// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . // ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· // ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ // ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ // ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ // Magicbane Emulator Project © 2013 - 2022 // www.magicbane.com package engine.gameManager; import engine.Enum.*; import engine.exception.MsgSendException; import engine.job.JobContainer; import engine.job.JobScheduler; import engine.jobs.AttackJob; import engine.jobs.DeferredPowerJob; import engine.math.Vector3fImmutable; import engine.net.DispatchMessage; import engine.net.client.ClientConnection; import engine.net.client.msg.*; import engine.objects.*; import engine.powers.DamageShield; import engine.powers.PowersBase; import engine.powers.effectmodifiers.AbstractEffectModifier; import engine.powers.effectmodifiers.WeaponProcEffectModifier; import engine.server.MBServerStatics; import org.pmw.tinylog.Logger; import java.util.HashSet; import java.util.concurrent.ConcurrentHashMap; import java.util.concurrent.ThreadLocalRandom; public enum CombatManager { COMBATMANAGER; public static int animation = 0; /** * Message sent by player to attack something. */ public static void AttackTarget(PlayerCharacter playerCharacter, AbstractWorldObject target) { boolean swingOffhand = false; //check my weapon can I do an offhand attack Item weaponOff = playerCharacter.getCharItemManager().getEquipped().get(MBServerStatics.SLOT_OFFHAND); Item weaponMain = playerCharacter.getCharItemManager().getEquipped().get(MBServerStatics.SLOT_MAINHAND); // if you carry something in the offhand thats a weapon you get to swing it if (weaponOff != null) if (weaponOff.getItemBase().getType().equals(ItemType.WEAPON)) swingOffhand = true; // if you carry nothing in either hand you get to swing your offhand if (weaponOff == null && weaponMain == null) swingOffhand = true; //we always swing our mainhand if we are not on timer JobContainer main = playerCharacter.getTimers().get("Attack" + MBServerStatics.SLOT_MAINHAND); // no timers on the mainhand, lets submit a job to swing if (main == null) CombatManager.createTimer(playerCharacter, MBServerStatics.SLOT_MAINHAND, 1, true); // attack in 0.1 of a second /* only swing offhand if we have a weapon in it or are unarmed in both hands and no timers running */ if (swingOffhand) { JobContainer off = playerCharacter.getTimers().get("Attack" + MBServerStatics.SLOT_OFFHAND); if (off == null) CombatManager.createTimer(playerCharacter, MBServerStatics.SLOT_OFFHAND, 1, true); // attack in 0.1 of a second } } public static void setAttackTarget(PetAttackMsg msg, ClientConnection origin) throws MsgSendException { PlayerCharacter player; Mob pet; int targetType; AbstractWorldObject target; if (TargetedActionMsg.un2cnt == 60 || TargetedActionMsg.un2cnt == 70) return; player = SessionManager.getPlayerCharacter(origin); if (player == null) return; pet = player.getPet(); if (pet == null) return; targetType = msg.getTargetType(); if (targetType == GameObjectType.PlayerCharacter.ordinal()) target = PlayerCharacter.getFromCache(msg.getTargetID()); else if (targetType == GameObjectType.Building.ordinal()) target = BuildingManager.getBuildingFromCache(msg.getTargetID()); else if (targetType == GameObjectType.Mob.ordinal()) target = Mob.getFromCache(msg.getTargetID()); else { pet.setCombatTarget(null); return; //not valid type to attack } if (pet.equals(target)) return; // quit of the combat target is already the current combat target // or there is no combat target if (target == null || target == pet.getCombatTarget()) return; //set sources target pet.setCombatTarget(target); //put in combat if not already if (!pet.isCombat()) pet.setCombat(true); //make character stand if sitting if (pet.isSit()) toggleSit(false, origin); } private static void removeAttackTimers(AbstractCharacter ac) { JobContainer main; JobContainer