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ABS char skill system

combat-2
FatBoy-DOTC 8 months ago
parent
commit
aff2a8fa0e
  1. 9
      src/engine/db/handlers/dbPlayerCharacterHandler.java
  2. 6
      src/engine/devcmd/cmds/InfoCmd.java
  3. 2
      src/engine/gameManager/ChatManager.java
  4. 6
      src/engine/gameManager/PowersManager.java
  5. 4
      src/engine/mobileAI/MobAI.java
  6. 7
      src/engine/net/client/handlers/ArcLoginNotifyMsgHandler.java
  7. 2
      src/engine/net/client/handlers/ChangeRankHandler.java
  8. 4
      src/engine/net/client/handlers/VendorDialogMsgHandler.java
  9. 9
      src/engine/net/client/msg/WhoResponseMsg.java
  10. 478
      src/engine/objects/AbstractCharacter.java
  11. 28
      src/engine/objects/CharacterPower.java
  12. 20
      src/engine/objects/CharacterSkill.java
  13. 45
      src/engine/objects/Mob.java
  14. 12
      src/engine/objects/PlayerBonuses.java
  15. 562
      src/engine/objects/PlayerCharacter.java
  16. 4
      src/engine/objects/PowerGrant.java

9
src/engine/db/handlers/dbPlayerCharacterHandler.java

@ -11,10 +11,7 @@ package engine.db.handlers; @@ -11,10 +11,7 @@ package engine.db.handlers;
import engine.Enum;
import engine.gameManager.DbManager;
import engine.objects.AbstractWorldObject;
import engine.objects.Heraldry;
import engine.objects.PlayerCharacter;
import engine.objects.PlayerFriends;
import engine.objects.*;
import engine.server.MBServerStatics;
import org.pmw.tinylog.Logger;
@ -45,8 +42,8 @@ public class dbPlayerCharacterHandler extends dbHandlerBase { @@ -45,8 +42,8 @@ public class dbPlayerCharacterHandler extends dbHandlerBase {
preparedStatement.setLong(1, toAdd.getAccount().getObjectUUID());
preparedStatement.setString(2, toAdd.getFirstName());
preparedStatement.setString(3, toAdd.getLastName());
preparedStatement.setInt(4, toAdd.getRace().getRaceRuneID());
preparedStatement.setInt(5, toAdd.getBaseClass().getObjectUUID());
preparedStatement.setInt(4, toAdd.race.getRaceRuneID());
preparedStatement.setInt(5, toAdd.baseClass.getObjectUUID());
preparedStatement.setInt(6, toAdd.getStrMod());
preparedStatement.setInt(7, toAdd.getDexMod());
preparedStatement.setInt(8, toAdd.getConMod());

6
src/engine/devcmd/cmds/InfoCmd.java

@ -253,9 +253,9 @@ public class InfoCmd extends AbstractDevCmd { @@ -253,9 +253,9 @@ public class InfoCmd extends AbstractDevCmd {
output += newline;
output += "InSession : " + SessionManager.getPlayerCharacterByID(target.getObjectUUID()) != null ? " true " : " false";
output += newline;
output += "RaceType: " + targetPC.getRace().getRaceType().name();
output += "RaceType: " + targetPC.race.getRaceType().name();
output += newline;
output += "Race: " + targetPC.getRace().getName();
output += "Race: " + targetPC.race.getName();
output += newline;
output += "Safe:" + targetPC.inSafeZone();
output += newline;
@ -291,7 +291,7 @@ public class InfoCmd extends AbstractDevCmd { @@ -291,7 +291,7 @@ public class InfoCmd extends AbstractDevCmd {
output += "inFloor :" + targetPC.getInFloorID();
output += newline;
BaseClass baseClass = targetPC.getBaseClass();
BaseClass baseClass = targetPC.baseClass;
if (baseClass != null)
output += StringUtils.addWS("Class: " + baseClass.getName(), 20);

2
src/engine/gameManager/ChatManager.java

@ -412,7 +412,7 @@ public enum ChatManager { @@ -412,7 +412,7 @@ public enum ChatManager {
chatGuildMsg.setUnknown04(sender.getGuild() != null ? sender.getGuild()
.getCharter() : 0); // Charter?
chatGuildMsg.setUnknown05(GuildStatusController.getTitle(sender.getGuildStatus())); // Title?
chatGuildMsg.setUnknown06(sender.getRace().getRaceType().getCharacterSex().equals(Enum.CharacterSex.MALE) ? 1 : 2); // isMale?, seen 1 and 2
chatGuildMsg.setUnknown06(sender.race.getRaceType().getCharacterSex().equals(Enum.CharacterSex.MALE) ? 1 : 2); // isMale?, seen 1 and 2
// Send dispatch to each player

6
src/engine/gameManager/PowersManager.java

@ -1188,8 +1188,8 @@ public enum PowersManager { @@ -1188,8 +1188,8 @@ public enum PowersManager {
PlayerCharacter pc = (PlayerCharacter) target;
int raceID = 0;
if (pc.getRace() != null)
raceID = pc.getRace().getRaceRuneID();
if (pc.race != null)
raceID = pc.race.getRaceRuneID();
switch (mtp) {
case "Shade":
@ -1334,7 +1334,7 @@ public enum PowersManager { @@ -1334,7 +1334,7 @@ public enum PowersManager {
timers.get("Summon").cancelJob();
// get time to wait before summons goes through
BaseClass base = source.getBaseClass();
BaseClass base = source.baseClass;
PromotionClass promo = source.getPromotionClass();
int duration;

4
src/engine/mobileAI/MobAI.java

@ -609,12 +609,12 @@ public class MobAI { @@ -609,12 +609,12 @@ public class MobAI {
// No aggro for this race type
if (aiAgent.notEnemy.size() > 0 && aiAgent.notEnemy.contains(loadedPlayer.getRace().getRaceType().getMonsterType()) == true)
if (aiAgent.notEnemy.size() > 0 && aiAgent.notEnemy.contains(loadedPlayer.race.getRaceType().getMonsterType()) == true)
continue;
//mob has enemies and this player race is not it
if (aiAgent.enemy.size() > 0 && aiAgent.enemy.contains(loadedPlayer.getRace().getRaceType().getMonsterType()) == false)
if (aiAgent.enemy.size() > 0 && aiAgent.enemy.contains(loadedPlayer.race.getRaceType().getMonsterType()) == false)
continue;
if (MovementUtilities.inRangeToAggro(aiAgent, loadedPlayer)) {

7
src/engine/net/client/handlers/ArcLoginNotifyMsgHandler.java

@ -12,10 +12,7 @@ import engine.net.client.msg.ArcLoginNotifyMsg; @@ -12,10 +12,7 @@ import engine.net.client.msg.ArcLoginNotifyMsg;
import engine.net.client.msg.ClientNetMsg;
import engine.net.client.msg.HotzoneChangeMsg;
import engine.net.client.msg.PetMsg;
import engine.objects.Account;
import engine.objects.Guild;
import engine.objects.PlayerCharacter;
import engine.objects.PlayerFriends;
import engine.objects.*;
import engine.server.MBServerStatics;
import engine.session.Session;
import org.pmw.tinylog.Logger;
@ -73,7 +70,7 @@ public class ArcLoginNotifyMsgHandler extends AbstractClientMsgHandler { @@ -73,7 +70,7 @@ public class ArcLoginNotifyMsgHandler extends AbstractClientMsgHandler {
ChatManager.sendSystemMessage(player, ConfigManager.currentRepoBranch);
// Set player mask for QT
if (player.getRace() != null && player.getRace().getToken() == -524731385)
if (player.race != null && player.race.getToken() == -524731385)
player.setObjectTypeMask(MBServerStatics.MASK_PLAYER | MBServerStatics.MASK_UNDEAD);
else
player.setObjectTypeMask(MBServerStatics.MASK_PLAYER);

