Files
Server/src/engine/gameManager/CombatManager.java
T
MagicBotandClaude Opus 5.5 b21ccdbb4c Use rune natural attack range for unarmed mobs
Unarmed mobs now add their rune natural attack range in processAttack
and use it in getRange. Most melee runes have 0, so they are unchanged;
ranged plant mobs (Gasser, Spitter, Needler, ...) get 150, Shuggra 50.
Natural range is not subject to the unverified 80 clamp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 07:05:25 -04:00

789 lines
33 KiB
Java

// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
// Magicbane Emulator Project © 2013 - 2026
// https://www.magicbane.com
package engine.gameManager;
import engine.job.JobContainer;
import engine.job.JobScheduler;
import engine.jobs.AttackJob;
import engine.jobs.DeferredPowerJob;
import engine.mbEnums;
import engine.net.client.ClientConnection;
import engine.net.client.msg.PowerProjectileMsg;
import engine.net.client.msg.TargetedActionMsg;
import engine.net.client.msg.UpdateStateMsg;
import engine.objects.*;
import engine.powers.DamageShield;
import engine.powers.effectmodifiers.AbstractEffectModifier;
import engine.powers.effectmodifiers.WeaponProcEffectModifier;
import engine.server.MBServerStatics;
import org.pmw.tinylog.Logger;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.util.EnumSet;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ThreadLocalRandom;
import static java.lang.Math.pow;
public enum CombatManager {
// MB Dev notes:
// Class implements all combat mechanics for Magicbane.
//
// Combat initiates in "combatCycle" to determine which hands will be swung, and attack is processed based on that.
// Handles all combat for AbstractCharacter including player characters and mobiles.
// Controls toggling of combat and sit/stand for all AbstractCharacters
//
//
COMBAT_MANAGER;
public static final int COMBAT_BLOCK_ANIMATION = 298;
public static final int COMBAT_PARRY_ANIMATION = 299;
public static final int COMBAT_DODGE_ANIMATION = 300;
public static void combatCycle(AbstractCharacter attacker, AbstractWorldObject target) {
//early exit checks
if (attacker == null || target == null || !attacker.isAlive() || !target.isAlive())
return;
if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
if (((Mob) attacker).nextAttackTime > System.currentTimeMillis())
return;
switch (target.getObjectType()) {
case Building:
if (!((Building) target).isVulnerable())
return;
break;
case PlayerCharacter:
case Mob:
PlayerBonuses bonuses = ((AbstractCharacter) target).getBonuses();
if (bonuses != null && bonuses.getBool(mbEnums.ModType.ImmuneToAttack, mbEnums.SourceType.None))
return;
break;
case NPC:
return;
}
Item mainWeapon = attacker.charItemManager.getEquipped().get(mbEnums.EquipSlotType.RHELD);
Item offWeapon = attacker.charItemManager.getEquipped().get(mbEnums.EquipSlotType.LHELD);
if (mainWeapon == null && offWeapon == null) {
//no weapons equipped, punch with both fists
processAttack(attacker, target, mbEnums.EquipSlotType.RHELD);
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter))
processAttack(attacker, target, mbEnums.EquipSlotType.LHELD);
return;
}
if (mainWeapon != null && offWeapon == null) {
//swing right hand only
processAttack(attacker, target, mbEnums.EquipSlotType.RHELD);
return;
}
if (mainWeapon == null && offWeapon != null && !offWeapon.template.item_skill_used.equals("Block")) {
//swing left hand only
processAttack(attacker, target, mbEnums.EquipSlotType.LHELD);
return;
}
if (mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_used.equals("Block")) {
//no weapon equipped with a shield, punch with one hand
processAttack(attacker, target, mbEnums.EquipSlotType.RHELD);
return;
}
if (mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_used.equals("Block")) {
//one weapon equipped with a shield, swing with one hand
processAttack(attacker, target, mbEnums.EquipSlotType.RHELD);
return;
}
if (mainWeapon != null && offWeapon != null && !offWeapon.template.item_skill_used.equals("Block")) {
//two weapons equipped, swing both hands
processAttack(attacker, target, mbEnums.EquipSlotType.RHELD);
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter))
processAttack(attacker, target, mbEnums.EquipSlotType.LHELD);
}
}
public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) {
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
if (!attacker.isCombat())
return;
//check if this slot is on attack timer, if timer has passed clear it, else early exit
if (attacker.getTimers() != null && attacker.getTimers().containsKey("Attack" + slot.name()))
if (attacker.getTimers().get("Attack" + slot.name()).timeToExecutionLeft() <= 0)
attacker.getTimers().remove("Attack" + slot.name());
else
return;
}
// check if character is in range to attack target
PlayerBonuses bonus = attacker.getBonuses();
float rangeMod = 1.0f;
float attackRange = MBServerStatics.NO_WEAPON_RANGE;
Item weapon = attacker.charItemManager.getEquipped(slot);
if (weapon != null) {
if (bonus != null)
rangeMod += bonus.getFloatPercentAll(mbEnums.ModType.WeaponRange, mbEnums.SourceType.None);
attackRange += weapon.template.item_weapon_max_range * rangeMod;
} else if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) {
//unarmed mob, add the natural attack range from its rune (0 for most melee mobs)
if (bonus != null)
rangeMod += bonus.getFloatPercentAll(mbEnums.ModType.WeaponRange, mbEnums.SourceType.None);
