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@@ -12,6 +12,7 @@ import engine.job.JobContainer;
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import engine.job.JobScheduler;
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import engine.jobs.AttackJob;
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import engine.jobs.DeferredPowerJob;
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import engine.math.Bounds;
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import engine.mbEnums;
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import engine.net.DispatchMessage;
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import engine.net.client.ClientConnection;
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@@ -23,6 +24,8 @@ import engine.powers.effectmodifiers.AbstractEffectModifier;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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import java.awt.geom.Point2D;
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import java.awt.geom.Rectangle2D;
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import java.util.EnumSet;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.ThreadLocalRandom;
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@@ -38,6 +41,10 @@ public enum CombatManager {
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if (attacker == null || target == null || !attacker.isAlive() || !target.isAlive())
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return;
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
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if (((Mob) attacker).nextAttackTime > System.currentTimeMillis())
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return;
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switch (target.getObjectType()) {
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case Building:
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if (((Building) target).isVulnerable() == false)
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@@ -59,7 +66,8 @@ public enum CombatManager {
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if (mainWeapon == null && offWeapon == null) {
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//no weapons equipped, punch with both fists
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processAttack(attacker, target, mbEnums.EquipSlotType.RHELD);
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processAttack(attacker, target, mbEnums.EquipSlotType.LHELD);
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter))
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processAttack(attacker, target, mbEnums.EquipSlotType.LHELD);
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} else if (mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")) {
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//no weapon equipped with a shield, punch with one hand
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processAttack(attacker, target, mbEnums.EquipSlotType.RHELD);
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@@ -81,12 +89,6 @@ public enum CombatManager {
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public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) {
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// heck if character can even attack yet
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if (attacker.getTimestamps().containsKey("Attack" + slot.name()))
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if (System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name()))
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return;
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// check if character is in range to attack target
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PlayerBonuses bonus = attacker.getBonuses();
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@@ -109,218 +111,36 @@ public enum CombatManager {
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float distanceSquared = attacker.loc.distanceSquared(target.loc);
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if (distanceSquared > attackRange * attackRange)
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return;
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// take stamina away from attacker
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if (weapon != null) {
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float stam = weapon.template.item_wt / 3f;
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stam = (stam < 1) ? 1 : stam;
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attacker.modifyStamina(-(stam), attacker, true);
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} else
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attacker.modifyStamina(-0.5f, attacker, true);
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//cancel things that are cancelled by an attack
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attacker.cancelOnAttackSwing();
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//declare relevant variables
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int min = attacker.minDamageHandOne;
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int max = attacker.maxDamageHandOne;
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int atr = attacker.atrHandOne;
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//get the proper stats based on which slot is attacking
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if (slot == mbEnums.EquipSlotType.LHELD) {
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min = attacker.minDamageHandTwo;
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max = attacker.maxDamageHandTwo;
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atr = attacker.atrHandTwo;
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boolean inRange = false;
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)){
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attackRange += ((PlayerCharacter)attacker).getCharacterHeight() * 0.5f;
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}else {
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attackRange += attacker.calcHitBox();
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}
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switch(target.getObjectType()){
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case PlayerCharacter:
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attackRange += ((PlayerCharacter)target).getCharacterHeight() * 0.5f;
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if(distanceSquared < attackRange * attackRange)
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inRange = true;
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break;
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case Mob:
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attackRange += ((AbstractCharacter)target).calcHitBox();
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if(distanceSquared < attackRange * attackRange)
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inRange = true;
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break;
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case Building:
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float locX = target.loc.x - target.getBounds().getHalfExtents().x;
