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@ -278,16 +278,7 @@ public enum CombatManager { |
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if (target.getObjectType() == mbEnums.GameObjectType.Building) |
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if (target.getObjectType() == mbEnums.GameObjectType.Building) |
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hitChance = 100; |
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hitChance = 100; |
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int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD)); |
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int passiveAnim = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)){ |
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if (weapon != null) { |
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passiveAnim = getSwingAnimation(weapon.template, null, true); |
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} |
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}else { |
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if (attacker.charItemManager.getEquipped().get(slot) != null) { |
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passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true); |
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} |
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} |
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if (ThreadLocalRandom.current().nextInt(100) > hitChance) { |
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if (ThreadLocalRandom.current().nextInt(100) > hitChance) { |
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TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); |
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TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); |
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@ -326,6 +317,7 @@ public enum CombatManager { |
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if (!passiveType.equals(mbEnums.PassiveType.None)) { |
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if (!passiveType.equals(mbEnums.PassiveType.None)) { |
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passiveAnim = getPassiveAnimation(passiveType); |
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TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value); |
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TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value); |
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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) |
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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) |
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@ -430,13 +422,13 @@ public enum CombatManager { |
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else |
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else |
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((Building) target).modifyHealth(-damage, attacker); |
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((Building) target).modifyHealth(-damage, attacker); |
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int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD)); |
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int attackAnim = getSwingAnimation(null, null, slot); |
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if (attacker.charItemManager.getEquipped().get(slot) != null) { |
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if (attacker.charItemManager.getEquipped().get(slot) != null) { |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { |
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DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower(); |
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DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower(); |
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attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, weaponPower, slot.equals(mbEnums.EquipSlotType.RHELD)); |
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attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, weaponPower, slot); |
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} else { |
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} else { |
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attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD)); |
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attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot); |
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} |
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} |
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} |
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} |
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim); |
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim); |
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@ -518,7 +510,11 @@ public enum CombatManager { |
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target.setCombatTarget(attacker); |
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target.setCombatTarget(attacker); |
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} |
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} |
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public static int getSwingAnimation(ItemTemplate wb, DeferredPowerJob dpj, boolean mainHand) { |
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public static int getSwingAnimation(ItemTemplate wb, DeferredPowerJob dpj, mbEnums.EquipSlotType slot) { |
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//No weapon, return default animation
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if (wb == null) |
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return 75; |
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int token; |
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int token; |
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@ -528,28 +524,61 @@ public enum CombatManager { |
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if (token == 563721004) //kick animation
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if (token == 563721004) //kick animation
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return 79; |
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return 79; |
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} |
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if (wb != null) { |
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//Item has no equipment slots and should not try to return an animation, return default instead
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if (mainHand) { |
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if(wb.item_eq_slots_or == null || wb.item_eq_slots_or.size() == 0){ |
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int random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size()); |
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return 75; |
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int anim = wb.weapon_attack_anim_right.get(random)[0]; |
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} |
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return anim; |
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//declare variables
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int anim; |
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int random; |
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//Item can only be equipped in one slot, return animation for that slot
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if(wb.item_eq_slots_or.size() == 1){ |
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if (wb.item_eq_slots_or.iterator().next().equals(mbEnums.EquipSlotType.RHELD)) { |
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anim = wb.weapon_attack_anim_right.get(0)[0]; |
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if (dpj != null) { |
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random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size()); |
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anim = wb.weapon_attack_anim_right.get(random)[0]; |
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} |
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}else { |
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}else { |
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int random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size()); |
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anim = wb.weapon_attack_anim_left.get(0)[0]; |
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return wb.weapon_attack_anim_left.get(random)[0]; |
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if (dpj != null) { |
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random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size()); |
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anim = wb.weapon_attack_anim_left.get(random)[0]; |
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} |
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} |
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} |
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} |
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return anim; |
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} |
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} |
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if (wb == null) |
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//Item can be equipped in either hand, and should have animation sets for each hand
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return 75; |
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if (slot.equals(mbEnums.EquipSlotType.RHELD)) { |
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if(wb.item_skill_used.equals("Bow") || wb.obj_name.equals("Siege Bow")) |
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anim = wb.weapon_attack_anim_right.get(0)[0]; |
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return wb.weapon_attack_anim_left.get(0)[0]; |
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if (dpj != null) { |
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if (mainHand) |
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random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size()); |
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return wb.weapon_attack_anim_right.get(0)[0]; |
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anim = wb.weapon_attack_anim_right.get(random)[0]; |
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else |
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} |
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return wb.weapon_attack_anim_left.get(0)[0]; |
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}else { |
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anim = wb.weapon_attack_anim_left.get(0)[0]; |
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if (dpj != null) { |
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random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size()); |
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anim = wb.weapon_attack_anim_left.get(random)[0]; |
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} |
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} |
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return anim; |
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} |
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public static int getPassiveAnimation(mbEnums.PassiveType passiveType){ |
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switch(passiveType){ |
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case Block: |
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return 298; |
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case Parry: |
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return 299; |
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default: |
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return 0; |
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} |
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} |
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} |
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public static void setAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot, long delay) { |
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public static void setAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot, long delay) { |
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