forked from MagicBane/Server
FatBoy-DOTC
8 months ago
10 changed files with 481 additions and 1759 deletions
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,427 @@ |
|||||||
|
package engine.gameManager; |
||||||
|
|
||||||
|
import engine.Enum; |
||||||
|
import engine.job.JobContainer; |
||||||
|
import engine.job.JobScheduler; |
||||||
|
import engine.jobs.AttackJob; |
||||||
|
import engine.jobs.DeferredPowerJob; |
||||||
|
import engine.net.DispatchMessage; |
||||||
|
import engine.net.client.ClientConnection; |
||||||
|
import engine.net.client.msg.TargetedActionMsg; |
||||||
|
import engine.net.client.msg.UpdateStateMsg; |
||||||
|
import engine.objects.*; |
||||||
|
import engine.powers.DamageShield; |
||||||
|
import engine.powers.effectmodifiers.AbstractEffectModifier; |
||||||
|
import engine.server.MBServerStatics; |
||||||
|
import org.pmw.tinylog.Logger; |
||||||
|
|
||||||
|
import java.util.concurrent.ConcurrentHashMap; |
||||||
|
import java.util.concurrent.ThreadLocalRandom; |
||||||
|
|
||||||
|
public class FinalCombatManager { |
||||||
|
public static void combatCycle(AbstractCharacter attacker, AbstractWorldObject target) { |
||||||
|
//early exit checks
|
||||||
|
if(attacker == null || target == null || !attacker.isAlive() || !target.isAlive()) |
||||||
|
return; |
||||||
|
|
||||||
|
switch(target.getObjectType()){ |
||||||
|
case Building: |
||||||
|
if(((Building)target).isVulnerable() == false) |
||||||
|
return; |
||||||
|
break; |
||||||
|
case PlayerCharacter: |
||||||
|
case Mob: |
||||||
|
PlayerBonuses bonuses = ((AbstractCharacter)target).getBonuses(); |
||||||
|
if(bonuses != null && bonuses.getBool(Enum.ModType.ImmuneToAttack, Enum.SourceType.NONE)) |
||||||
|
return; |
||||||
|
break; |
||||||
|
case NPC: |
||||||
|
return; |
||||||
|
} |
||||||
|
|
||||||
|
Item mainWeapon = attacker.getCharItemManager().getEquipped().get(Enum.EquipSlotType.RHELD); |
||||||
|
Item offWeapon = attacker.getCharItemManager().getEquipped().get(Enum.EquipSlotType.LHELD); |
||||||
|
if(mainWeapon == null && offWeapon == null){ |
||||||
|
//no weapons equipped, punch with both fists
|
||||||
|
processAttack(attacker,target,Enum.EquipSlotType.RHELD); |
||||||
|
processAttack(attacker,target,Enum.EquipSlotType.LHELD); |
||||||
|
}else if(mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")){ |
||||||
|
//no weapon equipped with a shield, punch with one hand
|
||||||
|
processAttack(attacker,target,Enum.EquipSlotType.RHELD); |
||||||
|
}else if(mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")){ |
||||||
|
//one weapon equipped with a shield, swing with one hand
|
||||||
|
processAttack(attacker,target,Enum.EquipSlotType.RHELD); |
||||||
|
}else if(mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block") == false){ |
||||||
|
//two weapons equipped, swing both hands
|
||||||
|
processAttack(attacker,target,Enum.EquipSlotType.RHELD); |
||||||
|
processAttack(attacker,target,Enum.EquipSlotType.LHELD); |
||||||
|
} else if(mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block") == false){ |
||||||
|
//swing left hand only
|
||||||
|
processAttack(attacker,target,Enum.EquipSlotType.LHELD); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, Enum.EquipSlotType slot){ |
||||||
|
//check if character can even attack yet
|
||||||
|
if(attacker.getTimestamps().containsKey("Attack" + slot.name())) |
||||||
|
if(System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name())) |
||||||
|
return; |
||||||
|
|
||||||
|
//check if character is in range to attack target
|
||||||
|
PlayerBonuses bonus = attacker.getBonuses(); |
||||||
|
float rangeMod = 1.0f; |
||||||
|
float attackRange = MBServerStatics.NO_WEAPON_RANGE; |
||||||
|
Item weapon = attacker.getCharItemManager().getEquipped(slot); |
||||||
|
if (weapon != null) { |
||||||
|
if (bonus != null) |
||||||
|
rangeMod += bonus.getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.NONE); |
||||||
|
|
||||||
|
attackRange = weapon.template.item_weapon_max_range * rangeMod; |
||||||
|
} |
||||||
|
if(attacker.getObjectType().equals(Enum.GameObjectType.Mob)) |
||||||
|
if(((Mob)attacker).isSiege()) |
||||||
|
attackRange = 300; |
||||||
|
|
||||||
|
float distanceSquared = attacker.loc.distanceSquared(target.loc); |
||||||
|
if(distanceSquared > attackRange * attackRange) |
||||||
|
return; |