2
src/engine/net/client/handlers/ChangeRankHandler.java

@ -66,7 +66,7 @@ public class ChangeRankHandler extends AbstractClientMsgHandler { @@ -66,7 +66,7 @@ public class ChangeRankHandler extends AbstractClientMsgHandler {
targetPlayer.setGuildTitle(msg.getNewRank());
targetName = targetPlayer.getFirstName();
isMale = targetPlayer.getRace().getRaceType().getCharacterSex().equals(Enum.CharacterSex.MALE);
isMale = targetPlayer.race.getRaceType().getCharacterSex().equals(Enum.CharacterSex.MALE);
} else {
DbManager.GuildQueries.UPDATE_GUILD_RANK_OFFLINE(msg.getPlayerUUID(), msg.getNewRank(), sourcePlayer.getGuild().getObjectUUID());

4
src/engine/net/client/handlers/VendorDialogMsgHandler.java

@ -376,14 +376,14 @@ public class VendorDialogMsgHandler extends AbstractClientMsgHandler { @@ -376,14 +376,14 @@ public class VendorDialogMsgHandler extends AbstractClientMsgHandler {
}
// verify race valid for profession
Race race = pc.getRace();
Race race = pc.race;
if (race == null || !promo.isAllowedRune(race.getToken())) {
// TODO send client promotion error
return;
}
// verify baseclass valid for profession
BaseClass bc = pc.getBaseClass();
BaseClass bc = pc.baseClass;
if (bc == null || !promo.isAllowedRune(bc.getToken())) {
// TODO send client promotion error
return;

9
src/engine/net/client/msg/WhoResponseMsg.java

@ -14,10 +14,7 @@ import engine.gameManager.SessionManager; @@ -14,10 +14,7 @@ import engine.gameManager.SessionManager;
import engine.net.*;
import engine.net.client.ClientConnection;
import engine.net.client.Protocol;
import engine.objects.Guild;
import engine.objects.GuildStatusController;
import engine.objects.PlayerCharacter;
import engine.objects.PromotionClass;
import engine.objects.*;
import engine.server.MBServerStatics;
import org.pmw.tinylog.Logger;
@ -91,7 +88,7 @@ public class WhoResponseMsg extends ClientNetMsg { @@ -91,7 +88,7 @@ public class WhoResponseMsg extends ClientNetMsg {
if (player != null)
if (!isAdmin(player))
if (player.isActive()) {
String[] race = player.getRace().getName().split(",");
String[] race = player.race.getName().split(",");
if (filter.compareTo(race[0]) == 0)
if (!HandleSet(set, player, playerCharacter, msg))
break;
@ -101,7 +98,7 @@ public class WhoResponseMsg extends ClientNetMsg { @@ -101,7 +98,7 @@ public class WhoResponseMsg extends ClientNetMsg {
if (player != null)
if (!isAdmin(player))
if (player.isActive()) {
if (filter.compareTo(player.getBaseClass().getName()) == 0 || (player.getPromotionClass() != null && filter.compareTo(player.getPromotionClass().getName()) == 0))
if (filter.compareTo(player.baseClass.getName()) == 0 || (player.getPromotionClass() != null && filter.compareTo(player.getPromotionClass().getName()) == 0))
if (!HandleSet(set, player, playerCharacter, msg))
break;

