PowerActionEntry parsing work.
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@@ -11,6 +11,7 @@ package engine.wpak;
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import engine.gameManager.ConfigManager;
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import engine.wpak.data.EffectDescription;
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import engine.wpak.data.PowerActionEntry;
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import org.pmw.tinylog.Logger;
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import java.io.IOException;
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import java.nio.file.Files;
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@@ -88,6 +89,52 @@ public class PowerActionParser {
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// Process key value pairs after header
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while (entryIterator.hasNext()) {
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String lineValue = entryIterator.next();
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String[] lineValues = lineValue.split("=");
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String key = lineValues[0].trim();
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String[] arguments;
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switch (key) {
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case "BODYPARTS":
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arguments = lineValues[1].trim().split("\\s+");
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for (String bodyPart : arguments)
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powerActionEntry.bodyparts.add(Integer.parseInt(bodyPart));
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break;
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case "ISRESISTABLE":
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powerActionEntry.isResistable = Boolean.parseBoolean(lineValues[1].trim());
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break;
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case "ISAGGRESSIVE":
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powerActionEntry.isAggressive = Boolean.parseBoolean(lineValues[1].trim());
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break;
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case "BLADETRAILS":
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powerActionEntry.bladeTrails = Boolean.parseBoolean(lineValues[1].trim());
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break;
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case "SHOULDSHOWWEAPONS":
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powerActionEntry.shouldShowWeapons = Boolean.parseBoolean(lineValues[1].trim());
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break;
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case "SHOULDSHOWARMOR":
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powerActionEntry.shouldShowArmor = Boolean.parseBoolean(lineValues[1].trim());
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break;
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case "APPLYEFFECTBLANK":
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powerActionEntry.applyEffectBlank = Boolean.parseBoolean(lineValues[1].trim());
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break;
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case "WEAROFFEFFECTBLANK":
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powerActionEntry.wearOffEffectBlank = Boolean.parseBoolean(lineValues[1].trim());
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break;
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case "ATTACKANIMS":
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arguments = lineValues[1].trim().split("\\s+");
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for (String bodyPart : arguments)
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powerActionEntry.attackAnimations.add(Integer.parseInt(bodyPart));
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break;
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default:
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Logger.error("Unhandled variable type:" + key + " for powerAction: " + powerActionEntry.action_id);
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}
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}
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return powerActionEntry;
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}
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}
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@@ -8,6 +8,8 @@
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package engine.wpak.data;
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import engine.mbEnums;
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import java.util.ArrayList;
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public class PowerActionEntry {
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@@ -15,4 +17,23 @@ public class PowerActionEntry {
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public String action_id;
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public String action_type;
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public ArrayList<EffectDescription> effects;
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// Additional variables after header go here.
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public ArrayList<Integer> bodyparts = new ArrayList<>();
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public boolean shouldShowWeapons = false;
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public boolean shouldShowArmor = false;
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public boolean bladeTrails = false;
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public boolean isResistable = false;
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public String effectID;
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public ArrayList<Float> scaleFactor = new ArrayList<>();
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public ArrayList<Integer> attackAnimations = new ArrayList<>();
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public boolean isAggressive;
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public mbEnums.DamageType damageType;
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public boolean applyEffectBlank = false;
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public boolean wearOffEffectBlank = false;
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}
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