||||||
|
|
||||||
|
//take stamina away from attacker
|
||||||
|
if (weapon == null) |
||||||
|
attacker.modifyStamina(-0.5f, attacker, true); |
||||||
|
else { |
||||||
|
float stam = weapon.template.item_wt / 3f; |
||||||
|
stam = (stam < 1) ? 1 : stam; |
||||||
|
attacker.modifyStamina(-(stam), attacker, true); |
||||||
|
} |
||||||
|
|
||||||
|
//cancel things that are cancelled by an attack
|
||||||
|
attacker.cancelOnAttackSwing(); |
||||||
|
|
||||||
|
//declare relevant variables
|
||||||
|
int min = attacker.minDamageHandOne; |
||||||
|
int max = attacker.maxDamageHandOne; |
||||||
|
int atr = attacker.atrHandOne; |
||||||
|
|
||||||
|
//get the proper stats based on which slot is attacking
|
||||||
|
if(slot == Enum.EquipSlotType.LHELD){ |
||||||
|
min = attacker.minDamageHandTwo; |
||||||
|
max = attacker.maxDamageHandTwo; |
||||||
|
atr = attacker.atrHandTwo; |
||||||
|
} |
||||||
|
int def = 0; |
||||||
|
if(AbstractCharacter.IsAbstractCharacter(target)) |
||||||
|
def = ((AbstractCharacter)target).defenseRating; |
||||||
|
|
||||||
|
//calculate hit chance based off ATR and DEF
|
||||||
|
int hitChance; |
||||||
|
float dif = atr / def; |
||||||
|
if (dif <= 0.8f) |
||||||
|
hitChance = 4; |
||||||
|
else |
||||||
|
hitChance = ((int) (450 * (dif - 0.8f)) + 4); |
||||||
|
if (target.getObjectType() == Enum.GameObjectType.Building) |
||||||
|
hitChance = 100; |
||||||
|
|
||||||
|
int passiveAnim = getSwingAnimation(attacker.getCharItemManager().getEquipped().get(slot).template, null, true); |
||||||
|
|
||||||
|
if(ThreadLocalRandom.current().nextInt(100) > hitChance) { |
||||||
|
TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); |
||||||
|
|
||||||
|
if (target.getObjectType() == Enum.GameObjectType.PlayerCharacter) |
||||||
|
DispatchMessage.dispatchMsgToInterestArea(target, msg, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
||||||
|
else |
||||||
|
DispatchMessage.sendToAllInRange(attacker, msg); |
||||||
|
|
||||||
|
return; |
||||||
|
} |
||||||
|
|
||||||
|
//calculate passive chances only if target is AbstractCharacter
|
||||||
|
if(AbstractCharacter.IsAbstractCharacter(target)){ |
||||||
|
int hitRoll = ThreadLocalRandom.current().nextInt(100); |
||||||
|
float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true); |
||||||
|
float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true); |
||||||
|
float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true); |
||||||
|
if(hitRoll > dodgeChance || hitRoll > parryChance || hitRoll > blockChance){ |
||||||
|
TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, MBServerStatics.COMBAT_SEND_BLOCK); |
||||||
|
|
||||||
|
if (target.getObjectType() == Enum.GameObjectType.PlayerCharacter) |
||||||
|
DispatchMessage.dispatchMsgToInterestArea(target, msg, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
||||||
|
else |
||||||
|
DispatchMessage.sendToAllInRange(attacker, msg); |
||||||
|
|
||||||
|
return; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
//calculate the base damage
|
||||||
|
int damage = ThreadLocalRandom.current().nextInt(min,max + 1); |
||||||
|
if(damage == 0) |
||||||
|
return; |
||||||
|
|
||||||
|
//get the damage type
|
||||||
|
Enum.SourceType damageType; |
||||||
|
if(attacker.getCharItemManager().getEquipped().get(slot) == null) { |
||||||
|
damageType = Enum.SourceType.CRUSHING; |
||||||
|
if(attacker.getObjectType().equals(Enum.GameObjectType.Mob)) |
||||||
|
if(((Mob)attacker).isSiege()) |
||||||
|
damageType = Enum.SourceType.SIEGE; |
||||||
|
}else { |
||||||
|
damageType = (Enum.SourceType) attacker.getCharItemManager().getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0]; |
||||||
|
} |
||||||
|
|
||||||
|
//get resists
|
||||||
|
Resists resists; |
||||||
|
if(AbstractCharacter.IsAbstractCharacter(target) == false){ |
||||||
|
//this is a building
|
||||||
|
resists = ((Building) target).getResists(); |
||||||
|
}else{ |
||||||
|
//this is a character
|
||||||
|
resists = ((AbstractCharacter) target).getResists(); |
||||||
|
} |
||||||
|
|
||||||
|
if(AbstractCharacter.IsAbstractCharacter(target)) { |
||||||
|
AbstractCharacter absTarget = (AbstractCharacter) target; |
||||||
|
//check damage shields
|
||||||
|
PlayerBonuses bonuses = absTarget.getBonuses(); |
||||||
|
|
||||||
|
if (bonuses != null) { |
||||||
|
|
||||||
|
ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields(); |
||||||
|
float total = 0; |
||||||
|
|
||||||
|
for (DamageShield ds : damageShields.values()) { |
||||||
|
|
||||||
|
//get amount to damage back
|
||||||
|
float amount; |
||||||
|
if (ds.usePercent()) |
||||||
|
amount = damage * ds.getAmount() / 100; |
||||||
|
else |
||||||
|
amount = ds.getAmount(); |
||||||
|
|
||||||
|
//get resisted damage for damagetype
|
||||||
|
if (resists != null) |
||||||
|
amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0); |
||||||
|
total += amount; |
||||||
|
} |
||||||
|
|
||||||
|
if (total > 0) { |
||||||
|
//apply Damage back
|
||||||
|
attacker.modifyHealth(-total, absTarget, true); |
||||||
|
TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0); |
||||||
|
DispatchMessage.sendToAllInRange(target, cmm); |
||||||
|
} |
||||||
|
} |
||||||
|
if (resists != null) { |
||||||
|
//check for damage type immunities
|
||||||
|
if (resists.immuneTo(damageType)) |
||||||
|
return; |
||||||
|
//calculate resisted damage including fortitude
|
||||||
|
damage = (int) resists.getResistedDamage(attacker,(AbstractCharacter)target,damageType,damage,0); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
//remove damage from target health
|
||||||
|
if(damage > 0){ |
||||||
|
if(AbstractCharacter.IsAbstractCharacter(target)){ |
||||||
|
((AbstractCharacter)target).modifyHealth(-damage, attacker, true); |
||||||
|
}else{ |
||||||
|
((Building)target).setCurrentHitPoints(target.getCurrentHitpoints() - damage); |
||||||
|
} |
||||||
|
TargetedActionMsg cmm = new TargetedActionMsg(attacker,target, (float) damage,0); |
||||||
|
DispatchMessage.sendToAllInRange(target, cmm); |
||||||
|
} |
||||||
|
|
||||||
|
//calculate next allowed attack and update the timestamp
|
||||||
|
long delay = 20 * 100; |
||||||
|
if (weapon != null){ |
||||||
|
int wepSpeed = (int) (weapon.template.item_weapon_wepspeed); |
||||||
|
|
||||||
|
if (weapon.getBonusPercent(Enum.ModType.WeaponSpeed, Enum.SourceType.NONE) != 0f) //add weapon speed bonus
|
||||||
|
wepSpeed *= (1 + weapon.getBonus(Enum.ModType.WeaponSpeed, Enum.SourceType.NONE)); |
||||||
|
|
||||||
|
if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(Enum.ModType.AttackDelay, Enum.SourceType.NONE) != 0f) //add effects speed bonus
|
||||||
|
wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(Enum.ModType.AttackDelay, Enum.SourceType.NONE)); |
||||||
|
|
||||||
|
if (wepSpeed < 10) |
||||||
|
wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
|
||||||
|
|
||||||
|
delay = wepSpeed * 100; |
||||||
|
} |
||||||
|
attacker.getTimestamps().put("Attack" + slot.name(),System.currentTimeMillis() + delay); |
||||||
|
|
||||||
|
//handle auto attack job creation
|
||||||
|
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); |
||||||
|
|
||||||
|
if (timers != null) { |
||||||
|
AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); |
||||||
|
JobContainer job; |
||||||
|
job = JobScheduler.getInstance().scheduleJob(aj, (delay + 1)); // offset 1 millisecond so no overlap issue
|
||||||
|
timers.put("Attack" + slot, job); |
||||||
|
} else { |
||||||
|
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public static void toggleCombat(boolean toggle, ClientConnection origin) { |
||||||
|
|
||||||
|
PlayerCharacter pc = SessionManager.getPlayerCharacter(origin); |
||||||
|
if (pc == null) |
||||||
|
return; |
||||||
|
|
||||||
|
pc.setCombat(toggle); |
||||||
|
if (!toggle) // toggle is move it to false so clear combat target
|
||||||
|
pc.setCombatTarget(null); //clear last combat target
|
||||||
|
|
||||||
|
UpdateStateMsg rwss = new UpdateStateMsg(); |
||||||
|
rwss.setPlayer(pc); |
||||||
|
DispatchMessage.dispatchMsgToInterestArea(pc, rwss, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false); |
||||||
|
} |
||||||
|
|
||||||
|
public static void toggleSit(boolean toggle, ClientConnection origin) { |
||||||
|
|
||||||
|
PlayerCharacter pc = SessionManager.getPlayerCharacter(origin); |
||||||
|
if (pc == null) |
||||||
|
return; |
||||||
|
|
||||||
|
pc.setSit(toggle); |
||||||
|
UpdateStateMsg rwss = new UpdateStateMsg(); |
||||||
|
rwss.setPlayer(pc); |
||||||
|
DispatchMessage.dispatchMsgToInterestArea(pc, rwss, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
||||||
|
} |
||||||
|
|
||||||
|
//Called when character takes damage.