478
src/engine/objects/AbstractCharacter.java

@ -136,6 +136,16 @@ public abstract class AbstractCharacter extends AbstractWorldObject { @@ -136,6 +136,16 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
public Enum.SexType absGender = null;
public EnumSet<DisciplineType> absDisciplines;
// Modifiers
public short statStrBase;
public short statDexBase;
public short statConBase;
public short statIntBase;
public short statSpiBase;
public Race race;
public BaseClass baseClass;
public PromotionClass promotionClass;
public AbstractCharacter() {
super();
this.firstName = "";
@ -468,7 +478,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject { @@ -468,7 +478,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
//do this after all bonus updates, but before recalculations.
// recalculate everything
//calculate item bonuses
playerCharacter.calculateItemBonuses();
calculateItemBonuses(playerCharacter);
//recalculate formulas
PlayerCharacter.recalculatePlayerStatsOnLoad(playerCharacter);
@ -587,6 +597,470 @@ public abstract class AbstractCharacter extends AbstractWorldObject { @@ -587,6 +597,470 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
}
/**
* @ Calculates Atr (both hands) Defense, and Damage for pc
* @param playerCharacter
*/
public static void calculateAtrDefenseDamage(AbstractCharacter playerCharacter) {
if (playerCharacter.charItemManager == null || playerCharacter.charItemManager.getEquipped() == null || playerCharacter.skills == null) {
Logger.error("Player " + playerCharacter.getObjectUUID() + " missing skills or equipment");
defaultAtrAndDamage(playerCharacter,true);
defaultAtrAndDamage(playerCharacter,false);
playerCharacter.defenseRating = 0;
return;
}
ConcurrentHashMap<EquipSlotType, Item> equipped = playerCharacter.charItemManager.getEquipped();
// // Reset passives
// if (this.bonuses != null) {
// this.bonuses.setBool("Block", false);
// this.bonuses.setBool("Parry", false);
// if (this.baseClass != null && this.baseClass.getUUID() == 2502)
// this.bonuses.setBool("Dodge", true);
// else
// this.bonuses.setBool("Dodge", false);
// }
// calculate atr and damage for each hand
calculateAtrDamageForWeapon(playerCharacter,equipped.get(EquipSlotType.RHELD), true, equipped.get(EquipSlotType.RHELD));
calculateAtrDamageForWeapon(playerCharacter,equipped.get(EquipSlotType.LHELD), false, equipped.get(EquipSlotType.LHELD));
// No Defense while in DeathShroud
if (playerCharacter.effects != null && playerCharacter.effects.containsKey("DeathShroud"))
playerCharacter.defenseRating = (short) 0;
else {
// calculate defense for equipment
float defense = playerCharacter.statDexCurrent * 2;
defense += getShieldDefense(playerCharacter,equipped.get(EquipSlotType.LHELD));
defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.HELM));
defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.CHEST));
defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.UPARM));
defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.HANDS));
defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.LEGS));
defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.FEET));
defense += getWeaponDefense(playerCharacter,equipped);
if (playerCharacter.bonuses != null) {
// add any bonuses
defense += (short) playerCharacter.bonuses.getFloat(ModType.DCV, SourceType.NONE);
// Finally multiply any percent modifiers. DO THIS LAST!
float pos_Bonus = playerCharacter.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.NONE);
defense = (short) (defense * (1 + pos_Bonus));
//Lucky rune applies next
//applied runes will be calculated and added to the normal bonuses. no need for this garbage anymore
//defense = (short) (defense * (1 + ((float) this.bonuses.getShort("rune.Defense") / 100)));
//and negative percent modifiers
//already done...
float neg_Bonus = playerCharacter.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE);
defense = (short) (defense * (1 + neg_Bonus));
} else
// TODO add error log here
Logger.error("Error: missing bonuses");
defense = (defense < 1) ? 1 : defense;
playerCharacter.defenseRating = (short) (defense + 0.5f);
}
}
/**
* @ Calculates Atr, and Damage for each weapon
*/
private static void calculateAtrDamageForWeapon(AbstractCharacter playerCharacter, Item weapon, boolean mainHand, Item otherHand) {
// make sure weapon exists
boolean noWeapon = false;
ItemBase wb = null;
if (weapon == null)
noWeapon = true;
else {
ItemBase ib = weapon.getItemBase();
if (ib == null)
noWeapon = true;
else if (!weapon.template.item_type.equals(ItemType.WEAPON)) {
defaultAtrAndDamage(playerCharacter,mainHand);
return;
} else
wb = ib;
}
float skillPercentage, masteryPercentage;
float mastDam;
float min, max;
float speed = 20f;
boolean strBased = false;
ItemBase wbMain = (weapon != null) ? weapon.getItemBase() : null;
ItemBase wbOff = (otherHand != null) ? otherHand.getItemBase() : null;
// get skill percentages and min and max damage for weapons
if (noWeapon) {
if (mainHand) {
Item off = playerCharacter.charItemManager.getEquipped().get(EquipSlotType.LHELD);
if (off != null && off.getItemBase() != null && off.template.item_type.equals(ItemType.WEAPON))
playerCharacter.rangeHandOne = 10 * (1 + (playerCharacter.statStrBase / 600)); // Set
// to
// no
// weapon
// range
else
playerCharacter.rangeHandOne = -1; // set to do not attack
} else
playerCharacter.rangeHandTwo = -1; // set to do not attack
skillPercentage = getModifiedAmount(playerCharacter.skills.get("Unarmed Combat"));
masteryPercentage = getModifiedAmount(playerCharacter.skills.get("Unarmed Combat Mastery"));
if (masteryPercentage == 0f)
mastDam = CharacterSkill.getQuickMastery(playerCharacter, "Unarmed Combat Mastery");
else
mastDam = masteryPercentage;
// TODO Correct these
min = 1;
max = 3;
} else {
if (mainHand)
playerCharacter.rangeHandOne = weapon.getItemBase().getRange() * (1 + (playerCharacter.statStrBase / 600));
else
playerCharacter.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (playerCharacter.statStrBase / 600));
if (playerCharacter.bonuses != null) {
float range_bonus = 1 + playerCharacter.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.NONE);
if (mainHand)
playerCharacter.rangeHandOne *= range_bonus;
else
playerCharacter.rangeHandTwo *= range_bonus;
}
skillPercentage = getModifiedAmount(playerCharacter.skills.get(weapon.template.item_skill_used));
masteryPercentage = getModifiedAmount(playerCharacter.skills.get(wb.getMastery()));
if (masteryPercentage == 0f)
mastDam = 0f;
// mastDam = CharacterSkill.getQuickMastery(this, wb.getMastery());
else
mastDam = masteryPercentage;
min = (float) wb.getMinDamage();
max = (float) wb.getMaxDamage();
strBased = wb.isStrBased();
//
// Add parry bonus for weapon and allow parry if needed
// // Only Fighters and Thieves can Parry
// if ((this.baseClass != null && this.baseClass.getUUID() == 2500)
// || (this.promotionClass != null && this.promotionClass.getUUID() == 2520)) {
// if (wbMain == null || wbMain.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
// if (wbOff == null || wbOff.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
// this.bonuses.setBool("Parry", true);
// }
// }
}
if (playerCharacter.effects != null && playerCharacter.effects.containsKey("DeathShroud"))
// No Atr in deathshroud.
if (mainHand)
playerCharacter.atrHandOne = (short) 0;
else
playerCharacter.atrHandTwo = (short) 0;
else {
// calculate atr
float atr = 0;
atr += (int) skillPercentage * 4f; //<-round down skill% -
atr += (int) masteryPercentage * 3f;
if (playerCharacter.statStrCurrent > playerCharacter.statDexCurrent)
atr += playerCharacter.statStrCurrent / 2;
else
atr += playerCharacter.statDexCurrent / 2;
// add in any bonuses to atr
if (playerCharacter.bonuses != null) {
// Add any base bonuses
atr += playerCharacter.bonuses.getFloat(ModType.OCV, SourceType.NONE);
// Finally use any multipliers. DO THIS LAST!
