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@ -2,6 +2,8 @@ package engine.objects; |
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import engine.Enum; |
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import engine.Enum; |
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import engine.gameManager.ChatManager; |
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import engine.gameManager.ChatManager; |
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import engine.math.Vector2f; |
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import engine.math.Vector3fImmutable; |
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import engine.powers.EffectsBase; |
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import engine.powers.EffectsBase; |
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import engine.powers.effectmodifiers.AbstractEffectModifier; |
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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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@ -252,6 +254,18 @@ public class PlayerCombatStats { |
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HIT_VALUE_MAP.put(2.50f, 100f); |
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HIT_VALUE_MAP.put(2.50f, 100f); |
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} |
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} |
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//Values for health and mana are in terms of the number of seconds it takes to recover 1%
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//Values for stamina are in terms of the number of seconds it takes to recover 1 point
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//HEALTH//MANA//STAMINA
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private static Vector3fImmutable resting = new Vector3fImmutable(3.0f,1.2f,0.5f); |
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private static Vector3fImmutable idling = new Vector3fImmutable(15.0f,6.0f,5.0f); |
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private static Vector3fImmutable walking = new Vector3fImmutable(20.0f,8.0f,0.0f); |
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private static Vector3fImmutable running = new Vector3fImmutable(0.0f,0.0f,0.0f); |
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//#Values for how fast mana is consumed. The first is how fast when player is not in combat
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//#mode, the second is when he IS in combat mode. This is in Stamina reduction per second.
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private static Vector2f consumption = new Vector2f(0.4f,0.65f); |
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public PlayerCombatStats(PlayerCharacter pc) { |
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public PlayerCombatStats(PlayerCharacter pc) { |
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this.owner = pc; |
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this.owner = pc; |
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this.update(); |
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this.update(); |
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@ -324,6 +338,11 @@ public class PlayerCombatStats { |
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} catch (Exception e) { |
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} catch (Exception e) { |
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//Logger.error("FAILED TO CALCULATE Defense FOR: " + this.owner.getObjectUUID());
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//Logger.error("FAILED TO CALCULATE Defense FOR: " + this.owner.getObjectUUID());
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} |
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} |
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try{ |
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this.doRegen(); |
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}catch(Exception ignored){ |
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} |
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} |
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} |
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@ -868,4 +887,80 @@ public class PlayerCombatStats { |
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return HIT_VALUE_MAP.get(key); |
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return HIT_VALUE_MAP.get(key); |
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} |
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} |
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public void doRegen(){ |
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long current = System.currentTimeMillis(); |
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Vector3fImmutable regenRate; |
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PlayerCharacter pc = this.owner; |
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if(!pc.timestamps.containsKey("LastRegen")){ |
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pc.timestamps.put("LastRegen", current); |
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} |
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if(pc.isSit()){ |
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regenRate = resting; |
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} else if(!pc.isMoving()){ |
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regenRate = idling; |
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}else{ |
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if(pc.isWalk()){ |
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regenRate = walking; |
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}else{ |
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regenRate = running; |
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} |
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} |
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double secondsPassed = current - pc.timestamps.get("LastRegen") * 0.001f; |
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double healthRegenerated = 0.01f / regenRate.x; |
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double manaRegenerated = 0.01f / regenRate.y; |
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if(pc.bonuses != null){ |
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healthRegenerated *= 1 + pc.bonuses.getFloatPercentAll(Enum.ModType.HealthRecoverRate, Enum.SourceType.None); |
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manaRegenerated *= 1 + pc.bonuses.getFloatPercentAll(Enum.ModType.ManaRecoverRate, Enum.SourceType.None); |
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} |
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healthRegenerated *= pc.healthMax * secondsPassed; |
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manaRegenerated *= pc.manaMax * secondsPassed; |
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double newHealth = pc.health.get() + healthRegenerated; |
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double newMana = pc.mana.get() + manaRegenerated; |
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if(newHealth > pc.healthMax) |
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newHealth = pc.healthMax; |
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if(newMana > pc.manaMax) |
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newMana = pc.manaMax; |
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pc.health.compareAndSet(pc.health.get(), (float) newHealth); |
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pc.mana.compareAndSet(pc.mana.get(), (float) newMana); |
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if(regenRate.z > 0) { |
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//recover stamina
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double staminaRegenerated = 1 / regenRate.z; |
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if (pc.bonuses != null) { |
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staminaRegenerated *= 1 + pc.bonuses.getFloatPercentAll(Enum.ModType.StaminaRecoverRate, Enum.SourceType.None); |
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} |
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double newStamina = pc.stamina.get() + staminaRegenerated; |
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if(newStamina > pc.staminaMax) |
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newStamina = pc.staminaMax; |
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pc.stamina.compareAndSet(pc.stamina.get(), (float) newStamina); |
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}else{ |
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//consume stamina
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if(pc.isMoving()){ |
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double newStamina; |
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if(pc.walkMode){ |
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//walking
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newStamina = consumption.x * secondsPassed; |
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}else{ |
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//running
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newStamina = consumption.y * secondsPassed; |
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} |
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if(newStamina < 0) |
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newStamina = 0; |
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pc.stamina.compareAndSet(pc.stamina.get(), pc.stamina.get() - (float) newStamina); |
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if(newStamina == 0 && pc.isSwimming()) |
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pc.health.compareAndSet(pc.health.get(), pc.health.get() - (float) newStamina); |
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} |
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} |
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} |
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} |
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} |
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