PowerAction not ActionEntry

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MagicBot committed 2025-02-20 14:19:10 -05:00
1 parent 99acc4736f
commit 3612232788
3 files changed
+42 -42

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+18 -18
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@@ -16,10 +16,10 @@ import engine.math.Vector3f;
import engine.math.Vector3fImmutable;
import engine.objects.*;
import engine.powers.EffectsBase;
import engine.wpak.data.ActionEntry;
import engine.wpak.data.Effect;
import engine.wpak.data.ModifierEntry;
import engine.wpak.data.Power;
import engine.wpak.data.PowerAction;
import engine.wpakpowers.Behaviour;
import org.pmw.tinylog.Logger;
@@ -1340,118 +1340,118 @@ public class mbEnums {
Flag {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.Flag(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
MapIntToInts {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.MapIntToInts(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
Standard {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.Standard(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
FPSubTypeAttr {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.FPSubTypeAttr(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
SubTypeSourceType {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.SubTypeSourceType(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
SubTypePowerType {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.SubTypePowerType(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
SubTypeSkill {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.SubTypeSkill(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
FPSubTypeDmg {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.FPSubTypeDmg(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
DD {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.DD(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
String {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.StringBehaviour(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
SubTypeMod {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.SubTypeMod(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
SubTypePower {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.SubTypePower(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
SubTypeDmg {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.SubTypeDmg(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
FPSubTypeSkill {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.FPSubTypeSkill(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
FPSubTypeMonster {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.FPSubTypeMonster(caster, target, power, powerAction, effect, modifierEntry, rank);
}
},
ProcInfo {
@Override
public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
return Behaviour.ProcInfo(caster, target, power, powerAction, effect, modifierEntry, rank);
}
};
public abstract Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank);
PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank);
}
public enum MovementState {