float pos_Bonus = (1 + playerCharacter.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.NONE));
atr *= pos_Bonus;
// next precise
//runes will have their own bonuses.
// atr *= (1 + ((float) this.bonuses.getShort("rune.Attack") / 100));
//and negative percent modifiers
float neg_Bonus = playerCharacter.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE);
atr *= (1 + neg_Bonus);
}
atr = (atr < 1) ? 1 : atr;
// set atr
if (mainHand)
playerCharacter.atrHandOne = (short) (atr + 0.5f);
else
playerCharacter.atrHandTwo = (short) (atr + 0.5f);
}
//calculate speed
if (wb != null)
speed = wb.getSpeed();
else
speed = 20f; //unarmed attack speed
if (weapon != null)
speed *= (1 + playerCharacter.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.NONE));
speed *= (1 + playerCharacter.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.NONE));
if (speed < 10)
speed = 10;
//add min/max damage bonuses for weapon
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.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);
percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.NONE);
percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE);
min *= percentMinDamage;
max *= percentMaxDamage;
}
//if duel wielding, cut damage by 30%
if (otherHand != null) {
ItemBase ibo = otherHand.getItemBase();
if (ibo != null && otherHand.template.equals(ItemType.WEAPON)) {
min *= 0.7f;
max *= 0.7f;
}
}
// calculate damage
float minDamage;
float maxDamage;
float pri = (strBased) ? (float) playerCharacter.statStrCurrent : (float) playerCharacter.statDexCurrent;
float sec = (strBased) ? (float) playerCharacter.statDexCurrent : (float) playerCharacter.statStrCurrent;
minDamage = (float) (min * ((0.0315f * Math.pow(pri, 0.75f)) + (0.042f * Math.pow(sec, 0.75f)) + (0.01f * ((int) skillPercentage + (int) mastDam))));
maxDamage = (float) (max * ((0.0785f * Math.pow(pri, 0.75f)) + (0.016f * Math.pow(sec, 0.75f)) + (0.0075f * ((int) skillPercentage + (int) mastDam))));
minDamage = (float) ((int) (minDamage + 0.5f)); //round to nearest decimal
maxDamage = (float) ((int) (maxDamage + 0.5f)); //round to nearest decimal
// Half damage if in death shroud
if (playerCharacter.effects != null && playerCharacter.effects.containsKey("DeathShroud")) {
minDamage *= 0.5f;
maxDamage *= 0.5f;
}
// add in any bonuses to damage
if (playerCharacter.bonuses != null) {
// Add any base bonuses
minDamage += playerCharacter.bonuses.getFloat(ModType.MinDamage, SourceType.NONE);
maxDamage += playerCharacter.bonuses.getFloat(ModType.MaxDamage, SourceType.NONE);
minDamage += playerCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
maxDamage += playerCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
// Finally use any multipliers. DO THIS LAST!
float percentMinDamage = 1;
float percentMaxDamage = 1;
percentMinDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.NONE);
percentMinDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
percentMaxDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE);
percentMaxDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
minDamage *= percentMinDamage;
maxDamage *= percentMaxDamage;
}
// set damages
if (mainHand) {
playerCharacter.minDamageHandOne = (int) minDamage;
playerCharacter.maxDamageHandOne = (int) maxDamage;
playerCharacter.speedHandOne = speed;
} else {
playerCharacter.minDamageHandTwo = (int) minDamage;
playerCharacter.maxDamageHandTwo = (int) maxDamage;
playerCharacter.speedHandTwo = speed;
}
}
/**
* @ Calculates Defense for shield
*/
private static float getShieldDefense(AbstractCharacter playerCharacter, Item shield) {
if (shield == null)
return 0;
if (ItemTemplate.isShield(shield) == false)
return 0;
ItemBase ab = shield.getItemBase();
if (ab == null)
return 0;
CharacterSkill blockSkill = playerCharacter.skills.get("Block");
float skillMod;
if (blockSkill == null) {
skillMod = 0;
} else
skillMod = blockSkill.getModifiedAmount();
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));
}
// float val = ((float)ab.getDefense()) * (1 + (skillMod / 100));
return (def * (1 + ((int) skillMod / 100f)));
}
/**
* @ Calculates Defense for armor
*/
private static float getArmorDefense(AbstractCharacter playerCharacter, Item armor) {
if (armor == null)
return 0;
ItemBase ib = armor.getItemBase();
if (ib == null)
return 0;
if (!armor.template.item_type.equals(ItemType.ARMOR))
return 0;
if (armor.template.item_skill_used.isEmpty())
return ib.getDefense();
CharacterSkill armorSkill = playerCharacter.skills.get(armor.template.item_skill_used);
if (armorSkill == null) {
Logger.error("Player " + playerCharacter.getObjectUUID()
+ " has armor equipped without the nescessary skill to equip it");
return ib.getDefense();
}
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));
}
return (def * (1 + ((int) armorSkill.getModifiedAmount() / 50f)));
}
/**
* @ Calculates Defense for weapon
*/
private static float getWeaponDefense(AbstractCharacter playerCharacter, ConcurrentHashMap<EquipSlotType, Item> equipped) {
Item weapon = equipped.get(EquipSlotType.RHELD);
ItemBase wb = null;
CharacterSkill skill, mastery;
float val = 0;
boolean unarmed = false;
if (weapon == null) {
weapon = equipped.get(EquipSlotType.LHELD);
if (weapon == null || ItemTemplate.isShield(weapon))
unarmed = true;
else
wb = weapon.getItemBase();
} else
wb = weapon.getItemBase();
if (wb == null)
unarmed = true;
if (unarmed) {
skill = playerCharacter.skills.get("Unarmed Combat");
mastery = playerCharacter.skills.get("Unarmed Combat Mastery");
} else {
skill = playerCharacter.skills.get(weapon.template.item_skill_used);
mastery = playerCharacter.skills.get(wb.getMastery());
}
if (skill != null)
val += (int) skill.getModifiedAmount() / 2f;
if (mastery != null)
val += (int) mastery.getModifiedAmount() / 2f;
return val;
}
//Don't call this function directly. linked from pc.calculateSkills()
//through SkillCalcJob. Designed to only run from one worker thread
public static void runSkillCalc(AbstractCharacter playerCharacter) {
try {
//see if any new skills or powers granted
CharacterSkill.calculateSkills(playerCharacter);
// calculate granted Trains in powers.
CharacterPower.grantTrains(playerCharacter);
//see if any new powers unlocked from previous check
CharacterPower.calculatePowers(playerCharacter);
} catch (Exception e) {
}
}
//calculate item bonuses here
public static void calculateItemBonuses(AbstractCharacter playerCharacter) {
if (playerCharacter.charItemManager == null || playerCharacter.bonuses == null)
return;
ConcurrentHashMap<EquipSlotType, Item> equipped = playerCharacter.charItemManager.getEquipped();
for (Item item : equipped.values()) {
ItemBase ib = item.getItemBase();
if (ib == null)
continue;
//TODO add effect bonuses in here for equipped items
}
}
/**
* @ Defaults ATR, Defense and Damage for player
*/
private static void defaultAtrAndDamage(AbstractCharacter playerCharacter, boolean mainHand) {
if (mainHand) {
playerCharacter.atrHandOne = 0;
playerCharacter.minDamageHandOne = 0;
playerCharacter.maxDamageHandOne = 0;
playerCharacter.rangeHandOne = -1;
playerCharacter.speedHandOne = 20;
} else {
playerCharacter.atrHandTwo = 0;
playerCharacter.minDamageHandTwo = 0;
playerCharacter.maxDamageHandTwo = 0;
playerCharacter.rangeHandTwo = -1;
playerCharacter.speedHandTwo = 20;
}
}
private static float getModifiedAmount(CharacterSkill skill) {
if (skill == null)
return 0f;
return skill.getModifiedAmount();
}
private void initializeCharacter() {
this.timers = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
this.timestamps = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
@ -1850,7 +2324,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject { @@ -1850,7 +2324,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
PlayerCharacter pc = (PlayerCharacter) this;
//calculate item bonuses
pc.calculateItemBonuses();
calculateItemBonuses(pc);
//recalculate formulas
pc.recalculatePlayerStats(true);

