Public Repository for the Magicbane Shadowbane Emulator
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// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.jobs;
import engine.gameManager.PowersManager;
import engine.math.Vector3fImmutable;
import engine.objects.AbstractCharacter;
import engine.objects.AbstractWorldObject;
import engine.objects.Mob;
import engine.objects.PlayerCharacter;
import engine.powers.ActionsBase;
import engine.powers.EffectsBase;
import engine.powers.PowersBase;
import engine.powers.poweractions.ApplyEffectPowerAction;
import engine.powers.poweractions.DeferredPowerPowerAction;
public class DeferredPowerJob extends AbstractEffectJob {
private final DeferredPowerPowerAction def;
public DeferredPowerJob(AbstractWorldObject source, AbstractWorldObject target, String stackType, int trains, ActionsBase action, PowersBase power, EffectsBase eb, DeferredPowerPowerAction def) {
super(source, target, stackType, trains, action, power, eb);
this.def = def;
}
public DeferredPowerJob(AbstractWorldObject source, AbstractWorldObject target, String stackType, int trains, ActionsBase action, PowersBase power, EffectsBase eb, ApplyEffectPowerAction def) {
super(source, target, stackType, trains, action, power, eb);
this.def = null;
}
@Override
protected void doJob() {
//Power ended with no attack, cancel weapon power boost
if (this.source != null && this.source instanceof PlayerCharacter) {
((PlayerCharacter) this.source).setWeaponPower(null);
}
PowersManager.finishEffectTime(this.source, this.target, this.action, this.trains);
}
@Override
protected void _cancelJob() {
//Attack happened.
PowersManager.cancelEffectTime(this.source, this.target, this.power, this.eb, this.action, this.trains, this);
}
public void attack(AbstractWorldObject tar, float attackRange) {
if (this.source == null)
return;
if (!AbstractWorldObject.IsAbstractCharacter(tar))
return;
if (this.power == null)
return;
switch (this.source.getObjectType()) {
case PlayerCharacter:
if (def == null) {
//No powers applied, just reset weapon power.
((PlayerCharacter) this.source).setWeaponPower(null);
return;
}
float powerRange = this.power.getWeaponRange();
// Wtf? Method returns TRUE if rage test fails? Seriously?
//DO valid range check ONLY for weapon powers with range less than attack range.
if (attackRange > powerRange) {
float rangeSquared = this.source.loc.distanceSquared(tar.loc);
if (rangeSquared > powerRange * powerRange) {
return;
}
}
//Range check passed, apply power and clear weapon power.
((PlayerCharacter) this.source).setWeaponPower(null);
//weapon powers with no deferedpoweraction have null Def, but still have bonuses applied already and will finish here.
PowersManager.applyPower((AbstractCharacter) this.source, tar, Vector3fImmutable.ZERO, def.getDeferredPowerID(), this.trains, false);
PowersManager.finishEffectTime(this.source, this.target, this.action, this.trains);
break;
case Mob:
((Mob) this.source).setWeaponPower(null);
if (def == null) {
return;
}
PowersManager.applyPower((AbstractCharacter) this.source, tar, Vector3fImmutable.ZERO, def.getDeferredPowerID(), this.trains, false);
PowersManager.finishEffectTime(this.source, this.target, this.action, this.trains);
break;
}
}
}