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