuses = absTarget.getBonuses(); | 
					 | 
					 | 
					 | 
					                    //calculate next allowed attack and update the timestamp
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (bonuses != null) { | 
					 | 
					 | 
					 | 
					                    //handle auto attack job creation
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields(); | 
					 | 
					 | 
					 | 
					                    if (timers != null) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                float total = 0; | 
					 | 
					 | 
					 | 
					                        AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        JobContainer job; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        timers.put("Attack" + slot, job); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    } else | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    return; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                for (DamageShield ds : damageShields.values()) { | 
					 | 
					 | 
					 | 
					            //calculate the base damage
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            int damage = ThreadLocalRandom.current().nextInt(min, max + 1); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (damage == 0) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                //calculate next allowed attack and update the timestamp
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                //handle auto attack job creation
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                if (timers != null) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    JobContainer job; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    timers.put("Attack" + slot, job); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                } else | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                return; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            //get the damage type
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    //get amount to damage back
 | 
					 | 
					 | 
					 | 
					            mbEnums.DamageType damageType; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    float amount; | 
					 | 
					 | 
					 | 
					            if (attacker.charItemManager.getEquipped().get(slot) == null) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                damageType = mbEnums.DamageType.CRUSHING; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    if (((Mob) attacker).isSiege()) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        damageType = mbEnums.DamageType.SIEGE; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } else { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    if (ds.usePercent()) | 
					 | 
					 | 
					 | 
					            //get resists
 | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                        amount = damage * ds.getAmount() / 100; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    else | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                        amount = ds.getAmount(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    //get resisted damage for damagetype
 | 
					 | 
					 | 
					 | 
					            Resists resists; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    if (resists != null) | 
					 | 
					 | 
					 | 
					            if (AbstractCharacter.IsAbstractCharacter(target) == false) | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                        amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0); | 
					 | 
					 | 
					 | 
					                resists = ((Building) target).getResists();            //this is a building
 | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    total += amount; | 
					 | 
					 | 
					 | 
					            else | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                } | 
					 | 
					 | 
					 | 
					                resists = ((AbstractCharacter) target).getResists();   //this is a character
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                if (total > 0) { | 
					 | 
					 | 
					 | 
					            if (AbstractCharacter.IsAbstractCharacter(target)) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    //apply Damage back
 | 
					 | 
					 | 
					 | 
					                AbstractCharacter absTarget = (AbstractCharacter) target; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    attacker.modifyHealth(-total, absTarget, true); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    DispatchMessage.sendToAllInRange(target, cmm); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (resists != null) { | 
					 | 
					 | 
					 | 
					                //check damage shields
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                //check for damage type immunities
 | 
					 | 
					 | 
					 | 
					                PlayerBonuses bonuses = absTarget.getBonuses(); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                if (resists.immuneTo(damageType)) | 
					 | 
					 | 
					 | 
					                if (bonuses != null) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    return; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                //calculate resisted damage including fortitude
 | 
					 | 
					 | 
					 | 
					                    ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields(); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    float total = 0; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0); | 
					 | 
					 | 
					 | 
					                    for (DamageShield ds : damageShields.values()) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        //remove damage from target health
 | 
					 | 
					 | 
					 | 
					                        //get amount to damage back
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (damage > 0) { | 
					 | 
					 | 
					 | 
					                        float amount; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (AbstractCharacter.IsAbstractCharacter(target)) | 
					 | 
					 | 
					 | 
					                        if (ds.usePercent()) | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                ((AbstractCharacter) target).modifyHealth(-damage, attacker, true); | 
					 | 
					 | 
					 | 
					                            amount = damage * ds.getAmount() / 100; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            else | 
					 | 
					 | 
					 | 
					                        else | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                ((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage); | 
					 | 
					 | 
					 | 
					                            amount = ds.getAmount(); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
					 | 
					 | 
					 | 
					                        //get resisted damage for damagetype
 | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (attacker.charItemManager.getEquipped().get(slot) != null) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            DispatchMessage.sendToAllInRange(target, cmm); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        DeferredPowerJob dpj = null; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
					 | 
					 | 
					 | 
					                        if (resists != null) | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                            amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        total += amount; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            dpj = ((PlayerCharacter) attacker).getWeaponPower(); | 
					 | 
					 | 
					 | 
					                    if (total > 0) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        //apply Damage back
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        attacker.modifyHealth(-total, absTarget, true); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        DispatchMessage.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (dpj != null) { | 
					 | 
					 | 
					 | 
					                if (resists != null) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                dpj.attack(target, attackRange); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518)) | 
					 | 
					 | 
					 | 
					                    //check for damage type immunities
 | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                    ((PlayerCharacter) attacker).setWeaponPower(dpj); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        //calculate next allowed attack and update the timestamp
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        long delay = 20 * 100; | 
					 | 
					 | 
					 | 
					                    if (resists.immuneTo(damageType)) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        //calculate next allowed attack and update the timestamp
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (weapon != null) { | 
					 | 
					 | 
					 | 
					                        //handle auto attack job creation
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            int wepSpeed = (int) (weapon.template.item_weapon_wepspeed); | 
					 | 
					 | 
					 | 
					                        if (timers != null) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                            AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                            JobContainer job; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                            job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                            timers.put("Attack" + slot, job); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        } else | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                            Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                        return; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    //calculate resisted damage including fortitude
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
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					            if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
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					                    damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					                wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None)); | 
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					                } | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					            } | 
				
			
			
		
	
		
		
			
				
					
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					            if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
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					            //remove damage from target health
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					                wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None)); | 
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					            if (wepSpeed < 10) | 
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					            if (damage > 0) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					                wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
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					            delay = wepSpeed * 100; | 
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					                if (AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					        } | 
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					                    ((AbstractCharacter) target).modifyHealth(-damage, attacker, true); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					                else | 
				
			
			
		
	
		
		
			
				
					
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					                    ((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage); | 
				
			
			
		
	
		
		
			
				
					
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					                int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
				
			
			
		
	
		
		
			
				
					
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					                if (attacker.charItemManager.getEquipped().get(slot) != null) { | 
				
			
			
		
	
		
		
			
				
					
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					                    attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
				
			
			
		
	
		
		
			
				
					
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					                } | 
				
			
			
		
	
		
		
			
				
					
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					                TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim); | 
				
			
			
		
	
		
		
			
				
					
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					                DispatchMessage.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
		
			
				
					
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					            } | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        //calculate next allowed attack and update the timestamp
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					        attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); | 
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					        attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); | 
				
			
			
		
	
		
		
			
				
					
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					        //handle auto attack job creation
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					        //handle auto attack job creation
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					        ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); | 
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					        ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); | 
				
			
			
		
	
		
		
			
				
					
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					        if (timers != null) { | 
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					        if (timers != null) { | 
				
			
			
		
	
	
		
		
			
				
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