forked from MagicBane/Server
rentrant lock on combat
This commit is contained in:
@@ -12,7 +12,6 @@ import engine.job.JobContainer;
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import engine.job.JobScheduler;
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import engine.job.JobScheduler;
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import engine.jobs.AttackJob;
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import engine.jobs.AttackJob;
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import engine.jobs.DeferredPowerJob;
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import engine.jobs.DeferredPowerJob;
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import engine.math.Vector3f;
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import engine.mbEnums;
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import engine.mbEnums;
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import engine.net.client.ClientConnection;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.TargetedActionMsg;
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import engine.net.client.msg.TargetedActionMsg;
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@@ -119,24 +118,18 @@ public enum CombatManager {
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public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) {
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public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) {
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if(slot == null || target == null || attacker == null)
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if (slot == null || target == null || attacker == null)
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return;
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return;
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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if (!attacker.isCombat())
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if (!attacker.isCombat())
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return;
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return;
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//check if this slot is on attack timer, if timer has passed clear it, else early exit
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if(attacker.getTimers() != null && attacker.getTimers().containsKey("Attack"+slot.name()))
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if(attacker.getTimers().get("Attack"+slot.name()).timeToExecutionLeft() <= 0)
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attacker.getTimers().remove("Attack"+slot.name());
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else
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return;
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}
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}
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target.combatLock.writeLock().lock();
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// check if character is in range to attack target
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// check if character is in range to attack target
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try {
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PlayerBonuses bonus = attacker.getBonuses();
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PlayerBonuses bonus = attacker.getBonuses();
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float rangeMod = 1.0f;
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float rangeMod = 1.0f;
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@@ -159,12 +152,12 @@ public enum CombatManager {
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boolean inRange = false;
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boolean inRange = false;
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if (AbstractCharacter.IsAbstractCharacter(target)) {
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if (AbstractCharacter.IsAbstractCharacter(target)) {
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attackRange += ((AbstractCharacter)target).calcHitBox();
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attackRange += ((AbstractCharacter) target).calcHitBox();
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} else {
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} else {
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}
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}
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if(attackRange > 15 && attacker.isMoving()){
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if (attackRange > 15 && attacker.isMoving()) {
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//cannot shoot bow while moving;
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//cannot shoot bow while moving;
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return;
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return;
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}
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}
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@@ -181,14 +174,14 @@ public enum CombatManager {
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inRange = true;
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inRange = true;
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break;
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break;
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case Building:
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case Building:
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if(attackRange > 15){
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if (attackRange > 15) {
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float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x);
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float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x);
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//float distanceSquared = attacker.loc.distanceSquared(target.loc);
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//float distanceSquared = attacker.loc.distanceSquared(target.loc);
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if(distanceSquared < rangeSquared) {
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if (distanceSquared < rangeSquared) {
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inRange = true;
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inRange = true;
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break;
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break;
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}
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}
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}else {
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} else {
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float locX = target.loc.x - target.getBounds().getHalfExtents().x;
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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 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 sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
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@@ -312,7 +305,7 @@ public enum CombatManager {
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DispatchManager.sendToAllInRange(attacker, msg);
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DispatchManager.sendToAllInRange(attacker, msg);
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//we need to send the animation even if the attacker misses
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//we need to send the animation even if the attacker misses
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot));
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
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DispatchManager.sendToAllInRange(target, cmm);
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DispatchManager.sendToAllInRange(target, cmm);
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//set auto attack job
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//set auto attack job
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@@ -352,7 +345,7 @@ public enum CombatManager {
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DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
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DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
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//we need to send the animation even if the attacker misses
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//we need to send the animation even if the attacker misses
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot));
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
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DispatchManager.sendToAllInRange(target, cmm);
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DispatchManager.sendToAllInRange(target, cmm);
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//set auto attack job
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//set auto attack job
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setAutoAttackJob(attacker, slot, delay);
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setAutoAttackJob(attacker, slot, delay);
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@@ -367,7 +360,7 @@ public enum CombatManager {
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setAutoAttackJob(attacker, slot, delay);
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setAutoAttackJob(attacker, slot, delay);
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return;
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return;
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}
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}
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob)attacker).isPet())
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob) attacker).isPet())
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calculatePetDamage(attacker);
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calculatePetDamage(attacker);
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//get the damage type
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//get the damage type
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@@ -437,7 +430,7 @@ public enum CombatManager {
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if (resists.immuneTo(damageType)) {
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if (resists.immuneTo(damageType)) {
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//set auto attack job
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//set auto attack job
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//we need to send the animation even if the attacker misses
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//we need to send the animation even if the attacker misses
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot));
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
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DispatchManager.sendToAllInRange(target, cmm);
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DispatchManager.sendToAllInRange(target, cmm);
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setAutoAttackJob(attacker, slot, delay);
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setAutoAttackJob(attacker, slot, delay);
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return;
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return;
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@@ -473,7 +466,12 @@ public enum CombatManager {
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//set auto attack job
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//set auto attack job
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setAutoAttackJob(attacker, slot, delay);
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setAutoAttackJob(attacker, slot, delay);
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} catch (Exception ex) {
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cancelAutoAttackJob(attacker,slot);
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//Logger.error("COMBAT CAUGHT ERROR: " + ex.getMessage());
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} finally {
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target.combatLock.writeLock().unlock();
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}
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}
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}
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public static void toggleCombat(boolean toggle, ClientConnection origin) {
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public static void toggleCombat(boolean toggle, ClientConnection origin) {
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@@ -624,7 +622,20 @@ public enum CombatManager {
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Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
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Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
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}
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}
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public static int calculatePetDamage(AbstractCharacter agent) {
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public static void cancelAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot) {
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attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis());
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//handle auto attack job creation
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ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
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if (timers != null) {
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timers.get("Attack" + slot.name()).cancelJob();
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} else
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Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
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}
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public static void calculatePetDamage(AbstractCharacter agent) {
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//damage calc for pet
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//damage calc for pet
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float range;
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float range;
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float damage;
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float damage;
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@@ -636,7 +647,6 @@ public enum CombatManager {
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dmgMultiplier += agent.getLevel() * 0.1f;
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dmgMultiplier += agent.getLevel() * 0.1f;
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range = (float) (maxDmg - minDmg);
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range = (float) (maxDmg - minDmg);
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damage = min + ((ThreadLocalRandom.current().nextFloat() * range) + (ThreadLocalRandom.current().nextFloat() * range)) / 2;
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damage = min + ((ThreadLocalRandom.current().nextFloat() * range) + (ThreadLocalRandom.current().nextFloat() * range)) / 2;
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return (int) (damage * dmgMultiplier);
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}
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}
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public static double getMinDmg(double min, AbstractCharacter agent) {
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public static double getMinDmg(double min, AbstractCharacter agent) {
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int primary = agent.getStatStrCurrent();
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int primary = agent.getStatStrCurrent();
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@@ -59,6 +59,7 @@ public abstract class AbstractWorldObject extends AbstractGameObject {
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private Vector3f rot = new Vector3f(0.0f, 0.0f, 0.0f);
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private Vector3f rot = new Vector3f(0.0f, 0.0f, 0.0f);
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private int objectTypeMask = 0;
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private int objectTypeMask = 0;
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private Bounds bounds;
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private Bounds bounds;
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public ReentrantReadWriteLock combatLock = new ReentrantReadWriteLock();
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/**
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/**
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* No Id Constructor
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* No Id Constructor
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