28
src/engine/objects/CharacterPower.java

@ -9,6 +9,7 @@ @@ -9,6 +9,7 @@
package engine.objects;
import engine.Enum;
import engine.gameManager.DbManager;
import engine.gameManager.PowersManager;
import engine.net.ByteBufferWriter;
@ -97,28 +98,29 @@ public class CharacterPower extends AbstractGameObject { @@ -97,28 +98,29 @@ public class CharacterPower extends AbstractGameObject {
* This iterates through players runes and adds and removes powers as needed
* Don't Call this directly. Instead call pc.calculateSkills().
*/
public static void calculatePowers(PlayerCharacter pc) {
if (pc == null)
public static void calculatePowers(AbstractCharacter absChar) {
if (absChar == null || absChar.getObjectType().equals(Enum.GameObjectType.PlayerCharacter) == false)
return;
PlayerCharacter pc = (PlayerCharacter) absChar;
// First add powers that don't exist
ConcurrentHashMap<Integer, CharacterPower> powers = pc.getPowers();
// ArrayList<PowerReq> genericPowers = PowerReq.getPowerReqsForAll();
// CharacterPower.grantPowers(genericPowers, powers, pc);
Race race = pc.getRace();
Race race = pc.race;
if (race != null) {
CharacterPower.grantPowers(race.getPowersGranted(), powers, pc);
} else
Logger.error("Failed to find Race for player " + pc.getObjectUUID());
BaseClass bc = pc.getBaseClass();
BaseClass bc = pc.baseClass;
if (bc != null) {
CharacterPower.grantPowers(bc.getPowersGranted(), powers, pc);
} else
Logger.error("Failed to find BaseClass for player " + pc.getObjectUUID());
PromotionClass promo = pc.getPromotionClass();
PromotionClass promo = pc.promotionClass;
if (promo != null)
CharacterPower.grantPowers(promo.getPowersGranted(), powers, pc);
ArrayList<CharacterRune> runes = pc.getRunes();
ArrayList<CharacterRune> runes = pc.runes;
if (runes != null) {
for (CharacterRune rune : runes) {
CharacterPower.grantPowers(rune.getPowersGranted(), powers, pc);
@ -242,9 +244,11 @@ public class CharacterPower extends AbstractGameObject { @@ -242,9 +244,11 @@ public class CharacterPower extends AbstractGameObject {
}
}
public static void grantTrains(PlayerCharacter pc) {
if (pc == null)
public static void grantTrains(AbstractCharacter absChar) {
if (absChar == null || absChar.getObjectType().equals(Enum.GameObjectType.PlayerCharacter) == false)
return;
PlayerCharacter pc = (PlayerCharacter) absChar;
ConcurrentHashMap<Integer, CharacterPower> powers = pc.getPowers();
for (CharacterPower cp : powers.values()) {
cp.grantedTrains = cp.getGrantedTrains(pc);
@ -526,13 +530,13 @@ public class CharacterPower extends AbstractGameObject { @@ -526,13 +530,13 @@ public class CharacterPower extends AbstractGameObject {
return false;
ConcurrentHashMap<Integer, CharacterPower> powers = pc.getPowers();
Race race = pc.getRace();
Race race = pc.race;
if (race != null) {
if (!canRefine(race.getPowersGranted(), powers, pc))
return false;
} else
return false;
BaseClass bc = pc.getBaseClass();
BaseClass bc = pc.baseClass;
if (bc != null) {
if (!canRefine(bc.getPowersGranted(), powers, pc))
return false;
@ -585,13 +589,13 @@ public class CharacterPower extends AbstractGameObject { @@ -585,13 +589,13 @@ public class CharacterPower extends AbstractGameObject {
return false;
int token = this.power.getToken();
boolean valid = false;
Race race = pc.getRace();
Race race = pc.race;
if (race != null) {
if (CharacterPower.powerAllowed(token, race.getPowersGranted(), pc))
return true;
} else
return false;
BaseClass bc = pc.getBaseClass();
BaseClass bc = pc.baseClass;
if (bc != null) {
if (CharacterPower.powerAllowed(token, bc.getPowersGranted(), pc))
return true;

20
src/engine/objects/CharacterSkill.java

@ -378,7 +378,7 @@ public class CharacterSkill extends AbstractGameObject { @@ -378,7 +378,7 @@ public class CharacterSkill extends AbstractGameObject {
if (pc == null)
return 0;
if (pc.getRace() == null || pc.getBaseClass() == null) {
if (pc.race == null || pc.baseClass == null) {
Logger.error("Race or BaseClass not found for player " + pc.getObjectUUID());
return 0;
}
@ -388,12 +388,12 @@ public class CharacterSkill extends AbstractGameObject { @@ -388,12 +388,12 @@ public class CharacterSkill extends AbstractGameObject {
int available = 0;
//get racial bonus;
if (pc.getRace().getRaceType().equals(Enum.RaceType.HUMANMALE) ||
pc.getRace().getRaceType().equals(Enum.RaceType.HUMANFEMALE))
if (pc.race.getRaceType().equals(Enum.RaceType.HUMANMALE) ||
pc.race.getRaceType().equals(Enum.RaceType.HUMANFEMALE))
raceBonus = 1; //Human racial bonus;
//get base class trains
if (pc.getBaseClass().getObjectUUID() == 2500 || pc.getBaseClass().getObjectUUID() == 2502) {
if (pc.baseClass.getObjectUUID() == 2500 || pc.baseClass.getObjectUUID() == 2502) {
baseMod = 4; //Fighter or Rogue
} else {
baseMod = 5; //Healer or Mage
@ -480,24 +480,26 @@ public class CharacterSkill extends AbstractGameObject { @@ -480,24 +480,26 @@ public class CharacterSkill extends AbstractGameObject {
* This iterates through players runes and adds and removes skills as needed
* Don't Call this directly. Instead call pc.calculateSkills().
*/
public static void calculateSkills(PlayerCharacter pc) {
if (pc == null)
public static void calculateSkills(AbstractCharacter absChar) {
if (absChar == null && absChar.getObjectType().equals(Enum.GameObjectType.PlayerCharacter) == false)
return;
PlayerCharacter pc = (PlayerCharacter)absChar;
ConcurrentHashMap<String, CharacterSkill> skills = pc.getSkills();
//First add skills that don't exist
Race race = pc.getRace();
Race race = pc.race;
if (race != null) {
CharacterSkill.grantSkills(race.getSkillsGranted(), pc);
} else
Logger.error("Failed to find Race for player " + pc.getObjectUUID());
BaseClass bc = pc.getBaseClass();
BaseClass bc = pc.baseClass;
if (bc != null) {
CharacterSkill.grantSkills(bc.getSkillsGranted(), pc);
} else
Logger.error("Failed to find BaseClass for player " + pc.getObjectUUID());
PromotionClass promo = pc.getPromotionClass();
PromotionClass promo = pc.promotionClass;
if (promo != null)
CharacterSkill.grantSkills(promo.getSkillsGranted(), pc);
ArrayList<CharacterRune> runes = pc.getRunes();

45
src/engine/objects/Mob.java

@ -1500,44 +1500,6 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { @@ -1500,44 +1500,6 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
}
public ItemBase getWeaponItemBase(boolean mainHand) {
if (this.equipmentSetID != 0)
if (charItemManager.equipped != null) {
Item me;
if (mainHand)
me = charItemManager.equipped.get(EquipSlotType.RHELD); //mainHand
else
me = charItemManager.equipped.get(EquipSlotType.LHELD); //offHand
if (me != null) {
ItemBase ib = me.getItemBase();
if (ib != null)
return ib;
}
}
MobBase mb = this.mobBase;
if (mb != null)
if (this.charItemManager.equipped.isEmpty() == false) {
Item me;
if (mainHand)
me = this.charItemManager.equipped.get(EquipSlotType.RHELD); //mainHand
else
me = this.charItemManager.equipped.get(EquipSlotType.LHELD); //offHand
if (me != null)
return me.getItemBase();
}
return null;
}
@Override
public void runAfterLoad() {
@ -1767,9 +1729,6 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { @@ -1767,9 +1729,6 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
return lastAttackTime;
}
public void setLastAttackTime(long lastAttackTime) {
this.lastAttackTime = lastAttackTime;
}
public void setDeathTime(long deathTime) {
this.deathTime = deathTime;
@ -1779,10 +1738,6 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { @@ -1779,10 +1738,6 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
return hasLoot;
}
public DeferredPowerJob getWeaponPower() {
return weaponPower;
}
public void setWeaponPower(DeferredPowerJob weaponPower) {
this.weaponPower = weaponPower;
}