attackRange += getNaturalAttackRange(attacker, slot) * rangeMod;
}
if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
if (((Mob) attacker).isSiege())
attackRange = getSiegeRange((Mob) attacker);
float distanceSquared = attacker.loc.distanceSquared(target.loc);
boolean inRange = false;
if (AbstractCharacter.IsAbstractCharacter(target)) {
attackRange += ((AbstractCharacter) target).calcHitBox();
} else {
}
if (attackRange > 15 && attacker.isMoving()) {
//cannot shoot bow while moving;
return;
}
switch (target.getObjectType()) {
case PlayerCharacter:
attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f;
if (distanceSquared <= attackRange * attackRange)
inRange = true;
break;
case Mob:
attackRange += ((AbstractCharacter) target).calcHitBox();
if (distanceSquared <= attackRange * attackRange)
inRange = true;
break;
case Building:
if (attackRange > 15) {
float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x);
//float distanceSquared = attacker.loc.distanceSquared(target.loc);
if (distanceSquared < rangeSquared) {
inRange = true;
break;
}
} else {
float locX = target.loc.x - target.getBounds().getHalfExtents().x;
float locZ = target.loc.z - target.getBounds().getHalfExtents().y;
float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2;
Rectangle2D.Float rect = new Rectangle2D.Float(locX, locZ, sizeX, sizeZ);
if (rect.contains(new Point2D.Float(attacker.loc.x, attacker.loc.z)))
inRange = true;
break;
}
}
//get delay for the auto attack job
long delay = 5000;
if (weapon != null) {
float wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));
if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None));
if (wepSpeed < 10)
wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
delay = (long)wepSpeed * 100L;
} else {
//unarmed, use the natural attack speed from the mob or race rune
float naturalSpeed = getNaturalAttackSpeed(attacker, slot);
if (naturalSpeed > 0) {
if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
naturalSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None));
if (naturalSpeed < 10)
naturalSpeed = 10;
delay = (long) naturalSpeed * 100L;
}
}
if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
((Mob) attacker).nextAttackTime = System.currentTimeMillis() + delay;
if (inRange) {
if(attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)){
if(!attacker.getTimestamps().contains(slot.name()+"Attack")){
attacker.getTimestamps().put(slot.name()+"Attack", System.currentTimeMillis() - 1000);
} else if(System.currentTimeMillis() < attacker.getTimestamps().get(slot.name()+"Attack") + delay){
setAutoAttackJob(attacker,slot,delay);
return;
}
}
//handle retaliate
if (AbstractCharacter.IsAbstractCharacter(target)) {
if (((AbstractCharacter) target).combatTarget == null || !((AbstractCharacter) target).combatTarget.isAlive()) {
((AbstractCharacter) target).combatTarget = attacker;
if (target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat())
combatCycle((AbstractCharacter) target, attacker);
}
}
// take stamina away from attacker if its not a mob
if (weapon != null && !attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) {
//check if Out of Stamina
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
if (attacker.getStamina() < (weapon.template.item_wt / 3f)) {
//set auto attack job
setAutoAttackJob(attacker, slot, delay);
return;
}
}
float stam = weapon.template.item_wt / 3f;
stam = (stam < 1) ? 1 : stam;
attacker.modifyStamina(-(stam), attacker, true);
} else
attacker.modifyStamina(1, 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;
}
//apply weapon powers before early exit for miss or passives
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);
}
}
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 * 1f / 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 = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def
if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
else
DispatchManager.sendToAllInRange(attacker, msg);
//we need to send the animation even if the attacker misses
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon == null ? null : weapon.template, null, slot));
DispatchManager.sendToAllInRange(target, cmm);
//set auto attack job
setAutoAttackJob(attacker, slot, delay);
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)) {
passiveAnim = getPassiveAnimation(passiveType);
TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
//we need to send the animation even if the attacker misses
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon == null ? null : weapon.template, null, slot));
DispatchManager.sendToAllInRange(target, cmm);
//set auto attack job
setAutoAttackJob(attacker, slot, delay);
return;
}
}
//check for proccing
checkForProc(attacker,target,weapon);
//calculate the base damage
int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
if (damage == 0) {
//set auto attack job
setAutoAttackJob(attacker, slot, delay);
return;
}
if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob) attacker).isPet())
calculatePetDamage(attacker);
//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))
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);
DispatchManager.sendToAllInRange(target, cmm);
}
}
if (resists != null) {
//check for damage type immunities
if (resists.immuneTo(damageType)) {
//set auto attack job
//we need to send the animation even if the attacker misses