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float locZ = target.loc.z - target.getBounds().getHalfExtents().y;
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float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
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float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2;
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Rectangle2D.Float rect = new Rectangle2D.Float(locX,locZ,sizeX,sizeZ);
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if(rect.contains(new Point2D.Float(attacker.loc.x,attacker.loc.z)))
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inRange = true;
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break;
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}
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int def = 0;
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if (AbstractCharacter.IsAbstractCharacter(target))
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def = ((AbstractCharacter) target).defenseRating;
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//calculate hit chance based off ATR and DEF
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int hitChance;
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if (def == 0)
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def = 1;
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float dif = atr / def;
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if (dif <= 0.8f)
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hitChance = 4;
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else
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hitChance = ((int) (450 * (dif - 0.8f)) + 4);
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if (target.getObjectType() == mbEnums.GameObjectType.Building)
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hitChance = 100;
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int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
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if (attacker.charItemManager.getEquipped().get(slot) != null) {
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passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true);
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}
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if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
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TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
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DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
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else
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DispatchMessage.sendToAllInRange(attacker, msg);
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return;
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}
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//calculate passive chances only if target is AbstractCharacter
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if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) {
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mbEnums.PassiveType passiveType = mbEnums.PassiveType.None;
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int hitRoll = ThreadLocalRandom.current().nextInt(100);
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float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true);
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float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true);
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float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true);
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// Passive chance clamped at 75
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dodgeChance = Math.max(0, Math.min(75, dodgeChance));
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blockChance = Math.max(0, Math.min(75, blockChance));
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parryChance = Math.max(0, Math.min(75, parryChance));
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if (hitRoll < dodgeChance)
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passiveType = mbEnums.PassiveType.Dodge;
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else if (hitRoll < blockChance)
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passiveType = mbEnums.PassiveType.Block;
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else if (hitRoll < parryChance)
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passiveType = mbEnums.PassiveType.Parry;
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if (passiveType.equals(mbEnums.PassiveType.None) == false) {
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TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
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DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
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else
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DispatchMessage.sendToAllInRange(attacker, msg);
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return;
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}
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}
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//calculate the base damage
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int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
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if (damage == 0)
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return;
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//get the damage type
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mbEnums.DamageType damageType;
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if (attacker.charItemManager.getEquipped().get(slot) == null) {
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damageType = mbEnums.DamageType.CRUSHING;
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
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if (((Mob) attacker).isSiege())
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damageType = mbEnums.DamageType.SIEGE;
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} else {
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damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0];
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}
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//get resists
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Resists resists;
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if (AbstractCharacter.IsAbstractCharacter(target) == false)
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resists = ((Building) target).getResists(); //this is a building
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else
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resists = ((AbstractCharacter) target).getResists(); //this is a character
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if (AbstractCharacter.IsAbstractCharacter(target)) {
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AbstractCharacter absTarget = (AbstractCharacter) target;
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//check damage shields
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PlayerBonuses bonuses = absTarget.getBonuses();
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if (bonuses != null) {