|
||||||
|
public static void handleRetaliate(AbstractCharacter target, AbstractCharacter attacker) { |
||||||
|
|
||||||
|
if (attacker == null || target == null) |
||||||
|
return; |
||||||
|
|
||||||
|
if (attacker.equals(target)) |
||||||
|
return; |
||||||
|
|
||||||
|
if (target.isMoving() && target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) |
||||||
|
return; |
||||||
|
|
||||||
|
if (!target.isAlive() || !attacker.isAlive()) |
||||||
|
return; |
||||||
|
|
||||||
|
boolean isCombat = target.isCombat(); |
||||||
|
|
||||||
|
//If target in combat and has no target, then attack back
|
||||||
|
if(isCombat && target.combatTarget == null) |
||||||
|
target.setCombatTarget(attacker); |
||||||
|
} |
||||||
|
|
||||||
|
public static int getSwingAnimation(ItemTemplate wb, DeferredPowerJob dpj, boolean mainHand) { |
||||||
|
int token = 0; |
||||||
|
|
||||||
|
if (dpj != null) |
||||||
|
token = (dpj.getPower() != null) ? dpj.getPower().getToken() : 0; |
||||||
|
|
||||||
|
if (token == 563721004) //kick animation
|
||||||
|
return 79; |
||||||
|
|
||||||
|
if (wb == null) |
||||||
|
return 75; |
||||||
|
|
||||||
|
ItemTemplate template = wb; |
||||||
|
|
||||||
|
if (mainHand) { |
||||||
|
if (template.weapon_attack_anim_right.size() > 0) { |
||||||
|
|
||||||
|
int animation; |
||||||
|
|
||||||
|
int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_right.size()); |
||||||
|
|
||||||
|
try { |
||||||
|
animation = template.weapon_attack_anim_right.get(random)[0]; |
||||||
|
return animation; |
||||||
|
} catch (Exception e) { |
||||||
|
Logger.error(e.getMessage()); |
||||||
|
return template.weapon_attack_anim_right.get(0)[0]; |
||||||
|
} |
||||||
|
|
||||||
|
} else if (template.weapon_attack_anim_left.size() > 0) { |
||||||
|
|
||||||
|
int animation; |
||||||
|
int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_left.size()); |
||||||
|
|
||||||
|
try { |
||||||
|
animation = template.weapon_attack_anim_left.get(random)[0]; |
||||||
|
return animation; |
||||||
|
} catch (Exception e) { |
||||||
|
Logger.error(e.getMessage()); |
||||||
|
return template.weapon_attack_anim_right.get(0)[0]; |
||||||
|
} |
||||||
|
} |
||||||
|
} else { |
||||||
|
if (template.weapon_attack_anim_left.size() > 0) { |
||||||
|
int animation; |
||||||
|
int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_left.size()); |
||||||
|
|
||||||
|
try { |
||||||
|
animation = template.weapon_attack_anim_left.get(random)[0]; |
||||||
|
return animation; |
||||||
|
} catch (Exception e) { |
||||||
|
Logger.error(e.getMessage()); |
||||||
|
return template.weapon_attack_anim_right.get(0)[0]; |
||||||
|
|
||||||
|
} |
||||||
|
} else if (template.weapon_attack_anim_left.size() > 0) { |
||||||
|
|
||||||
|
int animation; |
||||||
|
int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_left.size()); |
||||||
|
|
||||||
|
try { |
||||||
|
animation = template.weapon_attack_anim_left.get(random)[0]; |
||||||
|
return animation; |
||||||
|
} catch (Exception e) { |
||||||
|
Logger.error(e.getMessage()); |
||||||
|
return template.weapon_attack_anim_right.get(0)[0]; |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
String required = template.item_skill_used; |
||||||
|
String mastery = wb.item_skill_mastery_used; |
||||||
|
|
||||||
|
if (required.equals("Unarmed Combat")) |
||||||
|
return 75; |
||||||
|
else if (required.equals("Sword")) { |
||||||
|
|
||||||
|
if (ItemTemplate.isTwoHanded(template)) |
||||||
|
return 105; |
||||||
|
else |
||||||
|
return 98; |
||||||
|
|
||||||
|
} else if (required.equals("Staff") || required.equals("Pole Arm")) { |
||||||
|
return 85; |
||||||
|
} else if (required.equals("Spear")) { |
||||||
|
return 92; |
||||||
|