12
src/engine/objects/PlayerBonuses.java

@ -90,11 +90,11 @@ public class PlayerBonuses { @@ -90,11 +90,11 @@ public class PlayerBonuses {
//recalculate race
if (pc.getRace() != null) {
if (pc.race != null) {
if (pc.getRace().getEffectsList() != null)
for (MobBaseEffects raceEffect : pc.getRace().getEffectsList()) {
if (pc.race.getEffectsList() != null)
for (MobBaseEffects raceEffect : pc.race.getEffectsList()) {
EffectsBase eb = PowersManager.getEffectByToken(raceEffect.getToken());
if (eb == null)
@ -125,10 +125,10 @@ public class PlayerBonuses { @@ -125,10 +125,10 @@ public class PlayerBonuses {
}
//calculate baseclass effects
if (pc.getBaseClass() != null) {
if (pc.baseClass != null) {
if (pc.getBaseClass().getEffectsList() != null)
for (MobBaseEffects classEffect : pc.getBaseClass().getEffectsList()) {
if (pc.baseClass.getEffectsList() != null)
for (MobBaseEffects classEffect : pc.baseClass.getEffectsList()) {
EffectsBase eb = PowersManager.getEffectByToken(classEffect.getToken());
if (eb == null)

562
src/engine/objects/PlayerCharacter.java

@ -64,7 +64,7 @@ public class PlayerCharacter extends AbstractCharacter { @@ -64,7 +64,7 @@ public class PlayerCharacter extends AbstractCharacter {
public final ReadWriteLock respawnLock = new ReentrantReadWriteLock(true);
public final ArrayList<Mob> necroPets = new ArrayList<>();
private final Account account;
private final Race race;
private final byte skinColor;
private final byte hairColor;
private final byte beardColor;
@ -99,12 +99,7 @@ public class PlayerCharacter extends AbstractCharacter { @@ -99,12 +99,7 @@ public class PlayerCharacter extends AbstractCharacter {
public short statIntMin;
public short statSpiMin;
// Current Stats before Equip and Effect
// Modifiers
public short statStrBase;
public short statDexBase;
public short statConBase;
public short statIntBase;
public short statSpiBase;
public short trainedStatPoints = 0;
public boolean isCSR = false;
//TODO Public fields break OO!!!
@ -117,8 +112,8 @@ public class PlayerCharacter extends AbstractCharacter { @@ -117,8 +112,8 @@ public class PlayerCharacter extends AbstractCharacter {
public float landingAltitude = 0;
public int bindBuilding = 0;
public FriendStatus friendStatus = FriendStatus.Available;
private BaseClass baseClass;
private PromotionClass promotionClass;
private ConcurrentHashMap<Integer, String> ignoredPlayerIDs = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
private boolean lfGroup = false;
private boolean lfGuild = false;
@ -1342,7 +1337,7 @@ public class PlayerCharacter extends AbstractCharacter { @@ -1342,7 +1337,7 @@ public class PlayerCharacter extends AbstractCharacter {
//calculate ATR, damage and defense
pc.calculateAtrDefenseDamage();
AbstractCharacter.calculateAtrDefenseDamage(pc);
//calculate movement bonus
pc.calculateSpeedMod();
@ -1369,12 +1364,6 @@ public class PlayerCharacter extends AbstractCharacter { @@ -1369,12 +1364,6 @@ public class PlayerCharacter extends AbstractCharacter {
return ab.getDexPenalty();
}
private static float getModifiedAmount(CharacterSkill skill) {
if (skill == null)
return 0f;
return skill.getModifiedAmount();
}
public static void InitializeSkillsOnLoad(PlayerCharacter pc) {
try {
{
@ -2116,9 +2105,7 @@ public class PlayerCharacter extends AbstractCharacter { @@ -2116,9 +2105,7 @@ public class PlayerCharacter extends AbstractCharacter {
/**
* @return the race
*/
public Race getRace() {
return race;
}
public int getRaceID() {
if (race != null)
@ -2129,9 +2116,7 @@ public class PlayerCharacter extends AbstractCharacter { @@ -2129,9 +2116,7 @@ public class PlayerCharacter extends AbstractCharacter {
/**
* @return the baseClass
*/
public BaseClass getBaseClass() {
return baseClass;
}
public int getBaseClassID() {
if (baseClass != null)
@ -3359,7 +3344,7 @@ public class PlayerCharacter extends AbstractCharacter { @@ -3359,7 +3344,7 @@ public class PlayerCharacter extends AbstractCharacter {
//calculate ATR, damage and defense
calculateAtrDefenseDamage();
calculateAtrDefenseDamage(this);
//calculate movement bonus
calculateSpeedMod();
@ -3779,344 +3764,6 @@ public class PlayerCharacter extends AbstractCharacter { @@ -3779,344 +3764,6 @@ public class PlayerCharacter extends AbstractCharacter {
this.follow = false;
}
/**
* @ Calculates Atr (both hands) Defense, and Damage for pc
*/
public void calculateAtrDefenseDamage() {
if (this.charItemManager == null || this.charItemManager.getEquipped() == null || this.skills == null) {
Logger.error("Player " + this.getObjectUUID() + " missing skills or equipment");
defaultAtrAndDamage(true);
defaultAtrAndDamage(false);
this.defenseRating = 0;
return;
}
ConcurrentHashMap<EquipSlotType, Item> equipped = this.charItemManager.getEquipped();
// // Reset passives
// if (this.bonuses != null) {
// this.bonuses.setBool("Block", false);
// this.bonuses.setBool("Parry", false);
// if (this.baseClass != null && this.baseClass.getUUID() == 2502)
// this.bonuses.setBool("Dodge", true);
// else
// this.bonuses.setBool("Dodge", false);
// }
// calculate atr and damage for each hand
calculateAtrDamageForWeapon(equipped.get(EquipSlotType.RHELD), true, equipped.get(EquipSlotType.RHELD));
calculateAtrDamageForWeapon(equipped.get(EquipSlotType.LHELD), false, equipped.get(EquipSlotType.LHELD));
// No Defense while in DeathShroud
if (this.effects != null && this.effects.containsKey("DeathShroud"))
this.defenseRating = (short) 0;
else {
// calculate defense for equipment
float defense = this.statDexCurrent * 2;
defense += getShieldDefense(equipped.get(EquipSlotType.LHELD));
defense += getArmorDefense(equipped.get(EquipSlotType.HELM));
defense += getArmorDefense(equipped.get(EquipSlotType.CHEST));
defense += getArmorDefense(equipped.get(EquipSlotType.UPARM));
defense += getArmorDefense(equipped.get(EquipSlotType.HANDS));
defense += getArmorDefense(equipped.get(EquipSlotType.LEGS));
defense += getArmorDefense(equipped.get(EquipSlotType.FEET));
defense += getWeaponDefense(equipped);
if (this.bonuses != null) {
// add any bonuses
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);
defense = (short) (defense * (1 + pos_Bonus));
//Lucky rune applies next
//applied runes will be calculated and added to the normal bonuses. no need for this garbage anymore
//defense = (short) (defense * (1 + ((float) this.bonuses.getShort("rune.Defense") / 100)));
//and negative percent modifiers
//already done...
float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE);
defense = (short) (defense * (1 + neg_Bonus));
} else
// TODO add error log here
Logger.error("Error: missing bonuses");
defense = (defense < 1) ? 1 : defense;
this.defenseRating = (short) (defense + 0.5f);
}
}
/**
* @ Calculates Atr, and Damage for each weapon
*/
private void calculateAtrDamageForWeapon(Item weapon, boolean mainHand, Item otherHand) {