off; if (ac == null) return; main = ac.getTimers().get("Attack" + MBServerStatics.SLOT_MAINHAND); off = ac.getTimers().get("Attack" + MBServerStatics.SLOT_OFFHAND); if (main != null) JobScheduler.getInstance().cancelScheduledJob(main); ac.getTimers().remove("Attack" + MBServerStatics.SLOT_MAINHAND); if (off != null) JobScheduler.getInstance().cancelScheduledJob(off); ac.getTimers().remove("Attack" + MBServerStatics.SLOT_OFFHAND); ac.setCombatTarget(null); } /** * Begin Attacking */ public static void doCombat(AbstractCharacter ac, int slot) { int ret = 0; if (ac == null) return; // Attempt to eat null targets until we can clean // up this unholy mess and refactor it into a thread. ret = attemptCombat(ac, slot); //handle pets if (ret < 2 && ac.getObjectType().equals(GameObjectType.Mob)) { Mob mob = (Mob) ac; if (mob.isPet()) return; } //ret values //0: not valid attack, fail attack //1: cannot attack, wrong hand //2: valid attack //3: cannot attack currently, continue checking if (ret == 0 || ret == 1) { //Could not attack, clear timer ConcurrentHashMap timers = ac.getTimers(); if (timers != null) timers.remove("Attack" + slot); //clear combat target if not valid attack if (ret == 0) ac.setCombatTarget(null); } else if (ret == 3) //Failed but continue checking. reset timer createTimer(ac, slot, 5, false); } /** * Verify can attack target */ private static int attemptCombat(AbstractCharacter abstractCharacter, int slot) { if (abstractCharacter == null) return 0; try { //Make sure player can attack PlayerBonuses bonus = abstractCharacter.getBonuses(); if (bonus != null && bonus.getBool(ModType.ImmuneToAttack, SourceType.None)) return 0; AbstractWorldObject target = abstractCharacter.getCombatTarget(); if (target == null) return 0; //target must be valid type if (AbstractWorldObject.IsAbstractCharacter(target)) { AbstractCharacter tar = (AbstractCharacter) target; //must be alive, attackable and in World if (!tar.isAlive()) return 0; else if (tar.isSafeMode()) return 0; else if (!tar.isActive()) return 0; if (target.getObjectType().equals(GameObjectType.PlayerCharacter) && abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter) && abstractCharacter.getTimers().get("Attack" + slot) == null) if (!((PlayerCharacter) abstractCharacter).canSee((PlayerCharacter) target)) return 0; //must not be immune to all or immune to attack Resists res = tar.getResists(); bonus = tar.getBonuses(); if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.ImmuneToAttack)) if (res != null) if (res.immuneToAll() || res.immuneToAttacks()) return 0; } else if (target.getObjectType().equals(GameObjectType.Building)) { Building tar = (Building) target; // Cannot attack an invuln building if (tar.isVulnerable() == false) return 0; } else return 0; //only characters and buildings may be attacked //source must be in world and alive if (!abstractCharacter.isActive()) return 0; else if (!abstractCharacter.isAlive()) return 0; //make sure source is in combat mode if (!abstractCharacter.isCombat()) return 0; //See if either target is in safe zone if (abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter) && target.getObjectType().equals(GameObjectType.PlayerCharacter)) if (((PlayerCharacter) abstractCharacter).inSafeZone() || ((PlayerCharacter) target).inSafeZone()) return 0; if (!(slot == MBServerStatics.SLOT_MAINHAND || slot == MBServerStatics.SLOT_OFFHAND)) return 0; if (abstractCharacter.getCharItemManager() == null) return 0; //get equippment ConcurrentHashMap equipped = abstractCharacter.getCharItemManager().getEquipped(); boolean hasNoWeapon = false; if (equipped == null) return 0; //get Weapon boolean isWeapon = true; Item weapon = equipped.get(slot); ItemBase wb = null; if (weapon == null) isWeapon = false; else { ItemBase ib = weapon.getItemBase(); if (ib == null || !ib.getType().equals(ItemType.WEAPON)) isWeapon = false; else wb = ib; } //no weapon, see if other hand has a weapon if (!isWeapon) if (slot == MBServerStatics.SLOT_MAINHAND) { //make sure offhand has weapon, not shield Item weaponOff = equipped.get(MBServerStatics.SLOT_OFFHAND); if (weaponOff != null) { ItemBase ib = weaponOff.getItemBase(); if (ib == null || !ib.getType().equals(ItemType.WEAPON)) hasNoWeapon = true; else return 1; //no need to attack with this hand } else hasNoWeapon = true; } else if (equipped.get(MBServerStatics.SLOT_MAINHAND) == null) return 1; //no need to attack with this hand //Source can attack. //NOTE Don't 'return;' beyond this point until timer created boolean attackFailure = (wb != null) && (wb.getRange() > 35f) && abstractCharacter.isMoving(); //Target can't attack on move with ranged weapons. //if not enough stamina, then skip attack if (wb == null) { if (abstractCharacter.getStamina() < 1) attackFailure = true; } else if (abstractCharacter.getStamina() < wb.getWeight()) attackFailure = true; //see if attacker is stunned. If so, stop here bonus = abstractCharacter.getBonuses(); if (bonus != null && bonus.getBool(ModType.Stunned, SourceType.None)) attackFailure = true; //Get Range of weapon float range; if (hasNoWeapon) range = MBServerStatics.NO_WEAPON_RANGE; else range = getWeaponRange(wb, bonus); if (abstractCharacter.getObjectType() == GameObjectType.Mob) { Mob minion = (Mob) abstractCharacter; if (minion.isSiege()) range = 300f; } //Range check. if (NotInRange(abstractCharacter, target, range)) { //target is in stealth and can't be seen by source if (target.getObjectType().equals(GameObjectType.PlayerCharacter) && abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter)) if (!((PlayerCharacter) abstractCharacter).canSee((PlayerCharacter) target)) return 0; attackFailure = true; } //handle pet, skip timers (handled by AI) if (abstractCharacter.getObjectType().equals(GameObjectType.Mob)) { Mob mob = (Mob) abstractCharacter; if (mob.isPet()) { attack(abstractCharacter, target, weapon, wb, slot == MBServerStatics.SLOT_MAINHAND); return 2; } } //TODO Verify attacker has los (if not ranged weapon). if (!attackFailure) { if (hasNoWeapon || abstractCharacter.getObjectType().equals(GameObjectType.Mob)) createTimer(abstractCharacter, slot, 20, true); //2 second for no weapon else { int wepSpeed = (int) (wb.getSpeed()); if (weapon != null && weapon.getBonusPercent(ModType.WeaponSpeed, SourceType.None) != 0f) //add weapon speed bonus wepSpeed *= (1 + weapon.getBonus(ModType.WeaponSpeed, SourceType.None)); if (abstractCharacter.getBonuses() != null && abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None) != 0f) //add effects speed bonus wepSpeed *= (1 + abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None)); if (wepSpeed < 10) wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects. createTimer(abstractCharacter, slot, wepSpeed, true); } attack(abstractCharacter, target, weapon, wb, slot == MBServerStatics.SLOT_MAINHAND); } else createTimer(abstractCharacter, slot, 5, false); // changed this to half a second to make combat attempts more aggressive than movement sync } catch (Exception e) { return 0; } return 2; } private static void createTimer(AbstractCharacter ac, int slot, int time, boolean success) { ConcurrentHashMap timers = ac.getTimers(); if (timers != null) { AttackJob aj = new AttackJob(ac, slot, success); JobContainer job; job = JobScheduler.getInstance().scheduleJob(aj, (time * 100)); timers.put("Attack" + slot, job); } else { Logger.error("Unable to find Timers for Character " + ac.getObjectUUID()); } } /** * Attempt to attack target */ private static void attack(AbstractCharacter attacker, AbstractWorldObject target, Item weapon, ItemBase wb, boolean mainHand) { float atr; int minDamage, maxDamage; int errorTrack = 0; try { if (attacker == null) return; if (target == null) return; if (mainHand) { atr = attacker.getAtrHandOne(); minDamage = attacker.getMinDamageHandOne(); maxDamage = attacker.getMaxDamageHandOne(); } else { atr = attacker.getAtrHandTwo(); minDamage = attacker.getMinDamageHandTwo(); maxDamage = attacker.getMaxDamageHandTwo(); } boolean tarIsRat = false; if (target.getObjectTypeMask() == MBServerStatics.MASK_RAT) tarIsRat = true; else if (target.getObjectType() == GameObjectType.PlayerCharacter) { PlayerCharacter pTar = (PlayerCharacter) target; for (Effect eff : pTar.getEffects().values()) if (eff.getPowerToken() == 429513599 || eff.getPowerToken() == 429415295) tarIsRat = true; } //Dont think we need to do this anymore. if (tarIsRat) if (attacker.