forked from MagicBane/Server
fresh start
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@@ -41,7 +41,7 @@ public class AttackCmdMsgHandler extends AbstractClientMsgHandler {
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if (playerCharacter == null)
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if (playerCharacter == null)
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return true;
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return true;
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AbstractWorldObject target;
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AbstractWorldObject target = null;
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Enum.GameObjectType targetType;
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Enum.GameObjectType targetType;
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targetType = Enum.GameObjectType.values()[msg.getTargetType()];
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targetType = Enum.GameObjectType.values()[msg.getTargetType()];
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@@ -56,11 +56,6 @@ public class AttackCmdMsgHandler extends AbstractClientMsgHandler {
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case Building:
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case Building:
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target = BuildingManager.getBuilding(msg.getTargetID());
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target = BuildingManager.getBuilding(msg.getTargetID());
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break;
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break;
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case NPC:
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target = NPC.getNPC(msg.getTargetID());
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break;
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default:
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return true;//cannot attack anything other than the 3 above
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}
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}
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if(target == null) {
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if(target == null) {
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@@ -37,41 +37,15 @@ public class MoveToPointHandler extends AbstractClientMsgHandler {
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Enum.GameObjectType targetType;
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Enum.GameObjectType targetType;
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targetType = Enum.GameObjectType.values()[msg.getTargetType()];
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targetType = Enum.GameObjectType.values()[msg.getTargetType()];
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switch(targetType){
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switch(targetType){
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case Building:
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case Building:
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target = BuildingManager.getBuilding(msg.getTargetID());
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int i = 1;
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break;
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break;
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case NPC:
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case NPC:
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target = NPC.getNPC(msg.getTargetID());
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int j = 1;
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break;
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break;
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}
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}
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if(target != null) {
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switch (target.getObjectType()) {
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case Building:
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target = BuildingManager.getBuilding(msg.getTargetID());
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if (target == null) {
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pc.teleport(pc.loc);
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msg.setEndCoord(pc.loc);
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origin.sendMsg(msg);
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return true;// early exit for no building pulled
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}
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Building targetBuilding = (Building) target;
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if (!targetBuilding.isVulnerable() || targetBuilding.getRank() < 0) {
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pc.teleport(pc.loc);
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msg.setEndCoord(pc.loc);
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origin.sendMsg(msg);
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return true;// cannot attack destroyed building or protected building
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}
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break;
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case NPC:
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pc.teleport(pc.loc);
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msg.setEndCoord(pc.loc);
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origin.sendMsg(msg);
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return true;//cannot attack anything other than the 3 above
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}
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}
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MovementManager.movement(msg, pc);
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MovementManager.movement(msg, pc);
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return true;
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return true;
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}
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}
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