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ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields();
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float total = 0;
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for (DamageShield ds : damageShields.values()) {
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//get amount to damage back
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float amount;
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if (ds.usePercent())
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amount = damage * ds.getAmount() / 100;
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else
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amount = ds.getAmount();
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//get resisted damage for damagetype
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if (resists != null)
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amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0);
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total += amount;
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}
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if (total > 0) {
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//apply Damage back
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attacker.modifyHealth(-total, absTarget, true);
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0);
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DispatchMessage.sendToAllInRange(target, cmm);
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}
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}
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if (resists != null) {
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//check for damage type immunities
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if (resists.immuneTo(damageType))
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return;
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//calculate resisted damage including fortitude
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damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
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}
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}
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//remove damage from target health
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if (damage > 0) {
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if (AbstractCharacter.IsAbstractCharacter(target))
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((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
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else
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((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage);
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int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
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if (attacker.charItemManager.getEquipped().get(slot) != null) {
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attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD));
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}
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
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DispatchMessage.sendToAllInRange(target, cmm);
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}
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DeferredPowerJob dpj = null;
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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dpj = ((PlayerCharacter) attacker).getWeaponPower();
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if (dpj != null) {
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dpj.attack(target, attackRange);
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if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
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((PlayerCharacter) attacker).setWeaponPower(dpj);
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}
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}
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//calculate next allowed attack and update the timestamp
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long delay = 20 * 100;
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//get delay for the auto attack job
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long delay = 5000;
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if (weapon != null) {
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@@ -338,10 +158,284 @@ public enum CombatManager {
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delay = wepSpeed * 100;
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}
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
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((Mob)attacker).nextAttackTime = System.currentTimeMillis() + delay;
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if (inRange) {
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//handle retaliate
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if(AbstractCharacter.IsAbstractCharacter(target)){
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if(((AbstractCharacter)target).combatTarget == null || ((AbstractCharacter)target).combatTarget.isAlive() == false){
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((AbstractCharacter)target).combatTarget = attacker;
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if(target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat())
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combatCycle((AbstractCharacter) target, attacker);
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}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DeferredPowerJob dpj = null;
|
|
|
|
|
|
|
|
|
|
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
|
|
|
|
|
|
|
|
|
|
dpj = ((PlayerCharacter) attacker).getWeaponPower();
|
|
|
|
|
|
|
|
|
|
if (dpj != null) {
|
|
|
|
|
dpj.attack(target, attackRange);
|
|
|
|
|
|
|
|
|
|
if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
|
|
|
|
|
((PlayerCharacter) attacker).setWeaponPower(dpj);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// take stamina away from attacker
|
|
|
|
|
|
|
|
|
|
if (weapon != null) {
|
|
|
|
|
float stam = weapon.template.item_wt / 3f;
|
|
|
|
|
stam = (stam < 1) ? 1 : stam;
|
|
|
|
|
attacker.modifyStamina(-(stam), attacker, true);
|
|
|
|
|
} else
|
|
|
|
|
attacker.modifyStamina(-0.5f, attacker, true);
|
|
|
|
|
|
|
|
|
|
//cancel things that are cancelled by an attack
|
|
|
|
|
|
|
|
|
|
attacker.cancelOnAttackSwing();
|
|
|
|
|
|
|
|
|
|
//declare relevant variables
|
|
|
|
|
|
|
|
|
|
int min = attacker.minDamageHandOne;
|
|
|
|
|
int max = attacker.maxDamageHandOne;
|
|
|
|
|
int atr = attacker.atrHandOne;
|
|
|
|
|
|
|
|
|
|
//get the proper stats based on which slot is attacking
|
|
|
|
|
|
|
|
|
|
if (slot == mbEnums.EquipSlotType.LHELD) {
|
|
|
|
|
min = attacker.minDamageHandTwo;
|
|
|
|
|
max = attacker.maxDamageHandTwo;
|
|
|
|
|
atr = attacker.atrHandTwo;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int def = 0;
|
|
|
|
|
|
|
|
|
|
if (AbstractCharacter.IsAbstractCharacter(target))
|
|
|
|
|
def = ((AbstractCharacter) target).defenseRating;
|
|
|
|
|
|
|
|
|
|
//calculate hit chance based off ATR and DEF
|
|
|
|
|
|
|
|
|
|
int hitChance;
|
|
|
|
|
if (def == 0)
|
|
|
|
|
def = 1;
|
|
