Public Repository for the Magicbane Shadowbane Emulator
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// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.jobs;
import engine.Enum;
import engine.gameManager.PowersManager;
import engine.math.Vector3fImmutable;
import engine.net.Dispatch;
import engine.net.DispatchMessage;
import engine.net.client.msg.TrackArrowMsg;
import engine.objects.AbstractWorldObject;
import engine.objects.PlayerCharacter;
import engine.powers.ActionsBase;
import engine.powers.EffectsBase;
import engine.powers.PowersBase;
import engine.powers.poweractions.TrackPowerAction;
import engine.server.MBServerStatics;
import static engine.math.FastMath.sqr;
public class TrackJob extends AbstractEffectJob {
private final TrackPowerAction tpa;
public TrackJob(AbstractWorldObject source, AbstractWorldObject target, String stackType, int trains, ActionsBase action, PowersBase power, EffectsBase eb, TrackPowerAction tpa) {
super(source, target, stackType, trains, action, power, eb);
this.tpa = tpa;
}
@Override
protected void doJob() {
if (this.tpa == null || this.target == null || this.action == null || this.source == null || this.eb == null || !(this.source instanceof PlayerCharacter))
return;
if (this.target.isAlive() == false) {
sendTrackArrow(Float.intBitsToFloat(0x7E967699));
PowersManager.finishEffectTime(this.source, this.target, this.action, this.trains);
return;
}
String stackType = action.getStackType();
float distanceSquared = this.target.getLoc().distanceSquared2D(this.source.getLoc());
int speed;
if (distanceSquared < sqr(MBServerStatics.TRACK_ARROW_FAST_RANGE))
speed = MBServerStatics.TRACK_ARROW_SENSITIVITY_FAST;
else
speed = MBServerStatics.TRACK_ARROW_SENSITIVITY;
this.source.addEffect(stackType, speed, this, this.eb, this.trains);
Vector3fImmutable dir = this.target.getLoc().subtract2D(this.source.getLoc());
dir = dir.normalize();
sendTrackArrow(dir.getRotation());
}
@Override
protected void _cancelJob() {
sendTrackArrow(Float.intBitsToFloat(0x7E967699));
PowersManager.cancelEffectTime(this.source, this.target, this.power, this.eb, this.action, this.trains, this);
}
private void sendTrackArrow(float rotation) {
if (this.source != null && this.source instanceof PlayerCharacter) {
PlayerCharacter pc = (PlayerCharacter) this.source;
if (pc == null)
return;
// We send track arrows over primary channel
TrackArrowMsg tam = new TrackArrowMsg(rotation);
Dispatch dispatch = Dispatch.borrow(pc, tam);
DispatchMessage.dispatchMsgDispatch(dispatch, Enum.DispatchChannel.PRIMARY);
}
}
}