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.Rat) != 0) { //strip away current % dmg buffs then add with rat % float percent = 1 + attacker.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.Rat); minDamage *= percent; maxDamage *= percent; } errorTrack = 1; //subtract stamina if (wb == null) attacker.modifyStamina(-0.5f, attacker, true); else { float stam = wb.getWeight() / 3; stam = (stam < 1) ? 1 : stam; attacker.modifyStamina(-(stam), attacker, true); } attacker.cancelOnAttackSwing(); errorTrack = 2; //set last time this player has attacked something. if (target.getObjectType().equals(GameObjectType.PlayerCharacter) && target.getObjectUUID() != attacker.getObjectUUID() && attacker.getObjectType() == GameObjectType.PlayerCharacter) { attacker.setTimeStamp("LastCombatPlayer", System.currentTimeMillis()); ((PlayerCharacter) target).setTimeStamp("LastCombatPlayer", System.currentTimeMillis()); } else attacker.setTimeStamp("LastCombatMob", System.currentTimeMillis()); errorTrack = 3; //Get defense for target float defense; if (target.getObjectType().equals(GameObjectType.Building)) { if (BuildingManager.getBuildingFromCache(target.getObjectUUID()) == null) { attacker.setCombatTarget(null); return; } defense = 0; } else { AbstractCharacter tar = (AbstractCharacter) target; defense = tar.getDefenseRating(); handleRetaliate(tar, attacker); //Handle target attacking back if in combat and has no other target } errorTrack = 4; //Get hit chance int chance; float dif = atr - defense; if (dif > 100) chance = 94; else if (dif < -100) chance = 4; else chance = (int) ((0.45 * dif) + 49); errorTrack = 5; //calculate hit/miss int roll = ThreadLocalRandom.current().nextInt(100); DeferredPowerJob dpj = null; if (roll < chance) { if (attacker.getObjectType().equals(GameObjectType.PlayerCharacter)) updateAttackTimers((PlayerCharacter) attacker, target, true); boolean skipPassives = false; PlayerBonuses bonuses = attacker.getBonuses(); if (bonuses != null && bonuses.getBool(ModType.IgnorePassiveDefense, SourceType.None)) skipPassives = true; AbstractCharacter tarAc = null; if (AbstractWorldObject.IsAbstractCharacter(target)) tarAc = (AbstractCharacter) target; errorTrack = 6; // Apply Weapon power effect if any. don't try to apply twice if // dual wielding. Perform after passive test for sync purposes. if (attacker.getObjectType().equals(GameObjectType.PlayerCharacter) && (mainHand || wb.isTwoHanded())) { dpj = ((PlayerCharacter) attacker).getWeaponPower(); if (dpj != null) { PlayerBonuses bonus = attacker.getBonuses(); float attackRange = getWeaponRange(wb, bonus); dpj.attack(target, attackRange); if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518)) ((PlayerCharacter) attacker).setWeaponPower(dpj); } } //check to apply second backstab. if (attacker.getObjectType().equals(GameObjectType.PlayerCharacter) && !mainHand) { dpj = ((PlayerCharacter) attacker).getWeaponPower(); if (dpj != null && dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518)) { float attackRange = getWeaponRange(wb, bonuses); dpj.attack(target, attackRange); } } errorTrack = 7; //Hit, check if passive kicked in boolean passiveFired = false; if (!skipPassives && tarAc != null) { if (target.getObjectType().equals(GameObjectType.PlayerCharacter)) { //Handle Block passive if (testPassive(attacker, tarAc, "Block") && canTestBlock(attacker, target)) { if (!target.isAlive()) return; sendPassiveDefenseMessage(attacker, wb, target, MBServerStatics.COMBAT_SEND_BLOCK, dpj, mainHand); passiveFired = true; } //Handle Parry passive if (!passiveFired) if (canTestParry(attacker, target) && testPassive(attacker, tarAc, "Parry")) { if (!target.isAlive()) return; sendPassiveDefenseMessage(attacker, wb, target, MBServerStatics.COMBAT_SEND_PARRY, dpj, mainHand); passiveFired = true; } } errorTrack = 8; //Handle Dodge passive if (!passiveFired) if (testPassive(attacker, tarAc, "Dodge")) { if (!target.isAlive()) return; sendPassiveDefenseMessage(attacker, wb, target, MBServerStatics.COMBAT_SEND_DODGE, dpj, mainHand); passiveFired = true; } } //return if passive (Block, Parry, Dodge) fired if (passiveFired) return; errorTrack = 9; //Hit and no passives //if target is player, set last attack timestamp if (target.getObjectType().equals(GameObjectType.PlayerCharacter)) updateAttackTimers((PlayerCharacter) target, attacker, false); //Get damage Type DamageType damageType; if (wb != null) damageType = wb.getDamageType(); else if (attacker.getObjectType().equals(GameObjectType.Mob) && ((Mob) attacker).isSiege()) damageType = DamageType.Siege; else damageType = DamageType.Crush; errorTrack = 10; //Get target resists Resists resists = null; if (tarAc != null) resists = tarAc.getResists(); else if (target.getObjectType().equals(GameObjectType.Building)) resists = ((Building) target).getResists(); //make sure target is not immune to damage type; if (resists != null && resists.immuneTo(damageType)) { sendCombatMessage(attacker, target, 0f, wb, dpj, mainHand); return; } errorTrack = 11; //Calculate Damage done float damage; if (wb != null) damage = calculateDamage(attacker, tarAc, minDamage, maxDamage, damageType, resists); else damage = calculateDamage(attacker, tarAc, minDamage, maxDamage, damageType, resists); float d = 0f; errorTrack = 12; //Subtract Damage from target's health if (tarAc != null) { if (tarAc.isSit()) damage *= 2.5f; //increase damage if sitting if (tarAc.getHealth() > 0) d = tarAc.modifyHealth(-damage, attacker, false); } else if (target.getObjectType().equals(GameObjectType.Building)) { if (BuildingManager.getBuildingFromCache(target.getObjectUUID()) == null) { attacker.setCombatTarget(null); return; } if (target.getHealth() > 0) d = ((Building) target).modifyHealth(-damage, attacker); } errorTrack = 13; //Test to see if any damage needs done to weapon or armor testItemDamage(attacker, target, weapon, wb); // if target is dead, we got the killing blow, remove attack timers on our weapons if (tarAc != null && !tarAc.isAlive()) removeAttackTimers(attacker); //test double death fix if (d != 0) sendCombatMessage(attacker, target, damage, wb, dpj, mainHand); //send damage message errorTrack = 14; //handle procs if (weapon != null && tarAc != null && tarAc.isAlive()) { ConcurrentHashMap effects = weapon.getEffects(); for (Effect eff : effects.values()) { if (eff == null) continue; HashSet aems = eff.getEffectModifiers(); if (aems != null) { for (AbstractEffectModifier aem : aems) { if (!tarAc.isAlive()) break; if (aem instanceof WeaponProcEffectModifier) { int procChance = ThreadLocalRandom.current().nextInt(100); if (procChance < MBServerStatics.PROC_CHANCE) ((WeaponProcEffectModifier) aem).applyProc(attacker, target); } } } } } errorTrack = 15; //handle damage shields if (attacker.isAlive() && tarAc != null && tarAc.isAlive()) handleDamageShields(attacker, tarAc, damage); } else { // Apply Weapon power effect if any. // don't try to apply twice if dual wielding. if (attacker.getObjectType().equals(GameObjectType.PlayerCharacter) && (mainHand || wb.isTwoHanded())) { dpj = ((PlayerCharacter) attacker).getWeaponPower(); if (dpj != null) { PowersBase wp = dpj.getPower(); if (wp.requiresHitRoll() == false) { PlayerBonuses bonus = attacker.getBonuses(); float attackRange = getWeaponRange(wb, bonus); dpj.attack(target, attackRange); } else ((PlayerCharacter) attacker).setWeaponPower(null); } } if (target.getObjectType() == GameObjectType.Mob) ((Mob) target).handleDirectAggro(attacker); errorTrack = 17; //miss, Send miss message sendCombatMessage(attacker, target, 0f, wb, dpj, mainHand); //if attacker is player, set last attack timestamp if (attacker.getObjectType().equals(GameObjectType.PlayerCharacter)) updateAttackTimers((PlayerCharacter) attacker, target, true); } errorTrack = 18; //cancel effects that break on attack or attackSwing attacker.cancelOnAttack(); } catch (Exception e) { Logger.error(attacker.getName() + ' ' + errorTrack + ' ' + e); } } public static boolean canTestParry(AbstractCharacter ac, AbstractWorldObject target) { if (ac == null || target == null || !AbstractWorldObject.IsAbstractCharacter(target)) return false; AbstractCharacter tar = (AbstractCharacter) target; CharacterItemManager acItem = ac.getCharItemManager(); CharacterItemManager tarItem = tar.getCharItemManager(); if (acItem == null || tarItem == null) return false; Item acMain = acItem.getItemFromEquipped(1); Item acOff = acItem.getItemFromEquipped(2); Item tarMain = tarItem.getItemFromEquipped(1); Item tarOff = tarItem.getItemFromEquipped(2); return !isRanged(acMain) && !isRanged(acOff) && !isRanged(tarMain) && !isRanged(tarOff); } public static boolean canTestBlock(AbstractCharacter ac, AbstractWorldObject target) { if (ac == null || target == null || !AbstractWorldObject.IsAbstractCharacter(target)) return false; AbstractCharacter tar = (AbstractCharacter) target; CharacterItemManager acItem = ac.getCharItemManager(); CharacterItemManager tarItem = tar.getCharItemManager(); if (acItem == null || tarItem == null) return false; Item tarOff = tarItem.getItemFromEquipped(2); if (tarOff == null) return false; return tarOff.getItemBase().isShield() != false; } private static boolean isRanged(Item item) { if (item == null) return false; ItemBase ib = item.getItemBase(); if (ib == null) return false; if (ib.getType().equals(ItemType.WEAPON) == false) return false; return ib.getRange() > MBServerStatics.RANGED_WEAPON_RANGE; } private static float calculateDamage(AbstractCharacter source, AbstractCharacter target, float minDamage, float maxDamage, DamageType damageType, Resists resists) { //get range between min and max float range = maxDamage - minDamage; //Damage is calculated twice to average a more central point float damage = ThreadLocalRandom.current().nextFloat() * range; damage = (damage + (ThreadLocalRandom.current().nextFloat() * range)) * .5f; //put it back between min and max damage += minDamage; //calculate resists in if any if (resists != null) return resists.getResistedDamage(source, target, damageType, damage, 0); else return damage; } private static void sendPassiveDefenseMessage(AbstractCharacter source, ItemBase wb, AbstractWorldObject target, int passiveType, DeferredPowerJob dpj, boolean mainHand) { int swingAnimation = getSwingAnimation(wb, dpj, mainHand); if (dpj != null) if (PowersManager.AnimationOverrides.containsKey(dpj.getAction().getEffectID())) swingAnimation = PowersManager.AnimationOverrides.get(dpj.getAction().getEffectID()); TargetedActionMsg cmm = new TargetedActionMsg(source, swingAnimation, target, passiveType); DispatchMessage.sendToAllInRange(target, cmm); } private static void sendCombatMessage(AbstractCharacter source, AbstractWorldObject target, float damage, ItemBase wb, DeferredPowerJob dpj, boolean mainHand) { int swingAnimation = getSwingAnimation(wb, dpj, mainHand); if (dpj != null) if (PowersManager.AnimationOverrides.containsKey(dpj.getAction().getEffectID())) swingAnimation = PowersManager.AnimationOverrides.get(dpj.getAction().getEffectID()); if (source.getObjectType() == GameObjectType.PlayerCharacter) for (Effect eff : source.getEffects().values()) if (eff.getPower() != null && (eff.getPower().getToken() == 429506943 || eff.getPower().getToken() == 429408639 || eff.getPower().getToken() == 429513599 || eff.getPower().getToken() == 429415295)) swingAnimation = 0; TargetedActionMsg