// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . // ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· // ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ // ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ // ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ // Magicbane Emulator Project © 2013 - 2022 // www.magicbane.com package engine.objects; import engine.Enum; import engine.Enum.*; import engine.InterestManagement.HeightMap; import engine.InterestManagement.RealmMap; import engine.InterestManagement.WorldGrid; import engine.db.archive.CharacterRecord; import engine.db.archive.DataWarehouse; import engine.db.archive.PvpRecord; import engine.gameManager.*; import engine.jobs.DeferredPowerJob; import engine.math.Bounds; import engine.math.FastMath; import engine.math.Vector3fImmutable; import engine.net.Dispatch; import engine.net.DispatchMessage; import engine.net.client.ClientConnection; import engine.net.client.msg.*; import engine.server.MBServerStatics; import org.pmw.tinylog.Logger; import java.sql.ResultSet; import java.sql.SQLException; import java.util.*; import java.util.concurrent.ConcurrentHashMap; import java.util.concurrent.atomic.AtomicInteger; import java.util.concurrent.locks.ReadWriteLock; import java.util.concurrent.locks.ReentrantReadWriteLock; public class PlayerCharacter extends AbstractCharacter { //This object is to be used as the lock in a synchronized statement //any time the name of a PlayerCharacter needs to be set or //changed. It ensures the uniqueness check and subsequent //database update can happen exclusively. public static final Object FirstNameLock = new Object(); public final ReadWriteLock respawnLock = new ReentrantReadWriteLock(true); public final ArrayList necroPets = new ArrayList<>(); private final Account account; private final Race race; private final byte skinColor; private final byte hairColor; private final byte beardColor; private final byte hairStyle; private final byte beardStyle; //All Guild information should be held here private final AtomicInteger guildStatus; public final AtomicInteger strMod = new AtomicInteger(); // Stat Modifiers public final AtomicInteger dexMod = new AtomicInteger(); public final AtomicInteger conMod = new AtomicInteger(); public final AtomicInteger intMod = new AtomicInteger(); public final AtomicInteger spiMod = new AtomicInteger(); private final ReadWriteLock teleportLock = new ReentrantReadWriteLock(true); private final HashMap summoners = new HashMap<>(); private final HashSet loadedObjects = new HashSet<>(); private final ConcurrentHashMap> chatChanFloodList = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW); private final ConcurrentHashMap killMap = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW); public final AtomicInteger trainsAvailable = new AtomicInteger(0); // num skill trains not used public boolean notDeleted; // <-Use this for deleting character // =========================================== // Variables NOT to put into the database!!!! (session only) // =========================================== public short statStrMax; // Max Base Stats public short statDexMax; public short statConMax; public short statIntMax; public short statSpiMax; public short statStrMin; // Min Base Stats public short statDexMin; public short statConMin; public short statIntMin; public short statSpiMin; // Current Stats before Equip and Effect // Modifiers public short statStrBase; public short statDexBase; public short statConBase; public short statIntBase; public short statSpiBase; public short trainedStatPoints = 0; public boolean isCSR = false; //TODO Public fields break OO!!! public boolean newChar; public LinkedList pvpKills; public LinkedList pvpDeaths; public int lastBuildingAccessed = 0; public boolean RUN_MAGICTREK = true; public float centerHeight = 0; public float landingAltitude = 0; public int bindBuilding = 0; public FriendStatus friendStatus = FriendStatus.Available; protected ArrayList runes; private BaseClass baseClass; public PromotionClass promotionClass; private ConcurrentHashMap ignoredPlayerIDs = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW); private boolean lfGroup; private boolean lfGuild; private boolean recruiting = false; private MovementState movementState = MovementState.IDLE; private MovementState lastMovementState = MovementState.IDLE; public int overFlowEXP = 0; private int lastGuildToInvite; private int lastGroupToInvite; private boolean follow = false; private HashSet loadedStaticObjects = new HashSet<>(); private Vector3fImmutable lastStaticLoc = new Vector3fImmutable(0.0f, 0.0f, 0.0f); private GameObjectType lastTargetType; private int lastTargetID; private int hidden = 0; // current rank of hide/sneak/invis private int seeInvis = 0; // current rank of see invis public float speedMod; private boolean teleportMode = false; // Teleport on MoveToPoint private long lastPlayerAttackTime = 0; public long lastUpdateTime = System.currentTimeMillis(); public long lastStamUpdateTime = System.currentTimeMillis(); private boolean safeZone = false; private int bindBuildingID; /* DataWarehouse based kill/death tracking. These sets contain the last 10 UUID's */ private int lastRealmID = -2; private int subRaceID = 0; private DeferredPowerJob weaponPower; private NPC lastNPCDialog; private Mob pet; //Used for skill/Power calculation optimization public CharacterTitle title = CharacterTitle.NONE; public boolean asciiLastName = true; public boolean initialized = false; public boolean enteredWorld = false; private boolean canBreathe = true; private String hash; private ArrayList guildHistory = new ArrayList<>(); private boolean wasTripped75 = false; private boolean wasTripped50 = false; private boolean wasTripped25 = false; private float characterHeight = 0; public boolean lastSwimming = false; public boolean dirtyLoad = true; public final ReadWriteLock dirtyLock = new ReentrantReadWriteLock(true); public float ZergMultiplier = 1.0f; public boolean isBoxed = false; /** * No Id Constructor */ public PlayerCharacter(String firstName, String lastName, short strMod, short dexMod, short conMod, short intMod, short spiMod, Guild guild, byte runningTrains, Account account, Race race, BaseClass baseClass, byte skinColor, byte hairColor, byte beardColor, byte hairStyle, byte beardStyle) { super(firstName, lastName, (short) 1, (short) 1, (short) 1, (short) 1, (short) 1, (short) 1, 0, Vector3fImmutable.ZERO, Vector3fImmutable.ZERO, guild, runningTrains); this.runes = new ArrayList<>(); this.account = account; this.notDeleted = true; this.race = race; this.baseClass = baseClass; this.skinColor = skinColor; this.hairColor = hairColor; this.beardColor = beardColor; this.hairStyle = hairStyle; this.beardStyle = beardStyle; this.lfGroup = false; this.lfGuild = false; this.strMod.set(strMod); this.dexMod.set(dexMod); this.conMod.set(conMod); this.intMod.set(intMod); this.spiMod.set(spiMod); this.guildStatus = new AtomicInteger(0); this.bindBuildingID = -1; } /** * ResultSet Constructor */ public PlayerCharacter(ResultSet rs) throws SQLException { super(rs, true); this.runes = DbManager.CharacterRuneQueries.GET_RUNES_FOR_CHARACTER(this.getObjectUUID()); int accountID = rs.getInt("parent"); this.account = DbManager.AccountQueries.GET_ACCOUNT(accountID); this.gridObjectType = GridObjectType.DYNAMIC; this.notDeleted = rs.getBoolean("char_isActive"); int raceID = rs.getInt("char_raceID"); this.race = Race.getRace(raceID); int baseClassID = rs.getInt("char_baseClassID"); this.baseClass = DbManager.BaseClassQueries.GET_BASE_CLASS(baseClassID); int promotionClassID = rs.getInt("char_promotionClassID"); this.promotionClass = DbManager.PromotionQueries.GET_PROMOTION_CLASS(promotionClassID); this.skinColor = rs.getByte("char_skinColor"); this.hairColor = rs.getByte("char_hairColor"); this.beardColor = rs.getByte("char_beardColor"); this.hairStyle = rs.getByte("char_hairStyle"); this.beardStyle = rs.getByte("char_beardStyle"); this.lfGroup = false; this.lfGuild = false; //TODO Unify game object with database after DB overhaul this.guildStatus = new AtomicInteger(0); Guild guild = Guild.getGuild(this.getGuildUUID()); PlayerManager.setGuildLeader(this, guild != null && guild.isGuildLeader(this.getObjectUUID())); boolean hasAnniversery = rs.getBoolean("anniversery"); PlayerManager.setInnerCouncil(this, rs.getBoolean("guild_isInnerCouncil")); PlayerManager.setFullMember(this, rs.getBoolean("guild_isFullMember")); PlayerManager.setTaxCollector(this, rs.getBoolean("guild_isTaxCollector")); PlayerManager.setRecruiter(this, rs.getBoolean("guild_isRecruiter")); PlayerManager.setGuildTitle(this, rs.getInt("guild_title")); if (this.account != null) this.ignoredPlayerIDs = DbManager.PlayerCharacterQueries.GET_IGNORE_LIST(this.account.getObjectUUID(), false); this.strMod.set(rs.getShort("char_strMod")); this.dexMod.set(rs.getShort("char_dexMod")); this.conMod.set(rs.getShort("char_conMod")); this.intMod.set(rs.getShort("char_intMod")); this.spiMod.set(rs.getShort("char_spiMod")); this.bindBuildingID = rs.getInt("char_bindBuilding"); this.hash = rs.getString("hash"); // For debugging skills // CharacterSkill.printSkills(this); } /* * Getters */ public byte getHairStyle() { return hairStyle; } public byte getBeardStyle() { return beardStyle; } public DeferredPowerJob getWeaponPower() { return this.weaponPower; } public void setWeaponPower(DeferredPowerJob value) { this.weaponPower = value; } public void setSafeZone(boolean value) { this.safeZone = value; } public boolean inSafeZone() { return this.safeZone; } public boolean isInSafeZone() { Zone zone = ZoneManager.findSmallestZone(this.getLoc()); if (zone != null) { return zone.getSafeZone() == (byte) 1; } return false; //return this.safeZone; } /** * @return the account */ public Account getAccount() { return account; } public void deactivateCharacter() { this.notDeleted = false; DbManager.PlayerCharacterQueries.SET_DELETED(this); DbManager.removeFromCache(this); } public void activateCharacter() { this.notDeleted = true; DbManager.PlayerCharacterQueries.SET_DELETED(this); } public boolean isDeleted() { return !this.notDeleted; } public ArrayList getRunes() { return this.runes; } public CharacterRune