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680 lines
30 KiB
680 lines
30 KiB
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . |
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· |
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ |
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ |
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ |
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// Magicbane Emulator Project © 2013 - 2022 |
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// www.magicbane.com |
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package engine.gameManager; |
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import engine.job.JobContainer; |
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import engine.job.JobScheduler; |
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import engine.jobs.AttackJob; |
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import engine.jobs.DeferredPowerJob; |
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import engine.mbEnums; |
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import engine.net.client.ClientConnection; |
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import engine.net.client.msg.TargetedActionMsg; |
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import engine.net.client.msg.UpdateStateMsg; |
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import engine.objects.*; |
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import engine.powers.DamageShield; |
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import engine.powers.effectmodifiers.AbstractEffectModifier; |
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import engine.server.MBServerStatics; |
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import org.pmw.tinylog.Logger; |
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import java.awt.geom.Point2D; |
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import java.awt.geom.Rectangle2D; |
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import java.util.EnumSet; |
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import java.util.concurrent.ConcurrentHashMap; |
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import java.util.concurrent.ThreadLocalRandom; |
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import static java.lang.Math.pow; |
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public enum CombatManager { |
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// MB Dev notes: |
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// Class implements all combat mechanics for Magicbane. |
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// |
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// Combat initiates in "combatCycle" to determine which hands will be swung, and attack is processed based on that. |
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// Handles all combat for AbstractCharacter including player characters and mobiles. |
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// Controls toggling of combat and sit/stand for all AbstractCharacters |
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// |
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// |
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COMBAT_MANAGER; |
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public static final int COMBAT_BLOCK_ANIMATION = 298; |
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public static final int COMBAT_PARRY_ANIMATION = 299; |
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public static final int COMBAT_DODGE_ANIMATION = 300; |
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public static void combatCycle(AbstractCharacter attacker, AbstractWorldObject target, long addedDelay) { |
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//early exit checks |
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if (attacker == null || target == null || !attacker.isAlive() || !target.isAlive()) |
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return; |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) |
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if (((Mob) attacker).nextAttackTime > System.currentTimeMillis()) |
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return; |
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switch (target.getObjectType()) { |
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case Building: |
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if (!((Building) target).isVulnerable()) |
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return; |
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break; |
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case PlayerCharacter: |
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case Mob: |
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PlayerBonuses bonuses = ((AbstractCharacter) target).getBonuses(); |
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if (bonuses != null && bonuses.getBool(mbEnums.ModType.ImmuneToAttack, mbEnums.SourceType.None)) |
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return; |
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break; |
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case NPC: |
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return; |
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} |
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Item mainWeapon = attacker.charItemManager.getEquipped().get(mbEnums.EquipSlotType.RHELD); |
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Item offWeapon = attacker.charItemManager.getEquipped().get(mbEnums.EquipSlotType.LHELD); |
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if (mainWeapon == null && offWeapon == null) { |
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//no weapons equipped, punch with both fists |
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processAttack(attacker, target, mbEnums.EquipSlotType.RHELD,addedDelay); |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) |
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processAttack(attacker, target, mbEnums.EquipSlotType.LHELD,addedDelay); |
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return; |
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} |
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if (mainWeapon != null && offWeapon == null) { |
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//swing right hand only |
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processAttack(attacker, target, mbEnums.EquipSlotType.RHELD,addedDelay); |
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return; |
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} |
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if (mainWeapon == null && offWeapon != null && !offWeapon.template.item_skill_used.equals("Block")) { |
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//swing left hand only |
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processAttack(attacker, target, mbEnums.EquipSlotType.LHELD,addedDelay); |
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return; |
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} |
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if (mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_used.equals("Block")) { |
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//no weapon equipped with a shield, punch with one hand |
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processAttack(attacker, target, mbEnums.EquipSlotType.RHELD,addedDelay); |
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return; |
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} |
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if (mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_used.equals("Block")) { |
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//one weapon equipped with a shield, swing with one hand |
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processAttack(attacker, target, mbEnums.EquipSlotType.RHELD,addedDelay); |
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return; |
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} |
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if (mainWeapon != null && offWeapon != null && !offWeapon.template.item_skill_used.equals("Block")) { |
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//two weapons equipped, swing both hands |
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processAttack(attacker, target, mbEnums.EquipSlotType.RHELD,addedDelay); |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) |
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processAttack(attacker, target, mbEnums.EquipSlotType.LHELD,addedDelay); |