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon == null ? null : weapon.template, null, slot));
DispatchManager.sendToAllInRange(target, cmm);
setAutoAttackJob(attacker, slot, delay);
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);
((AbstractCharacter) target).cancelOnTakeDamage();
}else {
((Building) target).modifyHealth(-damage, attacker);
}
int attackAnim = getSwingAnimation(null, null, slot);
if (attacker.charItemManager.getEquipped().get(slot) != null) {
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower();
attackAnim = getSwingAnimation(weapon.template, weaponPower, slot);
} else {
attackAnim = getSwingAnimation(weapon.template, null, slot);
}
}
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
DispatchManager.sendToAllInRange(target, cmm);
//siege projectile is sent once per hit, not per AI pulse
if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob) attacker).isSiege()
&& target.getObjectType().equals(mbEnums.GameObjectType.Building)) {
PowerProjectileMsg ppm = new PowerProjectileMsg(attacker, target);
ppm.setRange(50);
DispatchManager.dispatchMsgToInterestArea(attacker, ppm, mbEnums.DispatchChannel.SECONDARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false);
}
}
}
//set auto attack job
setAutoAttackJob(attacker, slot, delay);
}
public static void toggleCombat(boolean toggle, ClientConnection origin) {
PlayerCharacter playerCharacter = SessionManager.getPlayerCharacter(origin);
if (playerCharacter == null)
return;
playerCharacter.setCombat(toggle);
if (!toggle) // toggle is move it to false so clear combat target
playerCharacter.setCombatTarget(null); //clear last combat target
UpdateStateMsg rwss = new UpdateStateMsg();
rwss.setPlayer(playerCharacter);
DispatchManager.dispatchMsgToInterestArea(playerCharacter, rwss, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false);
}
public static void toggleSit(boolean toggle, ClientConnection origin) {
PlayerCharacter playerCharacter = SessionManager.getPlayerCharacter(origin);
if (playerCharacter == null)
return;
playerCharacter.setSit(toggle);
UpdateStateMsg rwss = new UpdateStateMsg();
rwss.setPlayer(playerCharacter);
DispatchManager.dispatchMsgToInterestArea(playerCharacter, rwss, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
}
public static void handleRetaliate(AbstractCharacter target, AbstractCharacter attacker) {
//Called when character takes damage.
if (attacker == null || target == null)
return;
if (attacker.equals(target))
return;
if (target.isMoving() && target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter))
return;
if (!target.isAlive() || !attacker.isAlive())
return;
boolean isCombat = target.isCombat();
//If target in combat and has no target, then attack back
if (isCombat && target.combatTarget == null)
target.setCombatTarget(attacker);
}
public static int getSwingAnimation(ItemTemplate wb, DeferredPowerJob dpj, mbEnums.EquipSlotType slot) {
//No weapon, return default animation
if (wb == null)
return 75;
int token;
if (dpj != null) {
token = (dpj.getPower() != null) ? dpj.getPower().getToken() : 0;
if (token == 563721004) //kick animation
return 79;
}
//Item has no equipment slots and should not try to return an animation, return default instead
if (wb.item_eq_slots_or == null || wb.item_eq_slots_or.isEmpty()) {
return 75;
}
//declare variables
int anim;
int random;
//Item can only be equipped in one slot, return animation for that slot
if (wb.item_eq_slots_or.size() == 1) {
if (wb.item_eq_slots_or.iterator().next().equals(mbEnums.EquipSlotType.RHELD)) {
anim = wb.weapon_attack_anim_right.get(0)[0];
if (dpj != null) {
random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size());
anim = wb.weapon_attack_anim_right.get(random)[0];
}
} else {
anim = wb.weapon_attack_anim_left.get(0)[0];
if (dpj != null) {
random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size());
anim = wb.weapon_attack_anim_left.get(random)[0];
}
}
return anim;
}
//Item can be equipped in either hand, and should have animation sets for each hand
if (slot.equals(mbEnums.EquipSlotType.RHELD)) {
anim = wb.weapon_attack_anim_right.get(0)[0];
if (dpj != null) {
random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size());
anim = wb.weapon_attack_anim_right.get(random)[0];
}
} else {
anim = wb.weapon_attack_anim_left.get(0)[0];
if (dpj != null) {
random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size());
anim = wb.weapon_attack_anim_left.get(random)[0];
}
}
return anim;
}
public static int getPassiveAnimation(mbEnums.PassiveType passiveType) {
switch (passiveType) {
case Block:
return COMBAT_BLOCK_ANIMATION;
case Parry:
return COMBAT_PARRY_ANIMATION;
case Dodge:
return COMBAT_DODGE_ANIMATION;
default:
return 0;
}
}
public static void setAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot, long delay) {
//calculate next allowed attack and update the timestamp
if (attacker.getTimestamps().containsKey("Attack" + slot.name()) && attacker.getTimestamps().get("Attack" + slot.name()) > System.currentTimeMillis())
return;
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.name(), job);
} else
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
}
public static float getNaturalAttackSpeed(AbstractCharacter attacker, mbEnums.EquipSlotType slot) {
// Returns the rune natural attack speed (x100 ms) for this hand, or 0 if the rune has none.