} else if (required.equals("Hammer") || required.equals("Axe")) { |
||||||
|
if (ItemTemplate.isTwoHanded(template)) { |
||||||
|
return 105; |
||||||
|
} else if (mastery.equals("Throwing")) { |
||||||
|
return 115; |
||||||
|
} else { |
||||||
|
return 100; |
||||||
|
} |
||||||
|
} else if (required.equals("Dagger")) { |
||||||
|
if (mastery.equals("Throwing")) { |
||||||
|
return 117; |
||||||
|
} else { |
||||||
|
return 81; |
||||||
|
} |
||||||
|
} else if (required.equals("Crossbow")) { |
||||||
|
return 110; |
||||||
|
} else if (required.equals("Bow")) { |
||||||
|
return 109; |
||||||
|
} else if (ItemTemplate.isTwoHanded(template)) { |
||||||
|
return 105; |
||||||
|
} else { |
||||||
|
return 100; |
||||||
|
} |
||||||
|
} |
||||||
|
} |
@ -1,357 +0,0 @@ |
|||||||
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
|
|
||||||
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
|
|
||||||
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
|
|
||||||
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
|
|
||||||
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
|
|
||||||
// Magicbane Emulator Project © 2013 - 2022
|
|
||||||
// www.magicbane.com
|
|
||||||
|
|
||||||
|
|
||||||
package engine.mobileAI.utilities; |
|
||||||
|
|
||||||
import engine.Enum.DispatchChannel; |
|
||||||
import engine.Enum.GameObjectType; |
|
||||||
import engine.Enum.ModType; |
|
||||||
import engine.Enum.SourceType; |
|
||||||
import engine.gameManager.ChatManager; |
|
||||||
import engine.gameManager.CombatManager; |
|
||||||
import engine.math.Vector3fImmutable; |
|
||||||
import engine.net.DispatchMessage; |
|
||||||
import engine.net.client.msg.TargetedActionMsg; |
|
||||||
import engine.objects.*; |
|
||||||
import engine.server.MBServerStatics; |
|
||||||
import org.pmw.tinylog.Logger; |
|
||||||
|
|
||||||
import java.util.concurrent.ThreadLocalRandom; |
|
||||||
|
|
||||||
import static engine.math.FastMath.sqr; |
|
||||||
|
|
||||||
public class CombatUtilities { |
|
||||||
|
|
||||||
public static boolean inRangeToAttack(Mob agent, AbstractWorldObject target) { |
|
||||||
|
|
||||||
if (Float.isNaN(agent.getLoc().x)) |
|
||||||
return false; |
|
||||||
|
|
||||||
try { |
|
||||||
Vector3fImmutable sl = agent.getLoc(); |
|
||||||
Vector3fImmutable tl = target.getLoc(); |
|
||||||
|
|
||||||
//add Hitbox's to range.
|
|
||||||
float range = agent.getRange(); |
|
||||||
range += CombatManager.calcHitBox(target) + CombatManager.calcHitBox(agent); |
|
||||||
|
|
||||||
return !(sl.distanceSquared(tl) > sqr(range)); |
|
||||||
} catch (Exception e) { |
|
||||||
Logger.error(e.toString()); |
|
||||||
return false; |
|
||||||
} |
|
||||||
|
|
||||||
} |
|
||||||
|
|
||||||
public static boolean inRange2D(AbstractWorldObject entity1, AbstractWorldObject entity2, double range) { |
|
||||||
return entity1.getLoc().distanceSquared2D(entity2.getLoc()) < range * range; |
|
||||||
} |
|
||||||
|
|
||||||
public static void swingIsBlock(Mob agent, AbstractWorldObject target, int animation) { |
|
||||||
|
|
||||||
if (!target.isAlive()) |
|
||||||
return; |
|
||||||
|
|
||||||
TargetedActionMsg msg = new TargetedActionMsg(agent, animation, target, MBServerStatics.COMBAT_SEND_BLOCK); |
|
||||||
|
|
||||||
if (target.getObjectType() == GameObjectType.PlayerCharacter) |
|
||||||
DispatchMessage.dispatchMsgToInterestArea(target, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
|
||||||
else |
|
||||||
DispatchMessage.sendToAllInRange(agent, msg); |
|
||||||
|
|
||||||
} |
|
||||||
|
|
||||||
public static void swingIsParry(Mob agent, AbstractWorldObject target, int animation) { |
|
||||||
|
|
||||||
if (!target.isAlive()) |
|
||||||
return; |
|
||||||
|
|
||||||
