logic for moveToPoint message handler

This commit is contained in:
2023-09-10 14:08:54 -05:00
parent 545cb4cddf
commit 04147e11cc
2 changed files with 18 additions and 21 deletions
@@ -58,11 +58,6 @@ public class AttackCmdMsgHandler extends AbstractClientMsgHandler {
break;
case Building:
target = BuildingManager.getBuilding(msg.getTargetID());
if(target == null)
return true;// early exit for no building pulled
Building targetBuilding = (Building) target;
if (!targetBuilding.isVulnerable() || targetBuilding.getRank() < 0)
return true;// cannot attack destroyed building or protected building
break;
default:
return true;//cannot attack anything other than the 3 above
@@ -9,14 +9,14 @@
package engine.net.client.handlers;
import engine.Enum;
import engine.exception.MsgSendException;
import engine.gameManager.BuildingManager;
import engine.gameManager.MovementManager;
import engine.net.client.ClientConnection;
import engine.net.client.msg.ClientNetMsg;
import engine.net.client.msg.MoveToPointMsg;
import engine.objects.AbstractWorldObject;
import engine.objects.Building;
import engine.objects.PlayerCharacter;
import engine.objects.*;
public class MoveToPointHandler extends AbstractClientMsgHandler {
@@ -32,22 +32,24 @@ public class MoveToPointHandler extends AbstractClientMsgHandler {
PlayerCharacter pc = (origin != null) ? (origin.getPlayerCharacter()) : null;
if (pc == null)
return false;
PlayerCharacter player = origin.getPlayerCharacter();
if (player == null)
return false;
AbstractWorldObject target = player.combatTarget;
AbstractWorldObject target;
Enum.GameObjectType targetType;
if (target != null) {
switch (target.getObjectType()) {
case NPC:
return false;
case Building:
Building targetBuilding = (Building) target;
if (!targetBuilding.isVulnerable() || targetBuilding.getRank() < 0)
return false;
}
targetType = Enum.GameObjectType.values()[msg.getTargetType()];
switch(targetType){
case Building:
target = BuildingManager.getBuilding(msg.getTargetID());
if(target == null)
return true;// early exit for no building pulled
Building targetBuilding = (Building) target;
if (!targetBuilding.isVulnerable() || targetBuilding.getRank() < 0)
return true;// cannot attack destroyed building or protected building
break;
case NPC:
return true;//cannot attack anything other than the 3 above
}
MovementManager.movement(msg, pc);
return true;
}