float[] attack = getNaturalAttack(attacker, slot);
if (attack == null || attack.length < 1)
return 0;
return attack[0];
}
public static float getNaturalAttackRange(AbstractCharacter attacker, mbEnums.EquipSlotType slot) {
// Returns the rune natural attack range for this hand, or 0 if the rune has none.
float[] attack = getNaturalAttack(attacker, slot);
if (attack == null || attack.length < 2)
return 0;
return attack[1];
}
public static float getSiegeRange(Mob siegeEngine) {
// Siege engines use the range from their rune natural attack (350 for all three), 300 if the rune has none.
float range = getNaturalAttackRange(siegeEngine, mbEnums.EquipSlotType.RHELD);
if (range <= 0)
return 300;
return range;
}
public static float[] getNaturalAttack(AbstractCharacter attacker, mbEnums.EquipSlotType slot) {
// Returns the rune natural attack entry for this hand, or null if the rune has none.
// Mobs use their mobbase rune, players use their race rune.
int runeID;
ItemTemplate rune;
int hand = slot.equals(mbEnums.EquipSlotType.LHELD) ? 2 : 1;
switch (attacker.getObjectType()) {
case Mob:
runeID = ((Mob) attacker).loadID;
break;
case PlayerCharacter:
runeID = ((PlayerCharacter) attacker).getRaceID();
break;
default:
return null;
}
rune = ItemTemplate.templates.get(runeID);
if (rune == null || rune.rune_natural_attacks.isEmpty())
return null;
for (float[] attack : rune.rune_natural_attacks)
if (attack.length > 3 && (int) attack[3] == hand)
return attack;
// No entry for this hand, fall back to the first natural attack
return rune.rune_natural_attacks.get(0);
}
public static int calculatePetDamage(AbstractCharacter agent) {
//damage calc for pet
float range;
float damage;
float min = 40;
float max = 60;
float dmgMultiplier = 1 + agent.getBonuses().getFloatPercentAll(mbEnums.ModType.MeleeDamageModifier, mbEnums.SourceType.None);
double minDmg = getMinDmg(min, agent);
double maxDmg = getMaxDmg(max, agent);
dmgMultiplier += agent.getLevel() * 0.1f;
range = (float) (maxDmg - minDmg);
damage = min + ((ThreadLocalRandom.current().nextFloat() * range) + (ThreadLocalRandom.current().nextFloat() * range)) / 2;
return (int) (damage * dmgMultiplier);
}
public static double getMinDmg(double min, AbstractCharacter agent) {
int primary = agent.getStatStrCurrent();
int secondary = agent.getStatDexCurrent();
int focusLevel = 0;
int masteryLevel = 0;
return min * (pow(0.0048 * primary + .049 * (primary - 0.75), 0.5) + pow(0.0066 * secondary + 0.064 * (secondary - 0.75), 0.5) + +0.01 * (focusLevel + masteryLevel));
}
public static double getMaxDmg(double max, AbstractCharacter agent) {
int primary = agent.getStatStrCurrent();
int secondary = agent.getStatDexCurrent();
int focusLevel = 0;
int masteryLevel = 0;
return max * (pow(0.0124 * primary + 0.118 * (primary - 0.75), 0.5) + pow(0.0022 * secondary + 0.028 * (secondary - 0.75), 0.5) + 0.0075 * (focusLevel + masteryLevel));
}
public static void checkForProc(AbstractCharacter attacker, AbstractWorldObject target, Item weapon){
if(weapon == null) // cant proc without a weapon
return;
for(Effect eff : weapon.effects.values()){
for(AbstractEffectModifier mod : eff.getEffectsBase().getModifiers()){
if(mod.modType.equals(mbEnums.ModType.WeaponProc))
if(ThreadLocalRandom.current().nextInt(0,101) < 6)
((WeaponProcEffectModifier)mod).applyProc(attacker,target);
}
}
}
}