TargetedActionMsg msg = new TargetedActionMsg(agent, animation, target, MBServerStatics.COMBAT_SEND_PARRY); |
|
||||||
|
|
||||||
if (target.getObjectType() == GameObjectType.PlayerCharacter) |
|
||||||
DispatchMessage.dispatchMsgToInterestArea(target, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
|
||||||
else |
|
||||||
DispatchMessage.sendToAllInRange(agent, msg); |
|
||||||
|
|
||||||
} |
|
||||||
|
|
||||||
public static void swingIsDodge(Mob agent, AbstractWorldObject target, int animation) { |
|
||||||
|
|
||||||
if (!target.isAlive()) |
|
||||||
return; |
|
||||||
|
|
||||||
TargetedActionMsg msg = new TargetedActionMsg(agent, animation, target, MBServerStatics.COMBAT_SEND_DODGE); |
|
||||||
|
|
||||||
if (target.getObjectType() == GameObjectType.PlayerCharacter) |
|
||||||
DispatchMessage.dispatchMsgToInterestArea(target, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
|
||||||
else |
|
||||||
DispatchMessage.sendToAllInRange(agent, msg); |
|
||||||
} |
|
||||||
|
|
||||||
public static void swingIsDamage(Mob agent, AbstractWorldObject target, float damage, int animation) { |
|
||||||
if (agent.isSiege() == true) { |
|
||||||
damage = ThreadLocalRandom.current().nextInt(1000) + 1500; |
|
||||||
} |
|
||||||
float trueDamage = damage; |
|
||||||
|
|
||||||
if (!target.isAlive()) |
|
||||||
return; |
|
||||||
|
|
||||||
if (AbstractWorldObject.IsAbstractCharacter(target)) |
|
||||||
trueDamage = ((AbstractCharacter) target).modifyHealth(-damage, agent, false); |
|
||||||
else if (target.getObjectType() == GameObjectType.Building) |
|
||||||
trueDamage = ((Building) target).modifyHealth(-damage, agent); |
|
||||||
|
|
||||||
//Don't send 0 damage kay thanx.
|
|
||||||
|
|
||||||
if (trueDamage == 0) |
|
||||||
return; |
|
||||||
|
|
||||||
TargetedActionMsg msg = new TargetedActionMsg(agent, target, damage, animation); |
|
||||||
|
|
||||||
if (target.getObjectType() == GameObjectType.PlayerCharacter) |
|
||||||
DispatchMessage.dispatchMsgToInterestArea(target, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
|
||||||
else |
|
||||||
DispatchMessage.sendToAllInRange(agent, msg); |
|
||||||
|
|
||||||
//check damage shields
|
|
||||||
if (AbstractWorldObject.IsAbstractCharacter(target) && target.isAlive() && target.getObjectType() != GameObjectType.Mob) |
|
||||||
CombatManager.handleDamageShields(agent, (AbstractCharacter) target, damage); |
|
||||||
} |
|
||||||
|
|
||||||
public static boolean canSwing(Mob agent) { |
|
||||||
return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.NONE)); |
|
||||||
} |
|
||||||
|
|
||||||
public static void swingIsMiss(Mob agent, AbstractWorldObject target, int animation) { |
|
||||||
|
|
||||||
TargetedActionMsg msg = new TargetedActionMsg(agent, target, 0f, animation); |
|
||||||
|
|
||||||
if (target.getObjectType() == GameObjectType.PlayerCharacter) |
|
||||||
DispatchMessage.dispatchMsgToInterestArea(target, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
|
||||||
else |
|
||||||
DispatchMessage.sendToAllInRange(agent, msg); |
|
||||||
|
|
||||||
} |
|
||||||
|
|
||||||
public static boolean triggerDefense(Mob agent, AbstractWorldObject target) { |
|
||||||
int defenseScore = 0; |
|
||||||
int attackScore = agent.getAtrHandOne(); |
|
||||||
switch (target.getObjectType()) { |
|
||||||
case PlayerCharacter: |
|
||||||
defenseScore = ((AbstractCharacter) target).getDefenseRating(); |
|
||||||
break; |
|
||||||
case Mob: |
|
||||||
|
|
||||||
Mob mob = (Mob) target; |
|
||||||
if (mob.isSiege()) |
|
||||||
defenseScore = attackScore; |
|
||||||
break; |
|
||||||
case Building: |
|
||||||
return false; |
|
||||||
} |
|
||||||
|
|
||||||
int hitChance; |
|
||||||
if (attackScore > defenseScore || defenseScore == 0) |
|
||||||
hitChance = 94; |