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} |
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} |
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public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot, long addedDelay) { |
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if (slot == null || target == null || attacker == null) |
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return; |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { |
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if (!attacker.isCombat()) |
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return; |
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} |
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if (attacker.getTimers().containsKey("Attack" + slot)) { |
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AttackJob ajR = ((AttackJob)attacker.getTimers().get("Attack" + slot).getJob()); |
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if(ajR.target.equals(target)){ |
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return; |
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} |
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} |
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target.combatLock.writeLock().lock(); |
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// check if character is in range to attack target |
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try { |
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PlayerBonuses bonus = attacker.getBonuses(); |
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float rangeMod = 1.0f; |
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float attackRange = MBServerStatics.NO_WEAPON_RANGE; |
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Item weapon = attacker.charItemManager.getEquipped(slot); |
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if (weapon != null) { |
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if (bonus != null) |
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rangeMod += bonus.getFloatPercentAll(mbEnums.ModType.WeaponRange, mbEnums.SourceType.None); |
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attackRange += weapon.template.item_weapon_max_range * rangeMod; |
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} |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) |
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if (((Mob) attacker).isSiege()) |
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attackRange = 300; |
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float distanceSquared = attacker.loc.distanceSquared(target.loc); |
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boolean inRange = false; |
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if (AbstractCharacter.IsAbstractCharacter(target)) { |
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attackRange += ((AbstractCharacter) target).calcHitBox(); |
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} else { |
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} |
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if (attackRange > 15 && attacker.isMoving()) { |
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//cannot shoot bow while moving; |
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return; |
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} |
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switch (target.getObjectType()) { |
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case PlayerCharacter: |
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attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f; |
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if (distanceSquared < attackRange * attackRange) |
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inRange = true; |
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break; |
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case Mob: |
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attackRange += ((AbstractCharacter) target).calcHitBox(); |
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if (distanceSquared < attackRange * attackRange) |
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inRange = true; |
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break; |
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case Building: |
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if (attackRange > 15) { |
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float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x); |
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//float distanceSquared = attacker.loc.distanceSquared(target.loc); |
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if (distanceSquared < rangeSquared) { |
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inRange = true; |
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break; |
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} |
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} else { |
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float locX = target.loc.x - target.getBounds().getHalfExtents().x; |
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float locZ = target.loc.z - target.getBounds().getHalfExtents().y; |
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float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2; |
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float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2; |
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Rectangle2D.Float rect = new Rectangle2D.Float(locX, locZ, sizeX, sizeZ); |
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if (rect.contains(new Point2D.Float(attacker.loc.x, attacker.loc.z))) |
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inRange = true; |
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break; |
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} |
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} |
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//get delay for the auto attack job |
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long delay = 5000; |
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//if (weapon != null) { |
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// int wepSpeed = (int) (weapon.template.item_weapon_wepspeed); |
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// if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus |
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// wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None)); |
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// if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus |
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// wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None)); |
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// if (wepSpeed < 10) |
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// wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects. |
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// delay = wepSpeed * 100L; |
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//} |
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)){ |
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if(slot.equals(mbEnums.EquipSlotType.RHELD)){ |
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delay = (long)(attacker.speedHandOne * 100L); |
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}else{ |
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delay = (long)(attacker.speedHandTwo * 100L); |
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} |
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} |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) |
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((Mob) attacker).nextAttackTime = System.currentTimeMillis() + delay; |
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if (inRange) { |
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//handle retaliate |
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if (AbstractCharacter.IsAbstractCharacter(target)) { |
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if (((AbstractCharacter) target).combatTarget == null || !((AbstractCharacter) target).combatTarget.isAlive()) { |
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((AbstractCharacter) target).combatTarget = attacker; |
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if (target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat()) |
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combatCycle((AbstractCharacter) target, attacker,0); |
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} |
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} |