|
|
|
float dif = atr / def;
|
|
|
|
|
|
|
|
|
|
if (dif <= 0.8f)
|
|
|
|
|
hitChance = 4;
|
|
|
|
|
else
|
|
|
|
|
hitChance = ((int) (450 * (dif - 0.8f)) + 4);
|
|
|
|
|
|
|
|
|
|
if (target.getObjectType() == mbEnums.GameObjectType.Building)
|
|
|
|
|
hitChance = 100;
|
|
|
|
|
|
|
|
|
|
int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
|
|
|
|
|
if (attacker.charItemManager.getEquipped().get(slot) != null) {
|
|
|
|
|
passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
|
|
|
|
|
TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
|
|
|
|
|
|
|
|
|
|
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
|
|
|
|
|
DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
|
|
|
|
|
else
|
|
|
|
|
DispatchMessage.sendToAllInRange(attacker, msg);
|
|
|
|
|
|
|
|
|
|
//calculate next allowed attack and update the timestamp
|
|
|
|
|
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);
|
|
|
|
|
|
|
|
|
|
//handle auto attack job creation
|
|
|
|
|
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
|
|
|
|
|
|
|
|
|
|
if (timers != null) {
|
|
|
|
|
AttackJob aj = new AttackJob(attacker, slot.ordinal(), true);
|
|
|
|
|
JobContainer job;
|
|
|
|
|
job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
|
|
|
|
|
timers.put("Attack" + slot, job);
|
|
|
|
|
} else
|
|
|
|
|
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//calculate passive chances only if target is AbstractCharacter
|
|
|
|
|
|
|
|
|
|
if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) {
|
|
|
|
|
mbEnums.PassiveType passiveType = mbEnums.PassiveType.None;
|
|
|
|
|
int hitRoll = ThreadLocalRandom.current().nextInt(100);
|
|
|
|
|
|
|
|
|
|
float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true);
|
|
|
|
|
float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true);
|
|
|
|
|
float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true);
|
|
|
|
|
|
|
|
|
|
// Passive chance clamped at 75
|
|
|
|
|
|
|
|
|
|
dodgeChance = Math.max(0, Math.min(75, dodgeChance));
|
|
|
|
|
blockChance = Math.max(0, Math.min(75, blockChance));
|
|
|
|
|
parryChance = Math.max(0, Math.min(75, parryChance));
|
|
|
|
|
|
|
|
|
|
if (hitRoll < dodgeChance)
|
|
|
|
|
passiveType = mbEnums.PassiveType.Dodge;
|
|
|
|
|
else if (hitRoll < blockChance)
|
|
|
|
|
passiveType = mbEnums.PassiveType.Block;
|
|
|
|
|
else if (hitRoll < parryChance)
|
|
|
|
|
passiveType = mbEnums.PassiveType.Parry;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (passiveType.equals(mbEnums.PassiveType.None) == false) {
|
|
|
|
|
TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
|
|
|
|
|
|
|
|
|
|
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
|
|
|
|
|
DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
|
|
|
|
|
else
|
|
|
|
|
DispatchMessage.sendToAllInRange(attacker, msg);
|
|
|
|
|
|
|
|
|
|
//calculate next allowed attack and update the timestamp
|
|
|
|
|
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);
|
|
|
|
|
|
|
|
|
|
//handle auto attack job creation
|
|
|
|
|
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
|
|
|
|
|
|
|
|
|
|
if (timers != null) {
|
|
|
|
|
AttackJob aj = new AttackJob(attacker, slot.ordinal(), true);
|
|
|
|
|
JobContainer job;
|
|
|
|
|
job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
|
|
|
|
|
timers.put("Attack" + slot, job);
|
|
|
|
|
} else
|
|
|
|
|
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//calculate the base damage
|
|
|
|
|
int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
|
|
|
|
|
if (damage == 0) {
|
|
|
|
|
//calculate next allowed attack and update the timestamp
|
|
|
|
|
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);
|
|
|
|
|
|
|
|
|
|
//handle auto attack job creation
|
|
|
|
|
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
|
|
|
|
|
|
|
|
|
|
if (timers != null) {
|
|
|
|
|
AttackJob aj = new AttackJob(attacker, slot.ordinal(), true);
|
|
|
|
|
JobContainer job;
|
|
|
|
|
job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
|
|
|
|
|
timers.put("Attack" + slot, job);
|
|
|
|
|
} else
|
|
|
|
|
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
//get the damage type
|
|
|
|
|
|
|
|
|
|
mbEnums.DamageType damageType;
|
|
|
|
|
|
|
|
|
|
if (attacker.charItemManager.getEquipped().get(slot) == null) {
|
|
|
|
|
damageType = mbEnums.DamageType.CRUSHING;
|
|
|
|
|
if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
|
|
|
|
|
if (((Mob) attacker).isSiege())
|
|
|
|
|
damageType = mbEnums.DamageType.SIEGE;
|
|
|
|
|
} else {
|
|
|
|
|
damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//get resists
|
|
|
|
|
|
|
|
|
|
Resists resists;
|
|
|
|
|
|
|
|
|
|
if (AbstractCharacter.IsAbstractCharacter(target) == false)
|
|
|
|
|
resists = ((Building) target).getResists(); //this is a building
|
|
|
|
|
else
|
|
|
|
|
resists = ((AbstractCharacter) target).getResists(); //this is a character
|
|
|
|
|
|
|
|
|
|
if (AbstractCharacter.IsAbstractCharacter(target)) {
|
|
|
|
|
AbstractCharacter absTarget = (AbstractCharacter) target;
|
|
|
|
|
|
|
|
|
|
//check damage shields
|
|
|
|
|
|
|
|
|
|
PlayerBonuses bonuses = absTarget.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
|
|
|
|
|
|
|
|
|
|
if (resists != null)
|
|
|
|
|
amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0);
|
|
|
|
|
total += amount;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (total > 0) {
|
|
|
|
|
//apply Damage back
|
|
|
|
|
attacker.modifyHealth(-total, absTarget, true);
|
|
|
|
|
TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0);
|
|
|
|
|
DispatchMessage.sendToAllInRange(target, cmm);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (resists != null) {
|
|
|
|
|
|
|
|
|
|
//check for damage type immunities
|
|
|
|
|
|
|
|
|
|
if (resists.immuneTo(damageType)) {
|
|
|
|
|
//calculate next allowed attack and update the timestamp
|
|
|
|
|
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);
|
|
|
|
|
|
|
|
|
|
//handle auto attack job creation
|
|
|
|
|
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
|
|
|
|
|
|
|
|
|
|
if (timers != null) {
|
|
|
|
|
AttackJob aj = new AttackJob(attacker, slot.ordinal(), true);
|
|
|
|
|
JobContainer job;
|
|
|
|
|
job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
|
|
|
|
|
timers.put("Attack" + slot, job);
|
|
|
|
|
} else
|
|
|
|
|
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
//calculate resisted damage including fortitude
|
|
|
|
|
|
|
|
|
|
damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//remove damage from target health
|
|
|
|
|
|
|
|
|
|
if (damage > 0) {
|
|
|
|
|
|
|
|
|
|
if (AbstractCharacter.IsAbstractCharacter(target))
|
|
|
|
|
((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
|
|
|
|
|
else
|
|
|
|
|
((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage);
|
|
|
|
|
|
|
|
|
|
int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
|
|
|
|
|
if (attacker.charItemManager.getEquipped().get(slot) != null) {
|
|
|
|
|
attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD));
|
|
|
|
|
}
|
|
|
|
|
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
|
|
|
|
|
DispatchMessage.sendToAllInRange(target, cmm);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//calculate next allowed attack and update the timestamp
|
|
|
|
|
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);
|
|
|
|
|
|
|
|
|
|
//handle auto attack job creation
|
|
|
|
|
|
|
|
|
|
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
|
|
|
|
|
|
|
|
|
|
if (timers != null) {
|
|
|
|
|