|
||||||
else if (attackScore == defenseScore && target.getObjectType() == GameObjectType.Mob) |
|
||||||
hitChance = 10; |
|
||||||
else { |
|
||||||
float dif = attackScore / defenseScore; |
|
||||||
if (dif <= 0.8f) |
|
||||||
hitChance = 4; |
|
||||||
else |
|
||||||
hitChance = ((int) (450 * (dif - 0.8f)) + 4); |
|
||||||
if (target.getObjectType() == GameObjectType.Building) |
|
||||||
hitChance = 100; |
|
||||||
} |
|
||||||
return ThreadLocalRandom.current().nextInt(100) > hitChance; |
|
||||||
} |
|
||||||
|
|
||||||
public static boolean triggerBlock(Mob agent, AbstractWorldObject ac) { |
|
||||||
return triggerPassive(agent, ac, "Block"); |
|
||||||
} |
|
||||||
|
|
||||||
public static boolean triggerParry(Mob agent, AbstractWorldObject ac) { |
|
||||||
return triggerPassive(agent, ac, "Parry"); |
|
||||||
} |
|
||||||
|
|
||||||
public static boolean triggerDodge(Mob agent, AbstractWorldObject ac) { |
|
||||||
return triggerPassive(agent, ac, "Dodge"); |
|
||||||
} |
|
||||||
|
|
||||||
public static boolean triggerPassive(Mob agent, AbstractWorldObject ac, String type) { |
|
||||||
float chance = 0; |
|
||||||
if (AbstractWorldObject.IsAbstractCharacter(ac)) |
|
||||||
chance = ((AbstractCharacter) ac).getPassiveChance(type, agent.getLevel(), true); |
|
||||||
|
|
||||||
if (chance > 75f) |
|
||||||
chance = 75f; |
|
||||||
if (agent.isSiege() && AbstractWorldObject.IsAbstractCharacter(ac)) |
|
||||||
chance = 100; |
|
||||||
|
|
||||||
return ThreadLocalRandom.current().nextInt(100) < chance; |
|
||||||
} |
|
||||||
|
|
||||||
public static void combatCycle(Mob agent, AbstractWorldObject target, boolean mainHand, ItemBase wb) { |
|
||||||
|
|
||||||
if (!agent.isAlive() || !target.isAlive()) |
|
||||||
return; |
|
||||||
|
|
||||||
if (target.getObjectType() == GameObjectType.PlayerCharacter) |
|
||||||
if (!((PlayerCharacter) target).isActive()) |
|
||||||
return; |
|
||||||
|
|
||||||
int anim = 75; |
|
||||||
float speed; |
|
||||||
|
|
||||||
if (mainHand) |
|
||||||
speed = agent.getSpeedHandOne(); |
|
||||||
else |
|
||||||
speed = agent.getSpeedHandTwo(); |
|
||||||
|
|
||||||
SourceType dt = SourceType.CRUSHING; |
|
||||||
|
|
||||||
if (agent.isSiege()) |
|
||||||
dt = SourceType.SIEGE; |
|
||||||
if (wb != null) { |
|
||||||
anim = CombatManager.getSwingAnimation(wb, null, mainHand); |
|
||||||
dt = wb.getDamageType(); |
|
||||||
} else if (!mainHand) |
|
||||||
return; |
|
||||||
|
|
||||||
Resists res = null; |
|
||||||
PlayerBonuses bonus = null; |
|
||||||
|
|
||||||
switch (target.getObjectType()) { |
|
||||||
case Building: |
|
||||||
res = ((Building) target).getResists(); |
|
||||||
break; |
|
||||||
case PlayerCharacter: |
|
||||||
res = ((PlayerCharacter) target).getResists(); |
|
||||||
bonus = ((PlayerCharacter) target).getBonuses(); |
|
||||||
break; |
|
||||||
case Mob: |
|
||||||
Mob mob = (Mob) target; |
|
||||||
res = mob.getResists(); |
|
||||||
bonus = ((Mob) target).getBonuses(); |
|
||||||
break; |
|
||||||
} |
|
||||||
|
|
||||||
//must not be immune to all or immune to attack
|
|
||||||
|
|
||||||
if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.IMMUNETOATTACK)) |
|
||||||
if (res != null && (res.immuneToAll() || res.immuneToAttacks() || res.immuneTo(dt))) |
|
||||||
return; |
|
||||||
|
|
||||||
int passiveAnim = CombatManager.getSwingAnimation(wb, null, mainHand); |
|
||||||
if (canSwing(agent)) { |
|
||||||
if (triggerDefense(agent, target)) { |
|
||||||
swingIsMiss(agent, target, passiveAnim); |
|
||||||
return; |
|
||||||
} else if (triggerDodge(agent, target)) { |
|
||||||
swingIsDodge(agent, target, passiveAnim); |
|
||||||
return; |
|
||||||
} else if (triggerParry(agent, target)) { |
|
||||||