cmm = new TargetedActionMsg(source, target, damage, swingAnimation); DispatchMessage.sendToAllInRange(target, cmm); } public static int getSwingAnimation(ItemBase 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 (CombatManager.animation != 0) return CombatManager.animation; if (wb == null) return 75; if (mainHand) { if (wb.getAnimations().size() > 0) { int animation; int random = ThreadLocalRandom.current().nextInt(wb.getAnimations().size()); try { animation = wb.getAnimations().get(random); return animation; } catch (Exception e) { Logger.error(e.getMessage()); return wb.getAnimations().get(0); } } else if (wb.getOffHandAnimations().size() > 0) { int animation; int random = ThreadLocalRandom.current().nextInt(wb.getOffHandAnimations().size()); try { animation = wb.getOffHandAnimations().get(random); return animation; } catch (Exception e) { Logger.error(e.getMessage()); return wb.getOffHandAnimations().get(0); } } } else { if (wb.getOffHandAnimations().size() > 0) { int animation; int random = ThreadLocalRandom.current().nextInt(wb.getOffHandAnimations().size()); try { animation = wb.getOffHandAnimations().get(random); return animation; } catch (Exception e) { Logger.error(e.getMessage()); return wb.getOffHandAnimations().get(0); } } else if (wb.getAnimations().size() > 0) { int animation; int random = ThreadLocalRandom.current().nextInt(wb.getAnimations().size()); try { animation = wb.getAnimations().get(random); return animation; } catch (Exception e) { Logger.error(e.getMessage()); return wb.getAnimations().get(0); } } } String required = wb.getSkillRequired(); String mastery = wb.getMastery(); if (required.equals("Unarmed Combat")) return 75; else if (required.equals("Sword")) { if (wb.isTwoHanded()) 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 (wb.isTwoHanded()) { 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 (wb.isTwoHanded()) { return 105; } else { return 100; } } private static boolean testPassive(AbstractCharacter source, AbstractCharacter target, String type) { float chance = target.getPassiveChance(type, source.getLevel(), true); if (chance == 0f) return false; //max 75% chance of passive to fire if (chance > 75f) chance = 75f; int roll = ThreadLocalRandom.current().nextInt(100); return roll < chance; } private static void updateAttackTimers(PlayerCharacter pc, AbstractWorldObject target, boolean attack) { //Set Attack Timers if (target.getObjectType().equals(GameObjectType.PlayerCharacter)) pc.setLastPlayerAttackTime(); } public static float getWeaponRange(ItemBase weapon, PlayerBonuses bonus) { float rangeMod = 1.0f; if (weapon == null) return 0f; if (bonus != null) rangeMod += bonus.getFloatPercentAll(ModType.WeaponRange, SourceType.None); return weapon.getRange() * rangeMod; } public static void toggleCombat(ToggleCombatMsg msg, ClientConnection origin) { toggleCombat(msg.toggleCombat(), origin); } public static void toggleCombat(SetCombatModeMsg msg, ClientConnection origin) { toggleCombat(msg.getToggle(), origin); } 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, 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, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); } public static boolean NotInRange(AbstractCharacter ac, AbstractWorldObject target, float range) { Vector3fImmutable sl = ac.getLoc(); Vector3fImmutable tl = target.getLoc(); //add Hitbox to range. range += (calcHitBox(ac) + calcHitBox(target)); float magnitudeSquared = tl.distanceSquared(sl); return magnitudeSquared > range * range; } //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(GameObjectType.PlayerCharacter)) return; if (!target.isAlive() || !attacker.isAlive()) return; boolean isCombat = target.isCombat(); //If target in combat and has no target, then attack back AbstractWorldObject awoCombTar = target.getCombatTarget(); if ((target.isCombat() && awoCombTar == null) || (isCombat && awoCombTar != null && (!awoCombTar.isAlive() || target.isCombat() && NotInRange(target, awoCombTar, target.getRange()))) || (target != null && target.getObjectType() == GameObjectType.Mob && ((Mob) target).isSiege())) if (target.getObjectType().equals(GameObjectType.PlayerCharacter)) { // we are in combat with no valid target PlayerCharacter pc = (PlayerCharacter) target; target.setCombatTarget(attacker); pc.setLastTarget(attacker.getObjectType(), attacker.getObjectUUID()); if (target.getTimers() != null) if (!target.getTimers().containsKey("Attack" + MBServerStatics.SLOT_MAINHAND)) CombatManager.AttackTarget((PlayerCharacter) target, target.getCombatTarget()); } //Handle pet retaliate if assist is on and pet doesn't have a target. if (target.getObjectType().equals(GameObjectType.PlayerCharacter)) { Mob pet = ((PlayerCharacter) target).getPet(); if (pet != null && pet.assist && pet.getCombatTarget() == null) pet.setCombatTarget(attacker); } //Handle Mob Retaliate. if (target.getObjectType() == GameObjectType.Mob) { Mob attackedMobile = (Mob) target; //handle minion informing his captain of an attack if (attackedMobile.agentType.equals(AIAgentType.GUARDMINION) && attackedMobile.guardCaptain != null && attackedMobile.guardCaptain.isAlive()) { if (attackedMobile.guardCaptain.combatTarget == null) attackedMobile.guardCaptain.setCombatTarget(attacker); } // Mobile already has a target; don't switch. if (attackedMobile.getCombatTarget() != null && !attackedMobile.isSiege()) return; attackedMobile.setCombatTarget(attacker); } } public static void handleDamageShields(AbstractCharacter ac, AbstractCharacter target, float damage) { if (ac == null || target == null) return; PlayerBonuses bonuses = target.getBonuses(); if (bonuses != null) { ConcurrentHashMap 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 Resists resists = ac.getResists(); if (resists != null) amount = resists.getResistedDamage(target, ac, ds.getDamageType(), amount, 0); total += amount; } if (total > 0) { //apply Damage back ac.modifyHealth(-total, target, true); TargetedActionMsg cmm = new TargetedActionMsg(ac, ac, total, 0); DispatchMessage.sendToAllInRange(target, cmm); } } } public static float calcHitBox(AbstractWorldObject ac) { //TODO Figure out how Str Affects HitBox float hitBox = 1; switch (ac.getObjectType()) { case PlayerCharacter: PlayerCharacter pc = (PlayerCharacter) ac; if (MBServerStatics.COMBAT_TARGET_HITBOX_DEBUG) { Logger.info("Hit box radius for " + pc.getFirstName() + " is " + ((int) pc.statStrBase / 20f)); } hitBox = 1.5f + (int) ((PlayerCharacter) ac).statStrBase / 20f; break; case Mob: Mob mob = (Mob) ac; if (MBServerStatics.COMBAT_TARGET_HITBOX_DEBUG) Logger.info("Hit box radius for " + mob.getFirstName() + " is " + ((Mob) ac).getMobBase().getHitBoxRadius()); hitBox = ((Mob) ac).getMobBase().getHitBoxRadius(); break; case Building: Building building = (Building) ac; if (building.getBlueprint() == null) return 32; hitBox = Math.max(building.getBlueprint().getBuildingGroup().getExtents().x, building.getBlueprint().getBuildingGroup().getExtents().y); if (MBServerStatics.COMBAT_TARGET_HITBOX_DEBUG) Logger.info("Hit box radius for " + building.getName() + " is " + hitBox); break; } return hitBox; } private static void testItemDamage(AbstractCharacter ac, AbstractWorldObject awo, Item weapon, ItemBase wb) { if (ac == null) return; //get chance to damage int chance = 4500; if (wb != null) if (wb.isGlass()) //glass used weighted so fast weapons don't break faster chance = 9000 / wb.getWeight(); //test damaging attackers weapon int takeDamage = ThreadLocalRandom.current().nextInt(chance); if (takeDamage == 0 && wb != null && (ac.getObjectType().equals(GameObjectType.PlayerCharacter))) ac.getCharItemManager().damageItem(weapon, 1); //test damaging targets gear takeDamage = ThreadLocalRandom.current().nextInt(chance); if (takeDamage == 0 && awo != null && (awo.getObjectType().equals(GameObjectType.PlayerCharacter))) ((AbstractCharacter) awo).getCharItemManager().damageRandomArmor(1); } }