getRune(int runeID) { if (this.runes == null) return null; for (CharacterRune cr : this.runes) { if (cr.getRuneBase() != null && cr.getRuneBase().getObjectUUID() == runeID) return cr; } return null; } public boolean addRune(CharacterRune value) { if (this.runes.size() > 12) // Max Runes return false; if (this.runes.indexOf(value) != -1) // Already contains rune return false; this.runes.add(value); return true; } public boolean removeRune(CharacterRune value) { int index = this.runes.indexOf(value); if (index == -1) return false; this.runes.remove(index); return true; } public CharacterRune removeRune(int runeID) { Iterator it = this.runes.iterator(); while (it.hasNext()) { CharacterRune cr = it.next(); if (cr != null) { RuneBase rb = cr.getRuneBase(); if (rb != null) if (runeID == rb.getObjectUUID()) { it.remove(); DbManager.CharacterRuneQueries.DELETE_CHARACTER_RUNE(cr); return cr; } } } return null; } /** * @ Kill this Character */ @Override public void killCharacter(AbstractCharacter attacker) { killCleanup(); // *** Mobs have a separate combat path? Crazy shit! // *** Mobs don't get Experience for killing players. everything else is done in killCleanup(); if (attacker.getObjectType().equals(GameObjectType.PlayerCharacter) == false) { Zone zone = ZoneManager.findSmallestZone(this.getLoc()); //DeathShroud if (zone.getSafeZone() == 0) PowersManager.applyPower(this, this, Vector3fImmutable.ZERO, 1672601862, 40, false); //enable this to give players deathshroud if mobs kill player. // Zone zone = ZoneManager.findSmallestZone(this.getLoc()); // if (zone.getSafeZone() == 0) // PowersManager.applyPower(this, this, Vector3fImmutable.ZERO, 1672601862, 40, false); return; } // Death to other player. // TODO Send PvP and guild/nation message PlayerCharacter att = (PlayerCharacter) attacker; String message = this.getFirstName(); if (this.guild != null && (!(this.guild.getName().equals("Errant")))) message += " of " + this.guild.getName(); message += " was killed by " + att.getFirstName(); if (att.guild != null && (!(att.guild.getName().equals("Errant")))) message += " of " + att.guild.getName(); message += "!"; //see if we shold grant xp to attacker boolean doPVPEXP = false; long lastKill = att.getLastKillOfTarget(this.getObjectUUID()); //if ((System.currentTimeMillis() - lastKill) > MBServerStatics.PLAYER_KILL_XP_TIMER) //if (attacker.getLevel() > 39 && this.getLevel() > 39) { //Guild aN = null; //Guild tN = null; //if (attacker.getGuild() != null) // aN = attacker.getGuild().getNation(); //if (this.getGuild() != null) // tN = this.getGuild().getNation(); //if (aN == null || tN == null || aN.isEmptyGuild() || Guild.sameGuild(aN, tN) || this.isDeathShroud()) { //skip giving xp if same guild or attacker is errant, or target is in death shroud. //} else { doPVPEXP = true; //} // } //apply death shroud to non safeholds. Zone zone = ZoneManager.findSmallestZone(this.getLoc()); //DeathShroud if (zone != null && zone.getSafeZone() == 0) PowersManager.applyPower(this, this, Vector3fImmutable.ZERO, 1672601862, 40, false); if (doPVPEXP) { Group g = GroupManager.getGroup((PlayerCharacter) attacker); Experience.doExperience((PlayerCharacter) attacker, this, g); } ChatManager.chatPVP(message); /* Update kill / death tracking lists Each character on list is unique. Only once! */ PlayerCharacter aggressorCharacter = (PlayerCharacter) attacker; boolean containsVictim = true; boolean containsAttacker = true; containsVictim = aggressorCharacter.pvpKills.contains(this.getObjectUUID()); containsAttacker = aggressorCharacter.pvpKills.contains(this.getObjectUUID()); // Rorate attacker's kill list if ((aggressorCharacter.pvpKills.size() == 10) && containsVictim == false) aggressorCharacter.pvpKills.removeLast(); if (containsVictim == false) aggressorCharacter.pvpKills.addFirst(this.getObjectUUID()); // Rotate the poor victim's deathlist if ((this.pvpDeaths.size() == 10) && containsAttacker == false) this.pvpDeaths.removeLast(); if (containsAttacker == false) this.pvpDeaths.addFirst(this.getObjectUUID()); // DataWarehouse: store pvp event PvpRecord pvpRecord = PvpRecord.borrow((PlayerCharacter) attacker, this, this.getLoc(), doPVPEXP); DataWarehouse.pushToWarehouse(pvpRecord); // Mark kill time in killmap att.updateKillMap(this.getObjectUUID()); } @Override public void killCharacter(String reason) { killCleanup(); Zone zone = ZoneManager.findSmallestZone(this.getLoc()); if (zone.getSafeZone() == 0) PowersManager.applyPower(this, this, Vector3fImmutable.ZERO, 1672601862, 40, false); // Send death message if needed if (reason.equals("Water")) { TargetedActionMsg targetedActionMsg = new TargetedActionMsg(this, true); Dispatch dispatch = Dispatch.borrow(this, targetedActionMsg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY); String message = this.getFirstName(); if (this.guild != null && (!(this.guild.getName().equals("Errant")))) message += " of " + this.guild.getName(); else message += this.getLastName(); message += " was killed by water!"; ChatManager.chatPVP(message); } } private void killCleanup() { this.stopMovement(this.getLoc()); this.health.set(-1); //remove pet if (this.pet != null) this.dismissPet(); NPCManager.dismissNecroPets(this); // remove flight job. this.setTakeOffTime(0); this.setDesiredAltitude(0); this.altitude = (float) 0; // Release Mine Claims Mine.releaseMineClaims(this); this.getCharItemManager().closeTradeWindow(); //increment live counter. This is to prevent double kills from casts this.liveCounter++; //remove any effects try { this.clearEffects(); } catch (Exception e) { Logger.error("PlayerCharacter.KillCleanup", e.getMessage()); } //remove the SIT flag this.setSit(false); // sends a kill message to ensure the Player falls over. this.respawnLock.writeLock().lock(); try { if (SessionManager.getPlayerCharacterByID(this.getObjectUUID()) == null && !this.enteredWorld) { WorldGrid.RemoveWorldObject(this); PlayerManager.respawn(this, false, false, true); } else { TargetedActionMsg killmsg = new TargetedActionMsg(this, true); DispatchMessage.dispatchMsgToInterestArea(this, killmsg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false); } } catch (Exception e) { Logger.error(e); } finally { this.respawnLock.writeLock().unlock(); } // TODO damage equipped items if (this.charItemManager != null) this.charItemManager.damageAllGear(); // TODO cleanup any timers //recalculate inventory weights if (this.charItemManager != null) { this.charItemManager.endTrade(true); this.charItemManager.calculateWeights(); this.charItemManager.updateInventory(); } } public void updateKillMap(int target) { this.killMap.put(target, System.currentTimeMillis()); } public long getLastKillOfTarget(int target) { if (this.killMap.containsKey(target)) return this.killMap.get(target); return 0L; } public boolean isDeathShroud() { return this.effects != null && this.effects.containsKey("DeathShroud"); } public void setSafeMode() { PowersManager.applyPower(this, this, Vector3fImmutable.ZERO, -1661758934, 40, false); } public boolean safemodeInvis() { if (!this.effects.containsKey("Invisible")) return false; Effect eff = this.effects.get("Invisible"); if (eff == null) return false; return eff.getEffectToken() == -1661751254; } /** * @return the race */ public Race getRace() { return race; } public int getRaceID() { if (race != null) return race.getRaceRuneID(); return 0; } /** * @return the baseClass */ public BaseClass getBaseClass() { return baseClass; } public int getBaseClassID() { if (baseClass != null) return baseClass.getObjectUUID(); return 0; } public int getBaseClassToken() { if (this.baseClass == null) return 0; else return this.baseClass.getToken(); } public boolean setBaseClass(int value) { BaseClass bs = BaseClass.getBaseClass(value); if (bs != null) { this.baseClass = bs; return true; } return false; } @Override public Vector3fImmutable getBindLoc() { Vector3fImmutable bindLocation; // Return garbage and early exit if this is the login server. // getBindLoc() does a TOL lookup, which also then loads the // city and other garbage not needed on the login server. if (ConfigManager.serverType.equals(ServerType.LOGINSERVER)) return Vector3fImmutable.ZERO; Building bindBuilding = PlayerManager.getUpdatedBindBuilding(this); //handle rented room binds. if (bindBuilding == null) { bindLocation = Enum.Ruins.getRandomRuin().getLocation(); return bindLocation; } bindLocation = BuildingManager.GetBindLocationForBuilding(bindBuilding); if (bindLocation == null) bindLocation = Enum.Ruins.getRandomRuin().getLocation(); if(this.guild.getNation().equals(Guild.getErrantGuild())){ bindLocation = Vector3fImmutable.getRandomPointOnCircle(BuildingManager.getBuilding(27977).loc,20f); } return bindLocation; } public int getInventoryCapacity() { return statStrBase * 3; } public int getInventoryCapacityRemaining() { return (this.getInventoryCapacity() - this.charItemManager.getInventoryWeight()); } /** * @return the PromotionClass */ public PromotionClass getPromotionClass() { return promotionClass; } public int getPromotionClassID() { if (promotionClass != null) return promotionClass.getObjectUUID(); return 0; } public boolean setPromotionClass(int value) { PromotionClass promotionClass = PromotionClass.GetPromtionClassFromCache(value); if (promotionClass == null) return false; if (!DbManager.PlayerCharacterQueries.SET_PROMOTION_CLASS(this, value)) return false; this.promotionClass = promotionClass; // Warehouse this event CharacterRecord.updatePromotionClass(this); return true; } /** * @return the skinColor */ public byte getSkinColor() { return skinColor; } /** * @return the hairColor */ public byte getHairColor() { return hairColor; } /** * @return the beardColor */ public byte getBeardColor() { return beardColor; } public int getIsLfGroupAsInt() { if (lfGroup) return 2; return 1; } public final void toggleLFGroup() { this.lfGroup = !this.lfGroup; } public final void toggleLFGuild() { this.lfGuild = !this.lfGuild; } public final void toggleRecruiting() { this.recruiting = !this.recruiting; } public final boolean isLFGroup() { return this.lfGroup; } public final boolean isLFGuild() { return this.lfGuild; } public final boolean isRecruiting() { return this.recruiting; } public final int