swingIsParry(agent, target, passiveAnim); |
|
||||||
|
|
||||||
return; |
|
||||||
} else if (triggerBlock(agent, target)) { |
|
||||||
swingIsBlock(agent, target, passiveAnim); |
|
||||||
return; |
|
||||||
} |
|
||||||
|
|
||||||
swingIsDamage(agent, target, determineDamage(agent), anim); |
|
||||||
|
|
||||||
|
|
||||||
if (agent.getWeaponPower() != null) |
|
||||||
agent.getWeaponPower().attack(target, MBServerStatics.ONE_MINUTE); |
|
||||||
} |
|
||||||
|
|
||||||
if (target.getObjectType().equals(GameObjectType.PlayerCharacter)) { |
|
||||||
PlayerCharacter player = (PlayerCharacter) target; |
|
||||||
|
|
||||||
if (player.getDebug(64)) |
|
||||||
ChatManager.chatSayInfo(player, "Debug Combat: Mob UUID " + agent.getObjectUUID() + " || Building ID = " + agent.getBuildingID() + " || Floor = " + agent.getInFloorID() + " || Level = " + agent.getInBuilding());//combat debug
|
|
||||||
} |
|
||||||
|
|
||||||
//SIEGE MONSTERS DO NOT ATTACK GUARDSs
|
|
||||||
if (target.getObjectType() == GameObjectType.Mob) |
|
||||||
if (((Mob) target).isSiege()) |
|
||||||
return; |
|
||||||
|
|
||||||
//handle the retaliate
|
|
||||||
|
|
||||||
if (AbstractWorldObject.IsAbstractCharacter(target)) |
|
||||||
CombatManager.handleRetaliate((AbstractCharacter) target, agent); |
|
||||||
|
|
||||||
if (target.getObjectType() == GameObjectType.Mob) { |
|
||||||
Mob targetMob = (Mob) target; |
|
||||||
if (targetMob.isSiege()) |
|
||||||
return; |
|
||||||
} |
|
||||||
|
|
||||||
} |
|
||||||
|
|
||||||
public static float determineDamage(Mob agent) { |
|
||||||
|
|
||||||
//early exit for null
|
|
||||||
|
|
||||||
if (agent == null) |
|
||||||
return 0; |
|
||||||
|
|
||||||
AbstractWorldObject target = agent.getCombatTarget(); |
|
||||||
|
|
||||||
if (target == null) |
|
||||||
return 0; |
|
||||||
|
|
||||||
int damage = 0; |
|
||||||
|
|
||||||
SourceType dt = getDamageType(agent); |
|
||||||
damage = ThreadLocalRandom.current().nextInt((int)getMinDmg(agent), (int)getMaxDmg(agent) + 1); |
|
||||||
if (AbstractWorldObject.IsAbstractCharacter(target)) { |
|
||||||
if (((AbstractCharacter) target).isSit()) { |
|
||||||
damage *= 2.5f; //increase damage if sitting
|
|
||||||
} |
|
||||||
return (int) (((AbstractCharacter) target).getResists().getResistedDamage(agent, (AbstractCharacter) target, dt, damage, 0)); |
|
||||||
} |
|
||||||
if (target.getObjectType() == GameObjectType.Building) { |
|
||||||
Building building = (Building) target; |
|
||||||
Resists resists = building.getResists(); |
|
||||||
return (int) ((damage * (1 - (resists.getResist(dt, 0) / 100)))); |
|
||||||
} |
|
||||||
return damage; |
|
||||||
} |
|
||||||
|
|
||||||
public static SourceType getDamageType(Mob agent) { |
|
||||||
SourceType dt = SourceType.CRUSHING; |
|
||||||
if (agent.getEquip().get(1) != null) { |
|
||||||
return agent.getEquip().get(1).getItemBase().getDamageType(); |
|
||||||
} |
|
||||||
if (agent.getEquip().get(2) != null && ItemTemplate.isShield(agent.getEquip().get(2).template) == false) { |
|
||||||
return agent.getEquip().get(2).getItemBase().getDamageType(); |
|
||||||
} |
|
||||||
return dt; |
|
||||||
} |
|
||||||
|
|
||||||
public static double getMinDmg(Mob agent) { |
|
||||||
if (agent.equip.get(2) != null && !ItemTemplate.isShield(agent.equip.get(2).template)) |
|
||||||
return agent.minDamageHandTwo; |
|
||||||
else |
|
||||||
return agent.minDamageHandOne; |
|
||||||
} |
|
||||||
|
|
||||||
public static double getMaxDmg(Mob agent) { |
|
||||||
if (agent.equip.get(2) != null && !ItemTemplate.isShield(agent.equip.get(2).template)) |
|
||||||
return agent.maxDamageHandTwo; |
|
||||||
else |
|
||||||
return agent.maxDamageHandOne; |
|
||||||
} |
|
||||||
|
|
||||||
} |
|
Loading…
Reference in new issue