Public Repository for the Magicbane Shadowbane Emulator
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// 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<String, JobContainer> 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<Integer, Item> 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<String, JobContainer> 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<String, Effect> effects = weapon.getEffects();
for (Effect eff : effects.values()) {
if (eff == null)
continue;
HashSet<AbstractEffectModifier> 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<AbstractEffectModifier, DamageShield> 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);
}
}