getHeadlightsAsInt() { if (this.lfGroup) if (this.lfGuild) if (this.recruiting) return 14; // LFGroup + LFGuild + Recruiting else return 6; // LFGroup + LFGuild else if (this.recruiting) return 10; // LFGroup + Recruiting else return 2; // LFGroup only else if (this.lfGuild) if (this.recruiting) return 12; // LFGuild + Recruiting else return 4; // LFGuild only else if (this.recruiting) return 8; // Recruiting only else return 0; // No Headlights } public int getStrMax() { return this.statStrMax; } public int getDexMax() { return this.statDexMax; } public int getConMax() { return this.statConMax; } public int getIntMax() { return this.statIntMax; } public int getSpiMax() { return this.statSpiMax; } public void setLastTarget(GameObjectType type, int id) { this.lastTargetType = type; this.lastTargetID = id; } public GameObjectType getLastTargetType() { return this.lastTargetType; } public int getLastTargetID() { return this.lastTargetID; } /* * Serializing */ public synchronized int getBindBuildingID() { return this.bindBuildingID; } public synchronized void setBindBuildingID(int value) { DbManager.PlayerCharacterQueries.SET_BIND_BUILDING(this, value); this.bindBuildingID = value; } public AbstractGameObject getLastTarget() { if (this.lastTargetType == GameObjectType.unknown) return null; switch (this.lastTargetType) { // Make sure these only return an object that is // already in the GOM, and doesn't reload from the DB case PlayerCharacter: return DbManager.getFromCache(GameObjectType.PlayerCharacter, this.lastTargetID); case Building: return DbManager.getFromCache(GameObjectType.Building, this.lastTargetID); case NPC: return NPC.getFromCache(this.lastTargetID); case Mob: return Mob.getFromCache(this.lastTargetID); case Item: return DbManager.getFromCache(GameObjectType.Item, this.lastTargetID); case Corpse: return DbManager.getFromCache(GameObjectType.Corpse, this.lastTargetID); default: // Ignore exception for MobLoot? ***Check if (this.lastTargetType != GameObjectType.MobLoot) Logger.error("getLastTarget() unhandled object type: " + this.lastTargetType.toString()); } return null; } public Vector3fImmutable getLastStaticLoc() { return this.lastStaticLoc; } public void setLastStaticLoc(Vector3fImmutable value) { this.lastStaticLoc = value; } public int getHidden() { return this.hidden; } public void setHidden(int value) { this.hidden = value; } public int getSeeInvis() { if (this.getDebug(8)) //<-added for see invis debug devcmd return 10000; return this.seeInvis; } public void setSeeInvis(int value) { this.seeInvis = value; } public long getLastPlayerAttackTime() { return this.lastPlayerAttackTime; } public void setLastPlayerAttackTime() { this.lastPlayerAttackTime = System.currentTimeMillis(); } public NPC getLastNPCDialog() { return this.lastNPCDialog; } public void setLastNPCDialog(NPC value) { this.lastNPCDialog = value; } public Mob getPet() { return this.pet; } public void setPet(Mob mob) { if (mob == null) return; this.pet = mob; } public void dismissPet() { if (this.pet != null) { this.pet.dismiss(); this.pet = null; } } //called to verify player has correct item equipped for casting. public boolean validEquip(int slot, String type) { if (this.charItemManager == null) return false; Item item = this.charItemManager.getEquipped(slot); if (item == null) return false; ItemBase ib = item.getItemBase(); if (ib != null) { if ((ib.getType().equals(ItemType.WEAPON)) && (ib.getSkillRequired().equals(type) || ib.getMastery().equals(type))) return true; return (ib.getType().equals(ItemType.ARMOR)) && (ib.getSkillRequired().equals(type)); } return false; } public short getPCLevel() { short level = (short) Experience.getLevel(this.exp); if (this.promotionClass == null && level >= 10) return (short) 10; if (this.overFlowEXP > 0) return this.level; return level; } @Override public float getSpeed() { float speed; if (PlayerManager.isFlying(this)) if (this.walkMode) { speed = race.getRaceType().getRunSpeed().getFlyWalk(); } else { speed = race.getRaceType().getRunSpeed().getFlyRun(); } else if (this.lastSwimming == true) speed = MBServerStatics.SWIMSPEED; else if (this.walkMode) { if (this.isCombat()) speed = race.getRaceType().getRunSpeed().getWalkCombat(); else speed = race.getRaceType().getRunSpeed().getWalkStandard(); } else { if (this.isCombat()) speed = race.getRaceType().getRunSpeed().getRunCombat(); else speed = race.getRaceType().getRunSpeed().getRunStandard(); } float mod = this.speedMod; float endSpeed = speed * mod; if (endSpeed > 41 && !this.isCSR) endSpeed = 41; return endSpeed; } public ClientConnection getClientConnection() { return SessionManager.getClientConnection(this); } public String getCombinedName() { return this.getName(); } public long getLastGuildToInvite() { return this.lastGuildToInvite; } public void setLastGuildToInvite(int value) { this.lastGuildToInvite = value; } public boolean getFollow() { return this.follow; } public void setFollow(boolean value) { this.follow = value; } public boolean toggleFollow() { this.follow = !this.follow; return this.follow; } public int getLastGroupToInvite() { return this.lastGroupToInvite; } public void setLastGroupToInvite(int value) { this.lastGroupToInvite = value; } @Override public float getAltitude() { if (this.altitude < 0) this.altitude = 0; //player has reached desired altitude, return normal altitude. if (this.getTakeOffTime() == 0) return this.altitude; //sanity check if desired altitude is the same as current altitude. return desired altitude. if (this.altitude == this.getDesiredAltitude()) { return this.getDesiredAltitude(); } //calculate how much the player has moved up float amountMoved = (System.currentTimeMillis() - this.getTakeOffTime()) * MBServerStatics.FLY_RATE; //FUCK DIVIDING //Player is moving up if (this.getDesiredAltitude() > this.altitude) { //if amount moved passed desiredAltitude, return the desired altitude. if (this.altitude + amountMoved >= this.getDesiredAltitude()) return this.getDesiredAltitude(); return this.altitude + amountMoved; //Player is moving down } else { //if amount moved passed desiredAltitude, return the desired altitude. if (this.altitude - amountMoved <= this.getDesiredAltitude()) return this.getDesiredAltitude(); return this.altitude - amountMoved; } } public void setAltitude(float value) { this.altitude = value; } public HashSet getLoadedObjects() { return this.loadedObjects; } public HashSet getLoadedStaticObjects() { return this.loadedStaticObjects; } public boolean isTeleportMode() { return teleportMode; } public void setTeleportMode(boolean teleportMode) { this.teleportMode = teleportMode; } public long chatFloodTime(int chatOpcode, long chatTimeMilli, int qtyToSave) { if (qtyToSave < 1) return 0L; // disabled LinkedList times = null; long oldestTime; synchronized (chatChanFloodList) { if (!chatChanFloodList.containsKey(chatOpcode)) { times = new LinkedList<>(); for (int i = 0; i < qtyToSave; i++) { times.add(0L); } chatChanFloodList.put(chatOpcode, times); } else times = chatChanFloodList.get(chatOpcode); oldestTime = times.getLast(); times.removeLast(); times.addFirst(chatTimeMilli); } return oldestTime; } public void addIgnoredPlayer(Account ac, String name) { if (ac == null) return; int acID = ac.getObjectUUID(); if (acID < 1) return; if (ignoredPlayerIDs == null) return; if (acID == getObjectUUID()) return; // yourself ignoredPlayerIDs.put(acID, name); } public void removeIgnoredPlayer(Account ac) { if (ac == null) return; int acID = ac.getObjectUUID(); if (acID < 1) return; if (ignoredPlayerIDs == null) return; if (acID == getObjectUUID()) return; // yourself ignoredPlayerIDs.remove(acID); } public boolean isIgnoringPlayer(PlayerCharacter pc) { if (pc == null) return false; if (pc.account == null) return false; return isIgnoringPlayer(pc.account); } public boolean isIgnoringPlayer(Account ac) { if (ac == null) return false; int acID = ac.getObjectUUID(); if (acID < 1) return false; return ignoredPlayerIDs.containsKey(acID); } public String[] getIgnoredPlayerNames() { int size = ignoredPlayerIDs.size(); String[] ary = new String[size]; for (int i = 0; i < size; i++) { // ary[i] = PlayerCharacter.getFirstName(ignoredPlayerIDs.get(i)); ary[i] = ignoredPlayerIDs.get(i); } return ary; } public int getStrMod() { return this.strMod.get(); } public int getDexMod() { return this.dexMod.get(); } public int getConMod() { return this.conMod.get(); } public int getIntMod() { return this.intMod.get(); } public int getSpiMod() { return this.spiMod.get(); } public boolean isMale() { if (this.race == null) return true; return (this.race.getRaceType().getCharacterSex().equals(CharacterSex.MALE)); } public boolean canSee(PlayerCharacter tar) { if (tar == null) return false; if (this.equals(tar)) return true; return this.getSeeInvis() >= tar.hidden && !tar.safemodeInvis(); } public void recalculatePlayerStats(boolean initialized) { //calculate base stats this.calculateBaseStats(); //calculate base skills CharacterSkill.updateAllBaseAmounts(this); this.calculateModifiedStats(); //calculate modified skills CharacterSkill.updateAllModifiedAmounts(this); this.updateScaleHeight(); //calculate modified stats //calculate ATR, damage and defense this.calculateAtrDefenseDamage(); //calculate movement bonus PlayerManager.calculateSpeedMod(this); // recalculate Max Health/Mana/Stamina this.calculateMaxHealthManaStamina(); // recalculate Resists Resists.calculateResists(this); } /** * @ Recalculate player after promoting or gaining a level */ public void recalculate() { this.applyBonuses(); this.trainsAvailable.set(CharacterSkill.getTrainsAvailable(this)); if (this.trainsAvailable.get() < 0) recalculateTrains(); //this.resists.calculateResists(this); // calculate skills and powers. Make sure none are missing. this.calculateSkills(); // calculate powers again. See if any new powers unlocked this.calculateSkills(); } //This is run to auto-fix any overage on skill training. public void recalculateTrains() { int trainsAvailable = CharacterSkill.getTrainsAvailable(this); if (trainsAvailable < 0) { //refine powers first, run twice to catch any prereqs ConcurrentHashMap powers = this.getPowers(); for (int i = 0; i < 2; i++) { for (CharacterPower p : powers.values()) { if (trainsAvailable >= 0) return; while (p.getTrains() > 0 && p.refine(this)) { trainsAvailable++; if (trainsAvailable >= 0) return; } } } //refine skills ConcurrentHashMap skills = this.getSkills(); for (CharacterSkill s : skills.values()) { if (trainsAvailable >= 0) return; while (s.getNumTrains() > 0 && s.refine(this)) { if (CharacterSkill.getTrainsAvailable(this) >= 0) return; } } } } /** * @ Calculates Base Stats Call this when modifying stats or adding/removing * runes */ public void calculateBaseStats() { if (this.race == null || this.baseClass == null) // Logger.getInstance().log( LogEventType.ERROR, // "PlayerCharacter.updateBaseStats: Missing race or baseclass for Player " // + this.getUUID()); return; // get base stats and total available int strMin = this.race.getStrStart() + this.baseClass.getStrMod() - 5; int dexMin = this.race.getDexStart() + this.baseClass.getDexMod() - 5; int conMin = this.race.getConStart() + this.baseClass.getConMod() - 5; int intMin = this.race.getIntStart() + this.baseClass.getIntMod() - 5; int spiMin = this.race.getSpiStart() + this.baseClass.getSpiMod() - 5; int str = this.race.getStrStart() + this.baseClass.getStrMod() + this.strMod.get(); int dex = this.race.getDexStart() + this.baseClass.getDexMod() + this.dexMod.get(); int con = this.race.getConStart() + this.baseClass.getConMod() + this.conMod.get(); int intt = this.race.getIntStart() + this.baseClass.getIntMod() + this.intMod.get(); int spi = this.race.getSpiStart() + this.baseClass.getSpiMod() + this.spiMod.get(); int strMax = this.race.getStrMax(); int dexMax = this.race.getDexMax(); int conMax = this.race.getConMax(); int intMax = this.race.getIntMax(); int spiMax = this.race.getSpiMax(); int available = this.race.getStartingPoints() - this.strMod.get() - this.dexMod.get() - this.conMod.get() - this.intMod.get() - this.spiMod.get(); if (level < 20) available += (level - 1) * 5; else if (level < 30) available += 90 + (level - 19) * 4; else if (level < 40) available += 130 + (level - 29) * 3; else if (level < 50) available += 160 + (level - 39) * 2; else available += 180 + (level - 49); // modify for any runes applied. for (CharacterRune rune : this.runes) { if (rune.getRuneBase() == null) // Logger.getInstance().log( LogEventType.ERROR, // "PlayerCharacter.updateBaseStats: Missing runebase for rune " // + rune.getUUID()); continue; ArrayList attrs = rune.getRuneBase().getAttrs(); if (attrs == null) // Logger.getInstance().log( LogEventType.ERROR, // "PlayerCharacter.updateBaseStats: Missing attributes for runebase " // + rune.getRuneBase().getUUID()); continue; for (RuneBaseAttribute abr : attrs) { int attrID = abr.getAttributeID(); int value = abr.getModValue(); switch (attrID) { case MBServerStatics.RUNE_COST_ATTRIBUTE_ID: available -= value; break; case MBServerStatics.RUNE_STR_ATTRIBUTE_ID: str += value; strMin += value; break; case MBServerStatics.RUNE_DEX_ATTRIBUTE_ID: dex += value; dexMin += value; break; case MBServerStatics.RUNE_CON_ATTRIBUTE_ID: con += value; conMin += value; break; case MBServerStatics.RUNE_INT_ATTRIBUTE_ID: intt += value; intMin += value; break; case MBServerStatics.RUNE_SPI_ATTRIBUTE_ID: spi += value; spiMin += value; break; case MBServerStatics.RUNE_STR_MAX_ATTRIBUTE_ID: strMax += value; break; case MBServerStatics.RUNE_DEX_MAX_ATTRIBUTE_ID: dexMax += value; break; case MBServerStatics.RUNE_CON_MAX_ATTRIBUTE_ID: conMax += value; break; case MBServerStatics.RUNE_INT_MAX_ATTRIBUTE_ID: intMax += value; break; case MBServerStatics.RUNE_SPI_MAX_ATTRIBUTE_ID: spiMax += value; break; default: } } //Set titles based on rune.. switch (rune.getRuneBaseID()) { default: break; case 2901: //CSR 1 this.title = CharacterTitle.CSR_1; break; case 2902: //CSR 1 this.title = CharacterTitle.CSR_2; break; case 2903: //CSR 1 this.title = CharacterTitle.CSR_3; break; case 2904: //CSR 1 this.title = CharacterTitle.CSR_4; break; case 2910: //Wolfpack Developer this.title = CharacterTitle.DEVELOPER; break; case 2911: //QA Test Rune this.title = CharacterTitle.QA; break; } } //hack check. Make sure available does not go below 0. //subtract from each stat until available is 0 or greater. if (available < 0) { while (this.spiMod.get() > 0 && available < 0) { this.spiMod.decrementAndGet(); spi--; available++; } while (this.conMod.get() > 0 && available < 0) { this.conMod.decrementAndGet(); con--; available++; } while (this.strMod.get() > 0 && available < 0) { this.strMod.decrementAndGet(); str--; available++; } while (this.dexMod.get() > 0 && available < 0) { this.dexMod.decrementAndGet(); dex--; available++; } while (this.intMod.get() > 0 && available < 0) { this.intMod.decrementAndGet(); intt--; available++; } //update database this.addDatabaseJob("Stats", MBServerStatics.THIRTY_SECONDS); } this.statStrBase = (short) str; this.statDexBase = (short) dex; this.statConBase = (short) con; this.statIntBase = (short) intt; this.statSpiBase = (short) spi; this.statStrMax = (short) (strMax); this.statDexMax = (short) (dexMax); this.statConMax = (short) (conMax); this.statIntMax = (short) (intMax); this.statSpiMax = (short) (spiMax); this.statStrMin = (short) strMin; this.statDexMin = (short) dexMin; this.statConMin = (short) conMin; this.statIntMin = (short) intMin; this.statSpiMin = (short) spiMin; this.unusedStatPoints = (short) available; this.trainedStatPoints = 0; // Testing, allow characters to have more stats then normal for formula checking if (this.statStrBase > this.statStrMax) this.statStrMax = this.statStrBase; if (this.statDexBase > this.statDexMax) this.statDexMax = this.statDexBase; if (this.statConBase > this.statConMax) this.statConMax = this.statConBase; if (this.statIntBase > this.statIntMax) this.statIntMax = this.statIntBase; if (this.statSpiBase > this.statSpiMax) this.statSpiMax = this.statSpiBase; // Modified stats must be recalculated when base stats are //calculateModifiedStats(); //update hide and seeInvis levels if (this.bonuses != null) { this.hidden = (int) bonuses.getFloat(ModType.Invisible, SourceType.None); this.seeInvis = (int) bonuses.getFloat(ModType.SeeInvisible, SourceType.None); } else { this.hidden = (byte) 0; this.seeInvis = (byte) 0; } //check is player is a CSR this.isCSR = this.containsCSRRune(); } private boolean containsCSRRune() { if (this.race != null && this.race.getRaceType().equals(RaceType.CSRMALE)) return true; if (this.baseClass != null && this.baseClass.getObjectUUID() > 2900 && this.baseClass.getObjectUUID() < 2905) return true; if (this.promotionClass != null && this.promotionClass.getObjectUUID() > 2900 && this.promotionClass.getObjectUUID() < 2905) return true; if (this.runes == null) return false; for (CharacterRune rune : this.runes) { if (rune == null || rune.getRuneBase() == null) continue; RuneBase rb = rune.getRuneBase(); if (rb.getObjectUUID() > 2900 && rb.getObjectUUID() < 2905) return true; if (rb.getObjectUUID() == 2910) return true; } return false; } public boolean isCSR() { return this.isCSR; } public void setAsciiLastName(boolean value) { this.asciiLastName = value; } public boolean _asciiLastName() { return this.asciiLastName; } /** * @ Calculates Modified Stats Call this when changing equipment or * add/removing effect. skips base stat modification. */ public void calculateModifiedStats() { float strVal = this.statStrBase; float dexVal = this.statDexBase; float conVal = this.statConBase; float intVal = this.statIntBase; float spiVal = this.statSpiBase; float dexPenalty = getDexPenalty(); // TODO modify for equipment if (this.bonuses != null) { // modify for effects strVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Strength)); dexVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Dexterity)); conVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Constitution)); intVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Intelligence)); spiVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Spirit)); // apply dex penalty for armor dexVal *= dexPenalty; // modify percent amounts. DO THIS LAST! strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength)); dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity)); conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution)); intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence)); spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit)); } else // apply dex penalty for armor dexVal *= dexPenalty; // Set current stats this.statStrCurrent = (strVal < 1) ? (short) 1 : (short) strVal; this.statDexCurrent = (dexVal < 1) ? (short) 1 : (short) dexVal; this.statConCurrent = (conVal < 1) ? (short) 1 : (short) conVal; this.statIntCurrent = (intVal < 1) ? (short) 1 : (short) intVal; this.statSpiCurrent = (spiVal < 1) ? (short) 1 : (short) spiVal; // recalculate skills //CharacterSkill.updateAllBaseAmounts(this); // recalculate Max Health/Mana/Stamina //calculateMaxHealthManaStamina(); // recalculate Resists //this.resists.calculateResists(this); } public float getDexPenalty() { if (this.charItemManager == null || this.charItemManager.getEquipped() == null) { Logger.error("Player " + this.getObjectUUID() + " missing equipment"); return 1f; } ConcurrentHashMap equipped = this.charItemManager.getEquipped(); float dexPenalty = 0f; dexPenalty += PlayerManager.getDexPenalty(equipped.get(MBServerStatics.SLOT_HELMET)); dexPenalty += PlayerManager.getDexPenalty(equipped.get(MBServerStatics.SLOT_CHEST)); dexPenalty += PlayerManager.getDexPenalty(equipped.get(MBServerStatics.SLOT_ARMS)); dexPenalty += PlayerManager.getDexPenalty(equipped.get(MBServerStatics.SLOT_GLOVES)); dexPenalty += PlayerManager.getDexPenalty(equipped.get(MBServerStatics.SLOT_LEGGINGS)); dexPenalty += PlayerManager.getDexPenalty(equipped.get(MBServerStatics.SLOT_FEET)); return (1 - (dexPenalty / 100)); } public int getStrForClient() { return this.statStrCurrent - this.race.getStrStart() - this.baseClass.getStrMod(); } public int getDexForClient() { return this.statDexCurrent - this.race.getDexStart() - this.baseClass.getDexMod(); } public int getConForClient() { return this.statConCurrent - this.race.getConStart() - this.baseClass.getConMod(); } public int getIntForClient() { return this.statIntCurrent - this.race.getIntStart() - this.baseClass.getIntMod(); } public