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// take stamina away from attacker if its not a mob |
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if (weapon != null && !attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) { |
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//check if Out of Stamina |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { |
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if (attacker.getStamina() < (weapon.template.item_wt / 3f)) { |
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//set auto attack job |
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setAutoAttackJob(attacker, slot, delay); |
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return; |
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} |
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} |
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float stam = weapon.template.item_wt / 3f; |
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stam = (stam < 1) ? 1 : stam; |
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attacker.modifyStamina(-(stam), attacker, true); |
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} else |
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attacker.modifyStamina(1, attacker, true); |
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//cancel things that are cancelled by an attack |
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attacker.cancelOnAttackSwing(); |
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//declare relevant variables |
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int min = attacker.minDamageHandOne; |
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int max = attacker.maxDamageHandOne; |
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int atr = attacker.atrHandOne; |
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//get the proper stats based on which slot is attacking |
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if (slot == mbEnums.EquipSlotType.LHELD) { |
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min = attacker.minDamageHandTwo; |
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max = attacker.maxDamageHandTwo; |
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atr = attacker.atrHandTwo; |
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} |
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//apply weapon powers before early exit for miss or passives |
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DeferredPowerJob dpj = null; |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { |
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dpj = ((PlayerCharacter) attacker).getWeaponPower(); |
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if (dpj != null) { |
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dpj.attack(target, attackRange); |
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if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518)) |
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((PlayerCharacter) attacker).setWeaponPower(dpj); |
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} |
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} |
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int def = 0; |
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if (AbstractCharacter.IsAbstractCharacter(target)) |
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def = ((AbstractCharacter) target).defenseRating; |
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//calculate hit chance based off ATR and DEF |
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int hitChance; |
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if (def == 0) |
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def = 1; |
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float dif = atr * 1f / def; |
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if (dif <= 0.8f) |
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hitChance = 4; |
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else |
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hitChance = ((int) (450 * (dif - 0.8f)) + 4); |
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if (target.getObjectType() == mbEnums.GameObjectType.Building) |
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hitChance = 100; |
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int passiveAnim = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def |
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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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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) |
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DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
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else |
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DispatchManager.sendToAllInRange(attacker, msg); |
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//we need to send the animation even if the attacker misses |
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot)); |
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DispatchManager.sendToAllInRange(target, cmm); |
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//set auto attack job |
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setAutoAttackJob(attacker, slot, delay); |
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return; |
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} |
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//calculate passive chances only if target is AbstractCharacter |
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if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) { |
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mbEnums.PassiveType passiveType = mbEnums.PassiveType.None; |
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int hitRoll = ThreadLocalRandom.current().nextInt(100); |
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float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true); |
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float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true); |
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float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true); |
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// Passive chance clamped at 75 |
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dodgeChance = Math.max(0, Math.min(75, dodgeChance)); |
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blockChance = Math.max(0, Math.min(75, blockChance)); |
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parryChance = Math.max(0, Math.min(75, parryChance)); |
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if (hitRoll < dodgeChance) |
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passiveType = mbEnums.PassiveType.Dodge; |
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else if (hitRoll < blockChance) |
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passiveType = mbEnums.PassiveType.Block; |
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else if (hitRoll < parryChance) |
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passiveType = mbEnums.PassiveType.Parry; |
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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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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) |
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DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
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//we need to send the animation even if the attacker misses |
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot)); |
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DispatchManager.sendToAllInRange(target, cmm); |
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//set auto attack job |
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setAutoAttackJob(attacker, slot, delay); |
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return; |
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} |
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} |
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//calculate the base damage |
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int damage = ThreadLocalRandom.current().nextInt(min, max + 1); |
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if (damage == 0) { |
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//set auto attack job |
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setAutoAttackJob(attacker, slot, delay); |
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return; |