// make sure weapon exists
boolean noWeapon = false;
ItemBase wb = null;
if (weapon == null)
noWeapon = true;
else {
ItemBase ib = weapon.getItemBase();
if (ib == null)
noWeapon = true;
else if (!weapon.template.item_type.equals(ItemType.WEAPON)) {
defaultAtrAndDamage(mainHand);
return;
} else
wb = ib;
}
float skillPercentage, masteryPercentage;
float mastDam;
float min, max;
float speed = 20f;
boolean strBased = false;
ItemBase wbMain = (weapon != null) ? weapon.getItemBase() : null;
ItemBase wbOff = (otherHand != null) ? otherHand.getItemBase() : null;
// get skill percentages and min and max damage for weapons
if (noWeapon) {
if (mainHand) {
Item off = this.charItemManager.getEquipped().get(EquipSlotType.LHELD);
if (off != null && off.getItemBase() != null && off.template.item_type.equals(ItemType.WEAPON))
this.rangeHandOne = 10 * (1 + (this.statStrBase / 600)); // Set
// to
// no
// weapon
// range
else
this.rangeHandOne = -1; // set to do not attack
} else
this.rangeHandTwo = -1; // set to do not attack
skillPercentage = getModifiedAmount(this.skills.get("Unarmed Combat"));
masteryPercentage = getModifiedAmount(this.skills.get("Unarmed Combat Mastery"));
if (masteryPercentage == 0f)
mastDam = CharacterSkill.getQuickMastery(this, "Unarmed Combat Mastery");
else
mastDam = masteryPercentage;
// TODO Correct these
min = 1;
max = 3;
} else {
if (mainHand)
this.rangeHandOne = weapon.getItemBase().getRange() * (1 + (this.statStrBase / 600));
else
this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (this.statStrBase / 600));
if (this.bonuses != null) {
float range_bonus = 1 + this.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.NONE);
if (mainHand)
this.rangeHandOne *= range_bonus;
else
this.rangeHandTwo *= range_bonus;
}
skillPercentage = getModifiedAmount(this.skills.get(weapon.template.item_skill_used));
masteryPercentage = getModifiedAmount(this.skills.get(wb.getMastery()));
if (masteryPercentage == 0f)
mastDam = 0f;
// mastDam = CharacterSkill.getQuickMastery(this, wb.getMastery());
else
mastDam = masteryPercentage;
min = (float) wb.getMinDamage();
max = (float) wb.getMaxDamage();
strBased = wb.isStrBased();
//
// Add parry bonus for weapon and allow parry if needed
// // Only Fighters and Thieves can Parry
// if ((this.baseClass != null && this.baseClass.getUUID() == 2500)
// || (this.promotionClass != null && this.promotionClass.getUUID() == 2520)) {
// if (wbMain == null || wbMain.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
// if (wbOff == null || wbOff.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
// this.bonuses.setBool("Parry", true);
// }
// }
}
if (this.effects != null && this.effects.containsKey("DeathShroud"))
// No Atr in deathshroud.
if (mainHand)
this.atrHandOne = (short) 0;
else
this.atrHandTwo = (short) 0;
else {
// calculate atr
float atr = 0;
atr += (int) skillPercentage * 4f; //<-round down skill% -
atr += (int) masteryPercentage * 3f;
if (this.statStrCurrent > this.statDexCurrent)
atr += statStrCurrent / 2;
else
atr += statDexCurrent / 2;
// add in any bonuses to atr
if (this.bonuses != null) {
// Add any base bonuses
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));
atr *= pos_Bonus;
// next precise
//runes will have their own bonuses.
// atr *= (1 + ((float) this.bonuses.getShort("rune.Attack") / 100));
//and negative percent modifiers
float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE);
atr *= (1 + neg_Bonus);
}
atr = (atr < 1) ? 1 : atr;
// set atr
if (mainHand)
this.atrHandOne = (short) (atr + 0.5f);
else
this.atrHandTwo = (short) (atr + 0.5f);
}
//calculate speed
if (wb != null)
speed = wb.getSpeed();
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));
if (speed < 10)
speed = 10;
//add min/max damage bonuses for weapon
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.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);
percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.NONE);
percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE);
min *= percentMinDamage;
max *= percentMaxDamage;
}
//if duel wielding, cut damage by 30%
if (otherHand != null) {
ItemBase ibo = otherHand.getItemBase();
if (ibo != null && otherHand.template.equals(ItemType.WEAPON)) {
min *= 0.7f;
max *= 0.7f;
}
}
// calculate damage
float minDamage;
float maxDamage;
float pri = (strBased) ? (float) this.statStrCurrent : (float) this.statDexCurrent;
float sec = (strBased) ? (float) this.statDexCurrent : (float) this.statStrCurrent;
minDamage = (float) (min * ((0.0315f * Math.pow(pri, 0.75f)) + (0.042f * Math.pow(sec, 0.75f)) + (0.01f * ((int) skillPercentage + (int) mastDam))));
maxDamage = (float) (max * ((0.0785f * Math.pow(pri, 0.75f)) + (0.016f * Math.pow(sec, 0.75f)) + (0.0075f * ((int) skillPercentage + (int) mastDam))));
minDamage = (float) ((int) (minDamage + 0.5f)); //round to nearest decimal
maxDamage = (float) ((int) (maxDamage + 0.5f)); //round to nearest decimal
// Half damage if in death shroud
if (this.effects != null && this.effects.containsKey("DeathShroud")) {
minDamage *= 0.5f;
maxDamage *= 0.5f;
}
// 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.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);
percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE);
percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
minDamage *= percentMinDamage;
maxDamage *= percentMaxDamage;
}
// set damages
if (mainHand) {
this.minDamageHandOne = (int) minDamage;
this.maxDamageHandOne = (int) maxDamage;
this.speedHandOne = speed;
} else {
this.minDamageHandTwo = (int) minDamage;
this.maxDamageHandTwo = (int) maxDamage;
this.speedHandTwo = speed;
}
}
/**
* @ Calculates Defense for shield
*/
private float getShieldDefense(Item shield) {
if (shield == null)
return 0;
if (ItemTemplate.isShield(shield) == false)
return 0;
ItemBase ab = shield.getItemBase();
if (ab == null)
return 0;
CharacterSkill blockSkill = this.skills.get("Block");
float skillMod;
if (blockSkill == null) {
skillMod = 0;
} else
skillMod = blockSkill.getModifiedAmount();
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));
}
// float val = ((float)ab.getDefense()) * (1 + (skillMod / 100));
return (def * (1 + ((int) skillMod / 100f)));
}
public void setPassives() {
if (this.bonuses != null) {
ConcurrentHashMap<EquipSlotType, Item> equipped = this.charItemManager.getEquipped();
@ -4153,134 +3800,15 @@ public class PlayerCharacter extends AbstractCharacter { @@ -4153,134 +3800,15 @@ public class PlayerCharacter extends AbstractCharacter {
}
/**
* @ Calculates Defense for armor
*/
private float getArmorDefense(Item armor) {
if (armor == null)
return 0;
ItemBase ib = armor.getItemBase();
if (ib == null)
return 0;
if (!armor.template.item_type.equals(ItemType.ARMOR))
return 0;