int getSpiForClient() { return this.statSpiCurrent - this.race.getSpiStart() - this.baseClass.getSpiMod(); } public int getTrainsAvailable() { return this.trainsAvailable.get(); } public void modifyTrainsAvailable(int amount) { boolean worked = false; while (!worked) { int old = this.trainsAvailable.get(); int newVal = old + amount; // if (newVal < 0) // newVal = 0; worked = this.trainsAvailable.compareAndSet(old, newVal); } } // Reset any data that should not persist from a previous session public void resetDataAtLogin() { loadedObjects.clear(); loadedStaticObjects.clear(); lastStaticLoc = Vector3fImmutable.ZERO; setLastTarget(GameObjectType.unknown, 0); this.follow = false; } /** * @ Calculates Atr (both hands) Defense, and Damage for pc */ public void calculateAtrDefenseDamage() { if (this.charItemManager == null || this.charItemManager.getEquipped() == null || this.skills == null) { Logger.error("Player " + this.getObjectUUID() + " missing skills or equipment"); defaultAtrAndDamage(true); defaultAtrAndDamage(false); this.defenseRating = 0; return; } ConcurrentHashMap equipped = this.charItemManager.getEquipped(); // // Reset passives // if (this.bonuses != null) { // this.bonuses.setBool("Block", false); // this.bonuses.setBool("Parry", false); // if (this.baseClass != null && this.baseClass.getUUID() == 2502) // this.bonuses.setBool("Dodge", true); // else // this.bonuses.setBool("Dodge", false); // } // calculate atr and damage for each hand calculateAtrDamageForWeapon(equipped.get(MBServerStatics.SLOT_MAINHAND), true, equipped.get(MBServerStatics.SLOT_OFFHAND)); calculateAtrDamageForWeapon(equipped.get(MBServerStatics.SLOT_OFFHAND), false, equipped.get(MBServerStatics.SLOT_MAINHAND)); // No Defense while in DeathShroud if (this.effects != null && this.effects.containsKey("DeathShroud")) this.defenseRating = (short) 0; else { // calculate defense for equipment float defense = this.statDexCurrent * 2; defense += getShieldDefense(equipped.get(MBServerStatics.SLOT_OFFHAND)); defense += getArmorDefense(equipped.get(MBServerStatics.SLOT_HELMET)); defense += getArmorDefense(equipped.get(MBServerStatics.SLOT_CHEST)); defense += getArmorDefense(equipped.get(MBServerStatics.SLOT_ARMS)); defense += getArmorDefense(equipped.get(MBServerStatics.SLOT_GLOVES)); defense += getArmorDefense(equipped.get(MBServerStatics.SLOT_LEGGINGS)); defense += getArmorDefense(equipped.get(MBServerStatics.SLOT_FEET)); defense += getWeaponDefense(equipped); if (this.bonuses != null) { // add any bonuses defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.None); // Finally multiply any percent modifiers. DO THIS LAST! float pos_Bonus = this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.None); defense = (short) (defense * (1 + pos_Bonus)); //Lucky rune applies next //applied runes will be calculated and added to the normal bonuses. no need for this garbage anymore //defense = (short) (defense * (1 + ((float) this.bonuses.getShort("rune.Defense") / 100))); //and negative percent modifiers //already done... float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.None); defense = (short) (defense * (1 + neg_Bonus)); } else // TODO add error log here Logger.error("Error: missing bonuses"); defense = (defense < 1) ? 1 : defense; this.defenseRating = (short) (defense + 0.5f); } } /** * @ Calculates Atr, and Damage for each weapon */ private void calculateAtrDamageForWeapon(Item weapon, boolean mainHand, Item otherHand) { // make sure weapon exists boolean noWeapon = false; ItemBase wb = null; if (weapon == null) noWeapon = true; else { ItemBase ib = weapon.getItemBase(); if (ib == null) noWeapon = true; else if (!ib.getType().equals(ItemType.WEAPON)) { defaultAtrAndDamage(mainHand); return; } else wb = ib; } float skillPercentage, masteryPercentage; float mastDam; float min, max; float speed = 20f; boolean strBased = false; ItemBase wbMain = (weapon != null) ? weapon.getItemBase() : null; ItemBase wbOff = (otherHand != null) ? otherHand.getItemBase() : null; // get skill percentages and min and max damage for weapons if (noWeapon) { if (mainHand) { Item off = this.charItemManager.getEquipped().get(MBServerStatics.SLOT_OFFHAND); if (off != null && off.getItemBase() != null && off.getItemBase().getType().equals(ItemType.WEAPON)) this.rangeHandOne = 10 * (1 + (this.statStrBase / 600)); // Set // to // no // weapon // range else this.rangeHandOne = -1; // set to do not attack } else this.rangeHandTwo = -1; // set to do not attack skillPercentage = PlayerManager.getModifiedAmount(this.skills.get("Unarmed Combat")); masteryPercentage = PlayerManager.getModifiedAmount(this.skills.get("Unarmed Combat Mastery")); if (masteryPercentage == 0f) mastDam = CharacterSkill.getQuickMastery(this, "Unarmed Combat Mastery"); else mastDam = masteryPercentage; // TODO Correct these min = 1; max = 3; } else { if (mainHand) this.rangeHandOne = weapon.getItemBase().getRange() * (1 + (this.statStrBase / 600)); else this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (this.statStrBase / 600)); if (this.bonuses != null) { float range_bonus = 1 + this.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.None); if (mainHand) this.rangeHandOne *= range_bonus; else this.rangeHandTwo *= range_bonus; } skillPercentage = PlayerManager.getModifiedAmount(this.skills.get(wb.getSkillRequired())); masteryPercentage = PlayerManager.getModifiedAmount(this.skills.get(wb.getMastery())); if (masteryPercentage == 0f) mastDam = 0f; // mastDam = CharacterSkill.getQuickMastery(this, wb.getMastery()); else mastDam = masteryPercentage; min = (float) wb.getMinDamage(); max = (float) wb.getMaxDamage(); strBased = wb.isStrBased(); // // Add parry bonus for weapon and allow parry if needed // // Only Fighters and Thieves can Parry // if ((this.baseClass != null && this.baseClass.getUUID() == 2500) // || (this.promotionClass != null && this.promotionClass.getUUID() == 2520)) { // if (wbMain == null || wbMain.getRange() < MBServerStatics.RANGED_WEAPON_RANGE) // if (wbOff == null || wbOff.getRange() < MBServerStatics.RANGED_WEAPON_RANGE) // this.bonuses.setBool("Parry", true); // } // } } if (this.effects != null && this.effects.containsKey("DeathShroud")) // No Atr in deathshroud. if (mainHand) this.atrHandOne = (short) 0; else this.atrHandTwo = (short) 0; else { // calculate atr float atr = 0; atr += (int) skillPercentage * 4f; //<-round down skill% - atr += (int) masteryPercentage * 3f; if (this.statStrCurrent > this.statDexCurrent) atr += statStrCurrent / 2; else atr += statDexCurrent / 2; // add in any bonuses to atr if (this.bonuses != null) { // Add any base bonuses atr += this.bonuses.getFloat(ModType.OCV, SourceType.None); // Finally use any multipliers. DO THIS LAST! float pos_Bonus = (1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.None)); atr *= pos_Bonus; // next precise //runes will have their own bonuses. // atr *= (1 + ((float) this.bonuses.getShort("rune.Attack") / 100)); //and negative percent modifiers float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.None); atr *= (1 + neg_Bonus); } atr = (atr < 1) ? 1 : atr; // set atr if (mainHand) this.atrHandOne = (short) (atr + 0.5f); else this.atrHandTwo = (short) (atr + 0.5f); } //calculate speed if (wb != null) speed = wb.getSpeed(); else speed = 20f; //unarmed attack speed if (weapon != null) speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.None)); speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.None)); if (speed < 10) speed = 10; //add min/max damage bonuses for weapon if (weapon != null) { // Add any base bonuses min += weapon.getBonus(ModType.MinDamage, SourceType.None); max += weapon.getBonus(ModType.MaxDamage, SourceType.None); min += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.None); max += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.None); // Finally use any multipliers. DO THIS LAST! float percentMinDamage = 1; float percentMaxDamage = 1; percentMinDamage += weapon.getBonusPercent(ModType.MinDamage, SourceType.None); percentMinDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.None); percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.None); percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.None); min *= percentMinDamage; max *= percentMaxDamage; } //if duel wielding, cut damage by 30% if (otherHand != null) { ItemBase ibo = otherHand.getItemBase(); if (ibo != null && ibo.getType().equals(ItemType.WEAPON)) { min *= 0.7f; max *= 0.7f; } } // calculate damage float minDamage; float maxDamage; float pri = (strBased) ? (float) this.statStrCurrent : (float) this.statDexCurrent; float sec = (strBased) ? (float) this.statDexCurrent : (float) this.statStrCurrent; minDamage = (float) (min * ((0.0315f * Math.pow(pri, 0.75f)) + (0.042f * Math.pow(sec, 0.75f)) + (0.01f * ((int) skillPercentage + (int) mastDam)))); maxDamage = (float) (max * ((0.0785f * Math.pow(pri, 0.75f)) + (0.016f * Math.pow(sec, 0.75f)) + (0.0075f * ((int) skillPercentage + (int) mastDam)))); minDamage = (float) ((int) (minDamage + 0.5f)); //round to nearest decimal maxDamage = (float) ((int) (maxDamage + 0.5f)); //round to nearest decimal // Half damage if in death shroud if (this.effects != null && this.effects.containsKey("DeathShroud")) { minDamage *= 0.5f; maxDamage *= 0.5f; } // add in any bonuses to damage if (this.bonuses != null) { // Add any base bonuses minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.None); maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.None); minDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.None); maxDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.None); // Finally use any multipliers. DO THIS LAST! float percentMinDamage = 1; float percentMaxDamage = 1; percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.None); percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None); percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.None); percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None); minDamage *= percentMinDamage; maxDamage *= percentMaxDamage; } // set damages if (mainHand) { this.minDamageHandOne = (int) minDamage; this.maxDamageHandOne = (int) maxDamage; this.speedHandOne = speed; } else { this.minDamageHandTwo = (int) minDamage; this.maxDamageHandTwo = (int) maxDamage; this.speedHandTwo = speed; } } /** * @ Calculates Defense for shield */ private float getShieldDefense(Item shield) { if (shield == null) return 0; ItemBase ab = shield.getItemBase(); if (ab == null || !ab.isShield()) return 0; CharacterSkill blockSkill = this.skills.get("Block"); float skillMod; if (blockSkill == null) { skillMod = 0; } else skillMod = blockSkill.getModifiedAmount(); float def = ab.getDefense(); //apply item defense bonuses if (shield != null) { def += shield.getBonus(ModType.DR, SourceType.None); def *= (1 + shield.getBonusPercent(ModType.DR, SourceType.None)); } // float val = ((float)ab.getDefense()) * (1 + (skillMod / 100)); return (def * (1 + ((int) skillMod / 100f))); } public void setPassives() { if (this.bonuses != null) { ConcurrentHashMap equipped = this.charItemManager.getEquipped(); Item off = equipped.get(MBServerStatics.SLOT_OFFHAND); Item main = equipped.get(MBServerStatics.SLOT_MAINHAND); ItemBase wbMain = null; ItemBase wbOff = null; if (main != null) wbMain = main.getItemBase(); if (off != null) wbOff = off.getItemBase(); //set block if block found this.bonuses.setBool(ModType.Block, SourceType.None, false); if (this.baseClass != null && (this.baseClass.getObjectUUID() == 2500 || this.baseClass.getObjectUUID() == 2501)) if (off != null && off.getItemBase() != null && off.getItemBase().isShield()) this.bonuses.setBool(ModType.Block, SourceType.None, true); //set dodge if rogue if (this.baseClass != null && this.baseClass.getObjectUUID() == 2502) this.bonuses.setBool(ModType.Dodge, SourceType.None, true); else this.bonuses.setBool(ModType.Dodge, SourceType.None, false); //set parry if fighter or thief and no invalid weapon found this.bonuses.setBool(ModType.Parry, SourceType.None, false); if ((this.baseClass != null && this.baseClass.getObjectUUID() == 2500) || (this.promotionClass != null && this.promotionClass.getObjectUUID() == 2520)) if (wbMain == null || wbMain.getRange() < MBServerStatics.RANGED_WEAPON_RANGE) if (wbOff == null || wbOff.getRange() < MBServerStatics.RANGED_WEAPON_RANGE) this.bonuses.setBool(ModType.Parry, SourceType.None, true); } } /** * @ Calculates Defense for armor */ private float getArmorDefense(Item armor) { if (armor == null) return 0; ItemBase ib = armor.getItemBase(); if (ib == null) return 0; if (!ib.getType().equals(ItemType.ARMOR)) return 0; if (ib.getSkillRequired().isEmpty()) return ib.getDefense(); CharacterSkill armorSkill = this.skills.get(ib.getSkillRequired()); if (armorSkill == null) { Logger.error("Player " + this.getObjectUUID() + " has armor equipped without the nescessary skill to equip it"); return ib.getDefense(); } float def = ib.getDefense(); //apply item defense bonuses if (armor != null) { def += armor.getBonus(ModType.DR, SourceType.None); def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.None)); } return (def * (1 + ((int) armorSkill.getModifiedAmount() / 50f))); } /** * @ Calculates Defense for weapon */ private float getWeaponDefense(ConcurrentHashMap equipped) { Item weapon = equipped.get(MBServerStatics.SLOT_MAINHAND); ItemBase wb = null; CharacterSkill skill, mastery; float val = 0; boolean unarmed = false; if (weapon == null) { weapon = equipped.get(MBServerStatics.SLOT_OFFHAND); if (weapon == null || weapon.getItemBase().isShield()) unarmed = true; else wb = weapon.getItemBase(); } else wb = weapon.getItemBase(); if (wb == null) unarmed = true; if (unarmed) { skill = this.skills.get("Unarmed Combat"); mastery = this.skills.get("Unarmed Combat Mastery"); } else { skill = this.skills.get(wb.getSkillRequired()); mastery = this.skills.get(wb.getMastery()); } if (skill != null) val += (int) skill.getModifiedAmount() / 2f; if (mastery != null) val += (int) mastery.getModifiedAmount() / 2f; return val; } //Call this function to recalculate granted skills and powers for player public synchronized void calculateSkills() { //tell the player to applyBonuses because something has changed runSkillCalc(); //start running the skill/power calculations } //Don't call this function directly. linked from pc.calculateSkills() //through SkillCalcJob. Designed to only run from one worker thread public void runSkillCalc() { try { //see if any new skills or powers granted CharacterSkill.calculateSkills(this); // calculate granted Trains in powers. CharacterPower.grantTrains(this); //see if any new powers unlocked from previous check CharacterPower.calculatePowers(this); } catch (Exception e) { } } //calculate item bonuses here public void calculateItemBonuses() { if (this.charItemManager == null || this.bonuses == null) return; ConcurrentHashMap equipped = this.charItemManager.getEquipped(); for (Item item : equipped.values()) { ItemBase ib = item.getItemBase(); if (ib == null) continue; //TODO add effect bonuses in here for equipped items } } /** * @ Defaults ATR, Defense and Damage for player */ private void defaultAtrAndDamage(boolean mainHand) { if (mainHand) { this.atrHandOne = 0; this.minDamageHandOne = 0; this.maxDamageHandOne = 0; this.rangeHandOne = -1; this.speedHandOne = 20; } else { this.atrHandTwo = 0; this.minDamageHandTwo = 0; this.maxDamageHandTwo = 0; this.rangeHandTwo = -1; this.speedHandTwo = 20; } } public void calculateMaxHealthManaStamina() { float h = 1f; float m = 0f; float s = 0f; float baseHealth = 15f; float baseMana = 5f; float baseStamina = 1f; float promoHealth = 0f; float promoMana = 0f; float promoStamina = 0f; float raceHealth = 0f; float raceMana = 0f; float raceStamina = 0f; float toughness = 0f; float athletics = 0f; //get baseclass modifiers if (this.baseClass != null) { baseHealth = this.baseClass.getHealthMod(); baseMana = this.baseClass.getManaMod(); baseStamina = this.baseClass.getStaminaMod(); } else { //TODO log error here } //get promotion modifiers if (this.promotionClass != null) { promoHealth = this.promotionClass.getHealthMod(); promoMana = this.promotionClass.getManaMod(); promoStamina = this.promotionClass.getStaminaMod(); } // next get racial modifer if (this.race != null) { raceHealth += this.race.getHealthBonus(); raceMana += this.race.getManaBonus(); raceStamina += this.race.getStaminaBonus(); } else { //TODO log error here } //Get level modifers float f = 0; float g = 0; if (this.level < 10 || this.promotionClass == null) f = this.level; else if (this.level < 20) { f = this.level; g = this.level - 9; } else if (level < 30) { f = (float) (19 + (this.level - 19) * 0.8); g = (float) (10 + (this.level - 19) * 0.8); } else if (level < 40) { f = (float) (27 + (this.level - 29) * 0.6); g = (float) (18 + (this.level - 29) * 0.6); } else if (level < 50) { f = (float) (33 + (this.level - 39) * 0.4); g = (float) (24 + (this.level - 39) * 0.4); } else if (level < 60) { f = (float) (37 + (this.level - 49) * 0.2); g = (float) (28 + (this.level - 49) * 0.2); } else { f = (float) (39 + (this.level - 59) * 0.1); g = (float) (30 + (this.level - 59) * 0.1); } //get toughness and athletics amount if (this.skills != null) { if (this.skills.containsKey("Toughness")) toughness = this.skills.get("Toughness").getModifiedAmount(); if (this.skills.containsKey("Athletics")) athletics = this.skills.get("Athletics").getModifiedAmount(); } h = (((f * baseHealth) + (g * promoHealth)) * (0.3f + (0.005f * this.statConCurrent)) + (this.statConCurrent + raceHealth)) * (1 + (int) toughness / 400f); m = ((f * baseMana) + (g * promoMana)) * (0.3f + (0.005f * this.statSpiCurrent)) + (this.statSpiCurrent + raceMana); s = (((f * baseStamina) + (g * promoStamina)) * (0.3f + (0.005f * this.statConCurrent)) + (this.statConCurrent + raceStamina)) * (1 + (int) athletics / 300f); // s = f * (baseStamina + 1.75f) * .5f + this.statConCurrent + raceStamina; // Apply any bonuses from runes and effects if (this.bonuses != null) { //apply effects h += this.bonuses.getFloat(ModType.HealthFull, SourceType.None); m += this.bonuses.getFloat(ModType.ManaFull, SourceType.None); s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.None); h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None)); m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None)); s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None)); } // Set max health, mana and stamina if (h > 0) this.healthMax = h; else this.healthMax = 1; if (m > -1) this.manaMax = m; else this.manaMax = 0; if (s > -1) this.staminaMax = s; else this.staminaMax = 0; // Update health, mana and stamina if needed if (this.getCurrentHitpoints() > this.healthMax) this.setHealth(this.healthMax); if (this.mana.get() > this.manaMax) this.mana.set(this.manaMax); if (this.stamina.get() > this.staminaMax) this.stamina.set(staminaMax); } @Override public float getPassiveChance(String type, int attackerLevel, boolean fromCombat) { if (this.skills == null || this.bonuses == null) return 0f; ModType modType = ModType.GetModType(type); // must be allowed to use this passive if (!this.bonuses.getBool(modType, SourceType.None)) return 0f; // must not be stunned if (this.bonuses.getBool(ModType.Stunned, SourceType.None)) return 0f; // Get base skill amount CharacterSkill sk = this.skills.get(type); float amount; if (sk == null) amount = CharacterSkill.getQuickMastery(this, type); else amount = sk.getModifiedAmount(); // Add bonuses amount += this.bonuses.getFloat(modType, SourceType.None); // Add item bonuses and return if (type.equals(ModType.Dodge) && !fromCombat) return ((amount / 4) - attackerLevel + this.getLevel()) / 4; else return (amount - attackerLevel + this.getLevel()) / 4; } public float getPassiveChance1(ModType modType, SourceType sourceType, int attackerLevel, boolean fromCombat) { if (this.skills == null || this.bonuses == null) return 0f; // must be allowed to use this passive if (!this.bonuses.getBool(modType, sourceType)) return 0f; // must not be stunned if (this.bonuses.getBool(ModType.Stunned, SourceType.None)) return 0f; // Get base skill amount CharacterSkill sk = this.skills.get(sourceType.name()); float amount; if (sk == null) amount = CharacterSkill.getQuickMastery(this, modType.name()); else amount = sk.getModifiedAmount(); // Add bonuses amount += this.bonuses.getFloat(modType, sourceType); // Add item bonuses and return if (sourceType.equals(SourceType.Dodge) && !fromCombat) return ((amount / 4) - attackerLevel + this.getLevel()) / 4; else return (amount - attackerLevel + this.getLevel()) / 4; } public float getRegenModifier(ModType type) { float regen = 1f; if (this.bonuses != null) // get regen bonus from effects regen = this.bonuses.getRegen(type); return regen; } @Override public boolean canBeLooted() { return !this.isAlive(); } @Override public void removeFromCache() { Logger.info("Removing " + this.getName() + " from Object Cache."); for (Item e : this.charItemManager.getEquipped().values()) { e.removeFromCache(); } for (Item i : this.charItemManager.getInventory(true)) { i.removeFromCache(); } for (Item b : this.charItemManager.getBank()) { b.removeFromCache(); } if (this.account.getLastCharIDUsed() == this.getObjectUUID()) for (Item v : this.charItemManager.getVault()) { v.removeFromCache(); } for (CharacterSkill cs : this.getSkills().values()) { cs.removeFromCache(); } for (CharacterPower ps : this.getPowers().values()) { ps.removeFromCache(); } for (CharacterRune cr : this.runes) { cr.removeFromCache(); } super.removeFromCache(); } @Override public void updateDatabase() { } @Override public void runAfterLoad() { // Init inventory this.charItemManager = new CharacterItemManager(this); Bounds playerBounds = Bounds.borrow(); playerBounds.setBounds(this.getLoc()); this.setBounds(playerBounds); } @Override public ConcurrentHashMap initializePowers() { return DbManager.CharacterPowerQueries.GET_POWERS_FOR_CHARACTER(this); } @Override public final void setFirstName(final String name) { super.setFirstName(name); } @Override public void setLastName(final String name) { super.setLastName(name); } @Override public short getLevel() { return this.getPCLevel(); } @Override public void setLevel(short targetLevel) { short tmpLevel; tmpLevel = targetLevel; tmpLevel = (short) Math.min(tmpLevel, 75); while (this.level < tmpLevel) { PlayerManager.grantXP(this, Experience.getBaseExperience(tmpLevel) - this.exp); } } @Override public boolean asciiLastName() { return this._asciiLastName(); } @Override public void setGuild(Guild value) { if (value == null) value = Guild.getErrantGuild(); int guildID = 0; if (!value.isEmptyGuild()) guildID = value.getObjectUUID(); DbManager.PlayerCharacterQueries.UPDATE_GUILD(this, guildID); super.setGuild(value); // Player changed guild so let's invalidate the login server // cache to reflect this event. //Update player bind location; Building cityTol = null; if (value.getOwnedCity() != null) cityTol = value.getOwnedCity().getTOL(); this.setBindBuildingID(cityTol != null ? cityTol.getObjectUUID() : 0); //update binds, checks for nation tol if guild tol == null; PlayerManager.getUpdatedBindBuilding(this); DbManager.AccountQueries.INVALIDATE_LOGIN_CACHE(this.getObjectUUID(), "character"); } public long getSummoner(int summoner) { synchronized (this.summoners) { if (!this.summoners.containsKey(summoner)) return 0; return this.summoners.get(summoner); } } public void addSummoner(int summoner, long time) { synchronized (this.summoners) { this.summoners.put(summoner, time); } } public void removeSummoner(int summoner) { synchronized (this.summoners) { if (this.summoners.containsKey(summoner)) this.summoners.remove(summoner); } } private double getDeltaTime() { return (System.currentTimeMillis() - lastUpdateTime) * .001f; } private double getStamDeltaTime() { return (System.currentTimeMillis() - lastStamUpdateTime) * .001f; } @Override public void update(Boolean newSystem) { //if(!newSystem) // return; if (this.updateLock.writeLock().tryLock()) { try { if (!this.isAlive() && this.isEnteredWorld()) { if(!this.timestamps.containsKey("DeathTime")){ this.timestamps.put("DeathTime",System.currentTimeMillis()); }else if((System.currentTimeMillis() - this.timestamps.get("DeathTime")) > 600000) PlayerManager.forceRespawn(this); return; } this.updateLocation(); this.updateMovementState(); this.updateRegen(); if (this.getStamina() < 10) { if (this.getAltitude() > 0 || this.getDesiredAltitude() > 0) { PlayerManager.GroundPlayer(this); this.updateRegen(); } } RealmMap.updateRealm(this); PlayerManager.updateBlessingMessage(this); this.safeZone = this.isInSafeZone(); if(!this.timestamps.containsKey("nextBoxCheck")) this.timestamps.put("nextBoxCheck", System.currentTimeMillis() + 10000); if(!this.isBoxed && this.timestamps.get("nextBoxCheck") < System.currentTimeMillis()) { this.isBoxed = PlayerManager.checkIfBoxed(this); this.timestamps.put("nextBoxCheck", System.currentTimeMillis() + 10000); } if(this.level < 10 && this.enteredWorld) { // this.setLevel((short) 10); while (this.level < 10) { PlayerManager.grantXP(this, Experience.getBaseExperience(this.level + 1) - this.exp); } if(this.charItemManager != null && this.charItemManager.getGoldInventory() != null && this.charItemManager.getGoldInventory().getNumOfItems() < 1000) { this.getCharItemManager().addGoldToInventory(1000, false); this.getCharItemManager().addItemToInventory(new MobLoot(this, ItemBase.getItemBase(980066), 1, false).promoteToItem(this)); this.getCharItemManager().updateInventory(); } } if(this.isBoxed && !this.containsEffect(1672601862)) { PowersManager.applyPower(this, this, Vector3fImmutable.ZERO, 1672601862, 40, false); } if(PlayerManager.isFlying(this)){ //if (!AbstractCharacter.CanFly(this)) { if(this.effects.containsKey("MoveBuff")){ PlayerManager.GroundPlayer(this); //ChatManager.chatSystemInfo(this, "You Cannot Fly While Having A MovementBuff"); } } } catch (Exception e) { Logger.error(e); } finally { this.updateLock.writeLock().unlock(); } } } @Override public void updateFlight() { if (this.getAltitude() == 0 && this.getTakeOffTime() == 0) return; if (this.getTakeOffTime() == 0) return; if (this.getAltitude() == this.getDesiredAltitude()) { if (this.getDesiredAltitude() == 0) this.syncClient(); //landing in a building, mark altitude to 0 as player is no longer flying. if (this.landingRegion != null) { this.altitude = 0; this.region = this.landingRegion; this.loc = this.loc.setY(this.landingRegion.lerpY(this)); } else this.altitude = this.getDesiredAltitude(); this.loc = this.loc.setY(HeightMap.getWorldHeight(this) + this.getAltitude()); this.setTakeOffTime(0); MovementManager.finishChangeAltitude(this, this.getDesiredAltitude()); return; } this.loc = this.loc.setY(HeightMap.getWorldHeight(this) + this.getAltitude()); } @Override public void updateLocation() { if (!this.isMoving()) return; if (!this.isActive) return; Vector3fImmutable newLoc = this.getMovementLoc(); if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.None) || this.getBonuses().getBool(ModType.CannotMove, SourceType.None)) { //Target is stunned or rooted. Don't move this.stopMovement(newLoc); this.region = AbstractWorldObject.GetRegionByWorldObject(this); return; } if (newLoc.equals(this.getEndLoc())) { this.stopMovement(newLoc); this.region = AbstractWorldObject.GetRegionByWorldObject(this); if (this.getDebug(1)) ChatManager.chatSystemInfo(this, "Arrived at End location. " + this.getEndLoc()); return; //Next upda } setLoc(newLoc); this.region = AbstractWorldObject.GetRegionByWorldObject(this); if (this.getDebug(1)) ChatManager.chatSystemInfo(this, "Distance to target " + this.getEndLoc().distance2D(this.getLoc()) + " speed " + this.getSpeed()); if (this.getStamina() < 10) MovementManager.sendOOS(this); // if (MBServerStatics.MOVEMENT_SYNC_DEBUG || this.getDebug(1)) // Logger.info("MovementManager", "Updating movement current loc:" + this.getLoc().getX() + " " + this.getLoc().getZ() // + " end loc: " + this.getEndLoc().getX() + " " + this.getEndLoc().getZ() + " distance " + this.getEndLoc().distance2D(this.getLoc())); } @Override public void updateMovementState() { if (this.enteredWorld) { if (!this.lastSwimming) { boolean enterWater = PlayerManager.enterWater(this); if (enterWater) { this.lastSwimming = enterWater; MovementManager.sendRWSSMsg(this); } } else { if (PlayerManager.LeaveWater(this)) { this.lastSwimming = false; if (!this.isMoving()) MovementManager.sendRWSSMsg(this); } } boolean breathe = PlayerManager.CanBreathe(this); if (breathe != this.canBreathe) { this.canBreathe = breathe; // ChatManager.chatSystemInfo(this, "Breathe : " + this.canBreathe); this.syncClient(); } } //char is flying if (PlayerManager.isFlying(this) == true) { this.movementState = MovementState.FLYING; return; } // Char is not moving. Set sitting or idle if (!this.isMoving()) { if (this.sit == true) this.movementState = MovementState.SITTING; else this.movementState = MovementState.IDLE; return; } else { this.movementState = MovementState.RUNNING; } // Char is swimming // we now are saving lastSwimstate boolean, use this instead of calling getSwimming again. if (this.lastSwimming == true) { this.movementState = MovementState.SWIMMING; return; } // Char is moving, yet not swimming or flying he must be running this.movementState = MovementState.RUNNING; } @Override public void updateRegen() { float healthRegen = 0f; float manaRegen = 0f; float stamRegen = 0f; boolean updateClient = false; // Early exit if char is dead or disconnected if ((this.isAlive() == false) || (this.isActive() == false) || this.getLoc().x == 0 && this.getLoc().z == 0) return; // Calculate Regen amount from last simulation tick switch (this.movementState) { case IDLE: healthRegen = ((this.healthMax * MBServerStatics.HEALTH_REGEN_IDLE) + MBServerStatics.HEALTH_REGEN_IDLE_STATIC) * (getRegenModifier(ModType.HealthRecoverRate)); if (this.isCasting() || this.isItemCasting()) healthRegen *= .75f; // Characters regen mana when in only walk mode and idle if (this.walkMode) manaRegen = ((this.manaMax * MBServerStatics.MANA_REGEN_IDLE) * getRegenModifier(ModType.ManaRecoverRate)); else if (!this.isCasting() && !this.isItemCasting()) manaRegen = ((this.manaMax * MBServerStatics.MANA_REGEN_IDLE) * getRegenModifier(ModType.ManaRecoverRate)); else manaRegen = 0; if (!PlayerManager.CanBreathe(this)) stamRegen = MBServerStatics.STAMINA_REGEN_SWIM; else if ((!this.isCasting() && !this.isItemCasting()) || this.lastMovementState.equals(MovementState.FLYING)) stamRegen = MBServerStatics.STAMINA_REGEN_IDLE * getRegenModifier(ModType.StaminaRecoverRate); else stamRegen = 0; break; case SITTING: healthRegen = ((this.healthMax * MBServerStatics.HEALTH_REGEN_SIT) + MBServerStatics.HEALTH_REGEN_SIT_STATIC) * getRegenModifier(ModType.HealthRecoverRate); manaRegen = (this.manaMax * MBServerStatics.MANA_REGEN_SIT) * (getRegenModifier(ModType.ManaRecoverRate)); stamRegen = MBServerStatics.STAMINA_REGEN_SIT * getRegenModifier(ModType.StaminaRecoverRate); break; case RUNNING: if (this.walkMode == true) { healthRegen = ((this.healthMax * MBServerStatics.HEALTH_REGEN_WALK) + MBServerStatics.HEALTH_REGEN_IDLE_STATIC) * getRegenModifier(ModType.HealthRecoverRate); manaRegen = this.manaMax * MBServerStatics.MANA_REGEN_WALK * getRegenModifier(ModType.ManaRecoverRate); stamRegen = MBServerStatics.STAMINA_REGEN_WALK; } else { healthRegen = 0; manaRegen = 0; if (this.combat == true) stamRegen = MBServerStatics.STAMINA_REGEN_RUN_COMBAT; else stamRegen = MBServerStatics.STAMINA_REGEN_RUN_NONCOMBAT; } break; case FLYING: float seventyFive = this.staminaMax * .75f; float fifty = this.staminaMax * .5f; float twentyFive = this.staminaMax * .25f; if (this.getDesiredAltitude() == 0 && this.getAltitude() <= 10) { if (this.isCombat()) stamRegen = 0; else stamRegen = MBServerStatics.STAMINA_REGEN_IDLE * getRegenModifier(ModType.StaminaRecoverRate); } else if (!this.useFlyMoveRegen()) { healthRegen = ((this.healthMax * MBServerStatics.HEALTH_REGEN_IDLE) + MBServerStatics.HEALTH_REGEN_IDLE_STATIC) * (getRegenModifier(ModType.HealthRecoverRate)); if (this.isCasting() || this.isItemCasting()) healthRegen *= .75f; // Characters regen mana when in only walk mode and idle if (this.walkMode) manaRegen = (this.manaMax * MBServerStatics.MANA_REGEN_IDLE + (this.getSpiMod() * .015f)) * (getRegenModifier(ModType.ManaRecoverRate)); else if (!this.isCasting() && !this.isItemCasting()) manaRegen = (this.manaMax * MBServerStatics.MANA_REGEN_IDLE + (this.getSpiMod() * .015f)) * (getRegenModifier(ModType.ManaRecoverRate)); else manaRegen = 0; if (!this.isItemCasting() && !this.isCasting() || this.getTakeOffTime() != 0) stamRegen = MBServerStatics.STAMINA_REGEN_FLY_IDLE; else stamRegen = -1f; } else if (this.walkMode == true) { healthRegen = ((this.healthMax * MBServerStatics.HEALTH_REGEN_WALK) + MBServerStatics.HEALTH_REGEN_IDLE_STATIC) * getRegenModifier(ModType.HealthRecoverRate); manaRegen = ((this.manaMax * MBServerStatics.MANA_REGEN_WALK) + (this.getSpiMod() * .015f)) * (getRegenModifier(ModType.ManaRecoverRate)); stamRegen = MBServerStatics.STAMINA_REGEN_FLY_WALK; } else { healthRegen = 0; manaRegen = 0; if (this.isCombat()) stamRegen = MBServerStatics.STAMINA_REGEN_FLY_RUN_COMBAT; else stamRegen = MBServerStatics.STAMINA_REGEN_FLY_RUN; } float oldStamina = this.stamina.get(); if (FastMath.between(oldStamina, 0, twentyFive) && !this.wasTripped25) { updateClient = true; this.wasTripped25 = true; this.wasTripped50 = false; this.wasTripped75 = false; } else if (FastMath.between(oldStamina, twentyFive, fifty) && !this.wasTripped50) { updateClient = true; this.wasTripped25 = false; this.wasTripped50 = true; this.wasTripped75 = false; } else if (FastMath.between(oldStamina, fifty, seventyFive) && !this.wasTripped75) { updateClient = true; this.wasTripped25 = false; this.wasTripped50 = false; this.wasTripped75 = true; } break; case SWIMMING: if (this.walkMode == true) { healthRegen = ((this.healthMax * MBServerStatics.HEALTH_REGEN_WALK) + MBServerStatics.HEALTH_REGEN_IDLE_STATIC) * getRegenModifier(ModType.HealthRecoverRate); manaRegen = ((this.manaMax * MBServerStatics.MANA_REGEN_WALK) + (this.getSpiMod() * .015f)) * (getRegenModifier(ModType.ManaRecoverRate)); stamRegen = MBServerStatics.STAMINA_REGEN_SWIM; } else { healthRegen = 0; manaRegen = 0; stamRegen = MBServerStatics.STAMINA_REGEN_SWIM; if (this.combat == true) stamRegen += MBServerStatics.STAMINA_REGEN_RUN_COMBAT; else stamRegen += MBServerStatics.STAMINA_REGEN_RUN_NONCOMBAT; } break; } // Are we drowning? if ((this.getStamina() <= 0) && (PlayerManager.CanBreathe(this) == false)) healthRegen = (this.healthMax * -.03f); // Multiple regen values by current deltaTime // Logger.info("", healthRegen + ""); healthRegen *= getDeltaTime(); manaRegen *= getDeltaTime(); stamRegen *= getStamDeltaTime(); boolean workedHealth = false; boolean workedMana = false; boolean workedStamina = false; float old, mod; while (!workedHealth || !workedMana || !workedStamina) { if (!this.isAlive() || !this.isActive()) return; if (!workedHealth) { old = this.health.get(); mod = old + healthRegen; if (mod > this.healthMax) mod = healthMax; else if (mod <= 0) { if (this.isAlive.compareAndSet(true, false)) killCharacter("Water"); return; } workedHealth = this.health.compareAndSet(old, mod); } if (!workedStamina) { old = this.stamina.get(); mod = old + stamRegen; if (mod > this.staminaMax) mod = staminaMax; else if (mod < 0) mod = 0; workedStamina = this.stamina.compareAndSet(old, mod); } if (!workedMana) { old = this.mana.get(); mod = old + manaRegen; if (mod > this.manaMax) mod = manaMax; else if (mod < 0) mod = 0; workedMana = this.mana.compareAndSet(old, mod); } } if (updateClient) this.syncClient(); // Reset this char's frame time. this.lastUpdateTime = System.currentTimeMillis(); this.lastStamUpdateTime = System.currentTimeMillis(); } public synchronized void updateStamRegen(long time) { boolean disable = true; if (disable) return; float stamRegen = 0f; // Early exit if char is dead or disconnected if ((this.isAlive() == false) || (this.isActive() == false) || this.getLoc().x == 0 && this.getLoc().z == 0) return; // Calculate Regen amount from last simulation tick switch (this.movementState) { case IDLE: if (!PlayerManager.CanBreathe(this)) stamRegen = MBServerStatics.STAMINA_REGEN_SWIM; else if ((!this.isCasting() && !this.isItemCasting()) || this.lastMovementState.equals(MovementState.FLYING)) stamRegen = MBServerStatics.STAMINA_REGEN_IDLE * getRegenModifier(ModType.StaminaRecoverRate); else stamRegen = 0; break; case SITTING: stamRegen = MBServerStatics.STAMINA_REGEN_SIT * getRegenModifier(ModType.StaminaRecoverRate); break; case RUNNING: if (this.walkMode == true) { stamRegen = MBServerStatics.STAMINA_REGEN_WALK; } else { if (this.combat == true) stamRegen = MBServerStatics.STAMINA_REGEN_RUN_COMBAT; else stamRegen = MBServerStatics.STAMINA_REGEN_RUN_NONCOMBAT; } break; case FLYING: if (this.getDesiredAltitude() == 0 && this.getAltitude() <= 10) { if (this.isCombat()) stamRegen = 0; else stamRegen = MBServerStatics.STAMINA_REGEN_IDLE * getRegenModifier(ModType.StaminaRecoverRate); } else if (!this.isMoving()) { if (!this.isItemCasting() && !this.isCasting() || this.getTakeOffTime() != 0) stamRegen = MBServerStatics.STAMINA_REGEN_FLY_IDLE; else stamRegen = -1f; } else if (this.walkMode == true) { stamRegen = MBServerStatics.STAMINA_REGEN_FLY_WALK; } else { if (this.isCombat()) stamRegen = MBServerStatics.STAMINA_REGEN_FLY_RUN_COMBAT; else stamRegen = MBServerStatics.STAMINA_REGEN_FLY_RUN; } break; case SWIMMING: if (this.walkMode == true) { stamRegen = MBServerStatics.STAMINA_REGEN_SWIM; } else { stamRegen = MBServerStatics.STAMINA_REGEN_SWIM; } break; } // Multiple regen values by current deltaTime // Logger.info("", healthRegen + ""); stamRegen *= (time * .001f); boolean workedStamina = false; float old, mod; while (!workedStamina) { if (!this.isAlive() || !this.isActive()) return; if (!workedStamina) { old = this.stamina.get(); mod = old + stamRegen; if (mod > this.staminaMax) mod = staminaMax; else if (mod < 0) mod = 0; workedStamina = this.stamina.compareAndSet(old, mod); } } } public void syncClient() { ModifyHealthMsg modifyHealthMsg = new ModifyHealthMsg(null, this, 0, 1, 1, -1984683793, "", 0, 652920987); //mhm.setOmitFromChat(0); Dispatch dispatch = Dispatch.borrow(this, modifyHealthMsg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY); } public MovementState getMovementState() { return movementState; } public String getHash() { return hash; } public void setHash() { this.hash = DataWarehouse.hasher.encrypt(this.getObjectUUID()); // Write hash to player character table DataWarehouse.writeHash(DataRecordType.CHARACTER, this.getObjectUUID()); } public AtomicInteger getGuildStatus() { return guildStatus; } public int getLastRealmID() { return lastRealmID; } public void setLastRealmID(int lastRealmID) { this.lastRealmID = lastRealmID; } public int getSubRaceID() { return subRaceID; } public void setSubRaceID(int subRaceID) { this.subRaceID = subRaceID; } public ArrayList getGuildHistory() { return guildHistory; } public void setGuildHistory(ArrayList guildHistory) { this.guildHistory = guildHistory; } public void updateScaleHeight() { float strengthScale = 0; float unknownScale1 = 0; float unknownScale2 = 0; float unknownScale3 = 0; float scaleHeight = 0; if ((int) this.statStrBase > 40) strengthScale = ((int) this.statStrBase - 40) * 0.0024999999f; //Y scale ? unknownScale1 = (float) (((int) this.statStrBase * 0.0024999999f + strengthScale + 0.89999998) * race.getRaceType().getScaleHeight()); strengthScale = (int) this.statStrBase * 0.0037499999f + strengthScale + 0.85000002f; //strengthScale is different for x and z unknownScale2 = strengthScale * race.getRaceType().getScaleHeight(); //x scale? unknownScale3 = strengthScale * race.getRaceType().getScaleHeight(); //z Scale? scaleHeight = (1.5f + unknownScale1); this.characterHeight = scaleHeight; this.centerHeight = scaleHeight; } public int getOverFlowEXP() { return overFlowEXP; } public void setOverFlowEXP(int overFlowEXP) { this.overFlowEXP = overFlowEXP; } public void setLastMovementState(MovementState lastMovementState) { this.lastMovementState = lastMovementState; } @Override public final void setIsCasting(final boolean isCasting) { if (this.isCasting != isCasting) this.update(false); this.isCasting = isCasting; } @Override public void setItemCasting(boolean itemCasting) { if (this.itemCasting != itemCasting) this.dynamicUpdate(UpdateType.REGEN); this.itemCasting = itemCasting; } public void resetRegenUpdateTime() { this.lastUpdateTime = System.currentTimeMillis(); this.lastStamUpdateTime = System.currentTimeMillis(); } public float getCharacterHeight() { return characterHeight; } public boolean isEnteredWorld() { return enteredWorld; } public ReadWriteLock getTeleportLock() { return teleportLock; } }