forked from MagicBane/Server
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93 lines
2.7 KiB
93 lines
2.7 KiB
package engine.net.client.handlers; |
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import engine.Enum; |
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import engine.exception.MsgSendException; |
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import engine.gameManager.BuildingManager; |
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import engine.gameManager.CombatManager; |
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import engine.net.client.ClientConnection; |
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import engine.net.client.msg.AttackCmdMsg; |
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import engine.net.client.msg.ClientNetMsg; |
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import engine.net.client.msg.TargetedActionMsg; |
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import engine.objects.AbstractWorldObject; |
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import engine.objects.Building; |
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import engine.objects.Mob; |
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import engine.objects.PlayerCharacter; |
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/* |
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* @Author: |
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* @Summary: Processes application protocol message which keeps |
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* client's tcp connection open. |
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*/ |
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public class AttackCmdMsgHandler extends AbstractClientMsgHandler { |
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public AttackCmdMsgHandler() { |
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super(AttackCmdMsg.class); |
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} |
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@Override |
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protected boolean _handleNetMsg(ClientNetMsg baseMsg, ClientConnection origin) throws MsgSendException { |
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PlayerCharacter playerCharacter = origin.getPlayerCharacter(); |
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// Member variable declaration |
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AttackCmdMsg msg; |
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// Member variable assignment |
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msg = (AttackCmdMsg) baseMsg; |
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if (TargetedActionMsg.un2cnt == 60 || TargetedActionMsg.un2cnt == 70) |
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return true; |
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if (playerCharacter == null) |
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return true; |
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AbstractWorldObject target; |
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Enum.GameObjectType targetType; |
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targetType = Enum.GameObjectType.values()[msg.getTargetType()]; |
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switch(targetType){ |
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case Mob: |
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target = Mob.getMob(msg.getTargetID()); |
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break; |
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case PlayerCharacter: |
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target = PlayerCharacter.getPlayerCharacter(msg.getTargetID()); |
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break; |
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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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return true;// early exit for no building pulled |
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Building targetBuilding = (Building) target; |
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if (!targetBuilding.isVulnerable() || targetBuilding.getRank() < 0) |
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return true;// cannot attack destroyed building or protected building |
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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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if(target == null) { |
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return true; // cannot attack a null target |
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} |
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//set sources target |
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playerCharacter.setCombatTarget(target); |
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//put in combat if not already |
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if (!playerCharacter.isCombat()) |
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CombatManager.toggleCombat(true, origin); |
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//make character stand if sitting |
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if (playerCharacter.isSit()) |
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CombatManager.toggleSit(false, origin); |
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CombatManager.AttackTarget(playerCharacter, target); |
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return true; |
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} |
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} |