if (armor.template.item_skill_used.isEmpty())
return ib.getDefense();
CharacterSkill armorSkill = this.skills.get(armor.template.item_skill_used);
if (armorSkill == null) {
Logger.error("Player " + this.getObjectUUID()
+ " has armor equipped without the nescessary skill to equip it");
return ib.getDefense();
}
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));
}
return (def * (1 + ((int) armorSkill.getModifiedAmount() / 50f)));
}
/**
* @ Calculates Defense for weapon
*/
private float getWeaponDefense(ConcurrentHashMap<EquipSlotType, Item> equipped) {
Item weapon = equipped.get(EquipSlotType.RHELD);
ItemBase wb = null;
CharacterSkill skill, mastery;
float val = 0;
boolean unarmed = false;
if (weapon == null) {
weapon = equipped.get(EquipSlotType.LHELD);
if (weapon == null || ItemTemplate.isShield(weapon))
unarmed = true;
else
wb = weapon.getItemBase();
} else
wb = weapon.getItemBase();
if (wb == null)
unarmed = true;
if (unarmed) {
skill = this.skills.get("Unarmed Combat");
mastery = this.skills.get("Unarmed Combat Mastery");
} else {
skill = this.skills.get(weapon.template.item_skill_used);
mastery = this.skills.get(wb.getMastery());
}
if (skill != null)
val += (int) skill.getModifiedAmount() / 2f;
if (mastery != null)
val += (int) mastery.getModifiedAmount() / 2f;
return val;
}
//Call this function to recalculate granted skills and powers for player
public synchronized void calculateSkills() {
//tell the player to applyBonuses because something has changed
runSkillCalc();
AbstractCharacter.runSkillCalc(this);
//start running the skill/power calculations
}
//Don't call this function directly. linked from pc.calculateSkills()
//through SkillCalcJob. Designed to only run from one worker thread
public void runSkillCalc() {
try {
//see if any new skills or powers granted
CharacterSkill.calculateSkills(this);
// calculate granted Trains in powers.
CharacterPower.grantTrains(this);
//see if any new powers unlocked from previous check
CharacterPower.calculatePowers(this);
} catch (Exception e) {
}
}
//calculate item bonuses here
public void calculateItemBonuses() {
if (this.charItemManager == null || this.bonuses == null)
return;
ConcurrentHashMap<EquipSlotType, Item> equipped = this.charItemManager.getEquipped();
for (Item item : equipped.values()) {
ItemBase ib = item.getItemBase();
if (ib == null)
continue;
//TODO add effect bonuses in here for equipped items
}
}
/**
* @ Defaults ATR, Defense and Damage for player
*/
private void defaultAtrAndDamage(boolean mainHand) {
if (mainHand) {
this.atrHandOne = 0;
this.minDamageHandOne = 0;
this.maxDamageHandOne = 0;
this.rangeHandOne = -1;
this.speedHandOne = 20;
} else {
this.atrHandTwo = 0;
this.minDamageHandTwo = 0;
this.maxDamageHandTwo = 0;
this.rangeHandTwo = -1;
this.speedHandTwo = 20;
}
}
public void calculateMaxHealthManaStamina() {
float h = 1f;
float m = 0f;
@ -4431,36 +3959,6 @@ public class PlayerCharacter extends AbstractCharacter { @@ -4431,36 +3959,6 @@ public class PlayerCharacter extends AbstractCharacter {
return (amount - attackerLevel + this.getLevel()) / 4;
}
public float getPassiveChance1(ModType modType, SourceType sourceType, int attackerLevel, boolean fromCombat) {
if (this.skills == null || this.bonuses == null)
return 0f;
// must be allowed to use this passive
if (!this.bonuses.getBool(modType, sourceType))
return 0f;
// must not be stunned
if (this.bonuses.getBool(ModType.Stunned, SourceType.NONE))
return 0f;
// Get base skill amount
CharacterSkill sk = this.skills.get(sourceType.name());
float amount;
if (sk == null)
amount = CharacterSkill.getQuickMastery(this, modType.name());
else
amount = sk.getModifiedAmount();
// Add bonuses
amount += this.bonuses.getFloat(modType, sourceType);
// Add item bonuses and return
if (sourceType.equals(SourceType.DODGE) && !fromCombat)
return ((amount / 4) - attackerLevel + this.getLevel()) / 4;
else
return (amount - attackerLevel + this.getLevel()) / 4;
}
public float getRegenModifier(ModType type) {
float regen = 1f;
@ -4475,40 +3973,6 @@ public class PlayerCharacter extends AbstractCharacter { @@ -4475,40 +3973,6 @@ public class PlayerCharacter extends AbstractCharacter {
return !this.isAlive();
}
public void ResetLevel(short targetLevel) {
if (targetLevel > 13) {
ChatManager.chatSystemError(this, "Please choose a level between 1 and 13.");
return;
}
this.promotionClass = null;
if (targetLevel > 10) {
this.level = 10;
this.exp = Experience.getBaseExperience(11);
int maxEXP = Experience.getBaseExperience(targetLevel); //target level exp;
this.overFlowEXP = maxEXP - this.exp;
} else {
this.level = targetLevel;
this.exp = Experience.getBaseExperience(level);
this.overFlowEXP = 0;
}
for (CharacterSkill skill : this.getSkills().values()) {
skill.reset(this, true);
}
for (CharacterPower power : this.getPowers().values()) {
power.reset(this);
}
this.recalculatePlayerStats(initialized);
this.recalculate();
ChatManager.chatSystemInfo(this, "Character reset to " + targetLevel + ". All training points have been refunded. Relog to update changes on client.");
}
@Override
public void removeFromCache() {
Logger.info("Removing " + this.getName() + " from Object Cache.");
@ -4545,10 +4009,6 @@ public class PlayerCharacter extends AbstractCharacter { @@ -4545,10 +4009,6 @@ public class PlayerCharacter extends AbstractCharacter {
super.removeFromCache();
}
public void storeIgnoreListDB() {
}
public void updateSkillsAndPowersToDatabase() {
if (this.skills != null)
for (CharacterSkill skill : this.skills.values()) {
@ -4572,11 +4032,11 @@ public class PlayerCharacter extends AbstractCharacter { @@ -4572,11 +4032,11 @@ public class PlayerCharacter extends AbstractCharacter {
this.setBounds(playerBounds);
//assign enum values for restrictions
String race = this.getRace().getName().replace("-", "").replace(", Male", "").replace(", Female", "");
String race = this.race.getName().replace("-", "").replace(", Male", "").replace(", Female", "");
this.absRace = Enum.MonsterType.valueOf(race);
if (this.baseClass != null)
this.absBaseClass = ClassType.valueOf(this.getBaseClass().getName());
this.absBaseClass = ClassType.valueOf(this.baseClass.getName());
if (this.promotionClass != null)
this.absPromotionClass = ClassType.valueOf(this.getPromotionClass().getName());

4
src/engine/objects/PowerGrant.java

@ -53,12 +53,12 @@ public class PowerGrant extends AbstractGameObject { @@ -53,12 +53,12 @@ public class PowerGrant extends AbstractGameObject {
ArrayList<Integer> toks = new ArrayList<>();
//get race ID
Race race = pc.getRace();
Race race = pc.race;
if (race != null)
toks.add(race.getRaceRuneID());
//get baseClass ID
BaseClass bc = pc.getBaseClass();
BaseClass bc = pc.baseClass;
if (bc != null)
toks.add(bc.getObjectUUID());

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