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} |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob) attacker).isPet()) |
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calculatePetDamage(attacker); |
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//get the damage type |
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mbEnums.DamageType damageType; |
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if (attacker.charItemManager.getEquipped().get(slot) == null) { |
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damageType = mbEnums.DamageType.CRUSHING; |
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) |
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if (((Mob) attacker).isSiege()) |
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damageType = mbEnums.DamageType.SIEGE; |
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} else { |
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damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0]; |
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} |
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//get resists |
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Resists resists; |
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if (!AbstractCharacter.IsAbstractCharacter(target)) |
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resists = ((Building) target).getResists(); //this is a building |
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else |
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resists = ((AbstractCharacter) target).getResists(); //this is a character |
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if (AbstractCharacter.IsAbstractCharacter(target)) { |
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AbstractCharacter absTarget = (AbstractCharacter) target; |
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//check damage shields |
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PlayerBonuses bonuses = absTarget.getBonuses(); |
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if (bonuses != null) { |
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ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields(); |
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float total = 0; |
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for (DamageShield ds : damageShields.values()) { |
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//get amount to damage back |
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float amount; |
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if (ds.usePercent()) |
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amount = damage * ds.getAmount() / 100; |
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else |
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amount = ds.getAmount(); |
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//get resisted damage for damagetype |
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if (resists != null) |
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amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0); |
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total += amount; |
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} |
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if (total > 0) { |
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//apply Damage back |
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attacker.modifyHealth(-total, absTarget, true); |
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0); |
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DispatchManager.sendToAllInRange(target, cmm); |
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} |
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} |
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if (resists != null) { |
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//check for damage type immunities |
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if (resists.immuneTo(damageType)) { |
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//set auto attack job |
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//we need to send the animation even if the attacker misses |
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot)); |
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DispatchManager.sendToAllInRange(target, cmm); |
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setAutoAttackJob(attacker, slot, delay); |
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return; |
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} |
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//calculate resisted damage including fortitude |
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damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0); |
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} |
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} |
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//remove damage from target health |
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if (damage > 0) { |
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if (AbstractCharacter.IsAbstractCharacter(target)) |
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((AbstractCharacter) target).modifyHealth(-damage, attacker, true); |
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else |
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((Building) target).modifyHealth(-damage, attacker); |
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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.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { |
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DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower(); |
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attackAnim = getSwingAnimation(weapon.template, weaponPower, slot); |
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} else { |
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attackAnim = getSwingAnimation(weapon.template, null, slot); |
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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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DispatchManager.sendToAllInRange(target, cmm); |
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} |
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} |
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//set auto attack job |
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setAutoAttackJob(attacker, slot, delay); |
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} catch (Exception ex) { |
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cancelAutoAttackJob(attacker,slot); |
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//Logger.error("COMBAT CAUGHT ERROR: " + ex.getMessage()); |
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} finally { |
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target.combatLock.writeLock().unlock(); |
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} |
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} |
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public static void toggleCombat(boolean toggle, ClientConnection origin) { |
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PlayerCharacter playerCharacter = SessionManager.getPlayerCharacter(origin); |
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if (playerCharacter == null) |
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return; |
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playerCharacter.setCombat(toggle); |
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if (!toggle) // toggle is move it to false so clear combat target |
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playerCharacter.setCombatTarget(null); //clear last combat target |
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UpdateStateMsg rwss = new UpdateStateMsg(); |
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rwss.setPlayer(playerCharacter); |
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DispatchManager.dispatchMsgToInterestArea(playerCharacter, rwss, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false); |
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} |
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public static void toggleSit(boolean toggle, ClientConnection origin) { |
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PlayerCharacter playerCharacter = SessionManager.getPlayerCharacter(origin); |
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if (playerCharacter == null) |
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return; |
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playerCharacter.setSit(toggle); |
