forked from MagicBane/Server
mob casting logic upgrade
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@@ -306,68 +306,6 @@ public class CombatUtilities {
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swingIsBlock(agent, target, passiveAnim);
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return;
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}
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else
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//check for a cast here?
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//agent.mobPowers = DbManager.MobBaseQueries.LOAD_STATIC_POWERS(agent.getMobBaseID());
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if(agent.mobPowers.size() > 0 && agent.mobPowers != null)
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{
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//get cast chance 33% cast 67% mele
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int random = ThreadLocalRandom.current().nextInt(agent.mobPowers.size() * 10);
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//allow casting of spell
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if(random <= agent.mobPowers.size())
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{
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int powerToken;
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int powerRank;
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//cast a spell
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Map<Integer,Integer> entries = agent.mobPowers;
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int count = 0;
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for(Map.Entry<Integer,Integer> entry : entries.entrySet())
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{
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count += 1;
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if(count == random)
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{
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powerToken = entry.getKey();
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//powerRank = entry.getValue();
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switch(agent.getLevel())
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{
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default:
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powerRank = 1;
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break;
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case 10:
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powerRank = 5;
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break;
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case 20:
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powerRank = 10;
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break;
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case 30:
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powerRank = 15;
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break;
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case 40:
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powerRank = 25;
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break;
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case 50:
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powerRank = 30;
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break;
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case 60:
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powerRank = 35;
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break;
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case 70:
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powerRank = 40;
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break;
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}
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//System.out.println(agent.getMobBase().getFirstName() + " is casting: " + PowersManager.getPowerByToken(powerToken).skillName);
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PowersManager.applyPower(agent,target,target.getLoc(),powerToken,powerRank, false);
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//PerformActionMsg msg = new PerformActionMsg();
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//PowersManager.sendPowerMsg((PlayerCharacter)target,0,msg);
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//return;
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}
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}
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return;
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}
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}
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//finished with casting check
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swingIsDamage(agent,target, determineDamage(agent,target, mainHand, speed, dt), anim);
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if (agent.getWeaponPower() != null)
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