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UpdateStateMsg rwss = new UpdateStateMsg(); |
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rwss.setPlayer(playerCharacter); |
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DispatchManager.dispatchMsgToInterestArea(playerCharacter, rwss, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
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} |
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public static void handleRetaliate(AbstractCharacter target, AbstractCharacter attacker) { |
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//Called when character takes damage. |
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if (attacker == null || target == null) |
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return; |
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if (attacker.equals(target)) |
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return; |
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if (target.isMoving() && target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) |
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return; |
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if (!target.isAlive() || !attacker.isAlive()) |
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return; |
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boolean isCombat = target.isCombat(); |
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//If target in combat and has no target, then attack back |
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if (isCombat && target.combatTarget == null) |
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target.setCombatTarget(attacker); |
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} |
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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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if (dpj != null) { |
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token = (dpj.getPower() != null) ? dpj.getPower().getToken() : 0; |
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if (token == 563721004) //kick animation |
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return 79; |
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} |
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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(wb.item_eq_slots_or == null || wb.item_eq_slots_or.isEmpty()){ |
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return 75; |
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} |
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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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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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//Item can be equipped in either hand, and should have animation sets for each hand |
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if (slot.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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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 COMBAT_BLOCK_ANIMATION; |
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case Parry: |
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return COMBAT_PARRY_ANIMATION; |
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case Dodge: |
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return COMBAT_DODGE_ANIMATION; |
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default: |
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return 0; |
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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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//calculate next allowed attack and update the timestamp |
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if(attacker.getTimestamps().containsKey("Attack" + slot.name()) && attacker.getTimestamps().get("Attack" + slot.name()) > System.currentTimeMillis()) |
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return; |
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attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); |
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//handle auto attack job creation |
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ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); |
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if (timers != null) { |
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AttackJob aj = new AttackJob(attacker, slot.ordinal(), true, attacker.getCombatTarget()); |
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JobContainer job; |
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job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue |
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timers.put("Attack" + slot.name(), job); |
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} else |
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Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); |
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} |
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public static void cancelAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot) { |
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attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis()); |
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//handle auto attack job creation |
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ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); |
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if (timers != null) { |
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timers.get("Attack" + slot.name()).cancelJob(); |
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} else |
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Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); |
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} |
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public static void calculatePetDamage(AbstractCharacter agent) { |
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//damage calc for pet |
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float range; |
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float damage; |
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float min = 40; |
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float max = 60; |
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float dmgMultiplier = 1 + agent.getBonuses().getFloatPercentAll(mbEnums.ModType.MeleeDamageModifier, mbEnums.SourceType.None); |
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double minDmg = getMinDmg(min, agent); |
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double maxDmg = getMaxDmg(max, agent); |
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dmgMultiplier += agent.getLevel() * 0.1f; |
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range = (float) (maxDmg - minDmg); |
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damage = min + ((ThreadLocalRandom.current().nextFloat() * range) + (ThreadLocalRandom.current().nextFloat() * range)) / 2; |
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} |
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public static double getMinDmg(double min, AbstractCharacter agent) { |
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int primary = agent.getStatStrCurrent(); |
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int secondary = agent.getStatDexCurrent(); |
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int focusLevel = 0; |
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int masteryLevel = 0; |
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return min * (pow(0.0048 * primary + .049 * (primary - 0.75), 0.5) + pow(0.0066 * secondary + 0.064 * (secondary - 0.75), 0.5) + +0.01 * (focusLevel + masteryLevel)); |
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} |
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public static double getMaxDmg(double max, AbstractCharacter agent) { |
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int primary = agent.getStatStrCurrent(); |
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int secondary = agent.getStatDexCurrent(); |
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int focusLevel = 0; |
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int masteryLevel = 0; |
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return max * (pow(0.0124 * primary + 0.118 * (primary - 0.75), 0.5) + pow(0.0022 * secondary + 0.028 * (secondary - 0.75), 0.5) + 0.0075 * (focusLevel + masteryLevel)); |
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} |
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} |