forked from MagicBane/Server
new combat manager first draft
This commit is contained in:
@@ -0,0 +1,329 @@
|
||||
package engine.gameManager;
|
||||
|
||||
import engine.Enum;
|
||||
import engine.jobs.DeferredPowerJob;
|
||||
import engine.net.DispatchMessage;
|
||||
import engine.net.client.msg.TargetedActionMsg;
|
||||
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.util.concurrent.ConcurrentHashMap;
|
||||
import java.util.concurrent.ThreadLocalRandom;
|
||||
|
||||
public class CombatSystem {
|
||||
|
||||
public static void attemptCombat(AbstractCharacter source, AbstractWorldObject target, boolean mainhand){
|
||||
|
||||
//1. source or target doesn't exist, early exit
|
||||
if(source == null || target == null)
|
||||
return;
|
||||
|
||||
//2. source or target is dead, early exit
|
||||
if(!source.isAlive() || !target.isAlive())
|
||||
return;
|
||||
|
||||
//3. make sure if target is a building to ensure that it is damageable
|
||||
if(target.getObjectType().equals(Enum.GameObjectType.Building)){
|
||||
Building building = (Building)target;
|
||||
if(building.assetIsProtected() || building.getProtectionState().equals(Enum.ProtectionState.NPC))
|
||||
return;
|
||||
}
|
||||
|
||||
//after thought: make sure target is in range of source
|
||||
if(!inRange(source,target,mainhand))
|
||||
return;
|
||||
|
||||
//4. apply any weapon powers and then clear the weapon power memory for the player
|
||||
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
|
||||
PlayerCharacter pc = (PlayerCharacter)source;
|
||||
if(pc.getWeaponPower() != null){
|
||||
pc.getWeaponPower().attack(target,pc.getRange());
|
||||
pc.setWeaponPower(null);
|
||||
}
|
||||
}
|
||||
|
||||
//5. make sure if target is AbstractCharacter to check for defense trigger and passive trigger
|
||||
if(AbstractCharacter.IsAbstractCharacter(target)) {
|
||||
int atr;
|
||||
int def;
|
||||
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
|
||||
PlayerCharacter pc = (PlayerCharacter)source;
|
||||
if(pc.combatStats == null)
|
||||
pc.combatStats = new PlayerCombatStats(pc);
|
||||
atr = (int) pc.combatStats.atrHandOne;
|
||||
if(!mainhand)
|
||||
atr =(int) pc.combatStats.atrHandTwo;
|
||||
|
||||
def = pc.combatStats.defense;
|
||||
} else {
|
||||
atr = (int) ((source.getAtrHandOne() + source.getAtrHandTwo()) * 0.5f);
|
||||
def = source.defenseRating;
|
||||
}
|
||||
|
||||
if(!LandHit(atr,def))
|
||||
return;
|
||||
|
||||
if(source.getBonuses() != null)
|
||||
if(!source.getBonuses().getBool(Enum.ModType.IgnorePassiveDefense, Enum.SourceType.None))
|
||||
if(triggerPassive(source,target))
|
||||
return;
|
||||
}
|
||||
|
||||
//commence actual combat management
|
||||
|
||||
//6. check for any procs
|
||||
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
|
||||
PlayerCharacter pc = (PlayerCharacter)source;
|
||||
if(pc.getCharItemManager() != null && pc.getCharItemManager().getEquipped() != null){
|
||||
Item weapon = pc.getCharItemManager().getEquipped(1);
|
||||
if(!mainhand)
|
||||
weapon = pc.getCharItemManager().getEquipped(2);
|
||||
if(weapon != null){
|
||||
if(weapon.effects != null){
|
||||
for (Effect eff : weapon.effects.values()){
|
||||
for(AbstractEffectModifier mod : eff.getEffectModifiers()){
|
||||
if(mod.modType.equals(Enum.ModType.WeaponProc)){
|
||||
int procChance = ThreadLocalRandom.current().nextInt(0,101);
|
||||
if (procChance <= MBServerStatics.PROC_CHANCE) {
|
||||
try {
|
||||
((WeaponProcEffectModifier) mod).applyProc(source, target);
|
||||
}catch(Exception e){
|
||||
Logger.error(eff.getName() + " Failed To Cast Proc");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//7. configure damage amounts and type
|
||||
Enum.DamageType damageType = Enum.DamageType.Crush;
|
||||
int min = 0;
|
||||
int max = 0;
|
||||
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
|
||||
PlayerCharacter pc = (PlayerCharacter) source;
|
||||
if(mainhand){
|
||||
min = pc.combatStats.minDamageHandOne;
|
||||
max = pc.combatStats.maxDamageHandOne;
|
||||
}else{
|
||||
min = pc.combatStats.minDamageHandTwo;
|
||||
max = pc.combatStats.maxDamageHandTwo;
|
||||
}
|
||||
}else if (source.getObjectType().equals(Enum.GameObjectType.Mob)) {
|
||||
Mob mob = (Mob) source;
|
||||
min = (int) mob.mobBase.getDamageMin();
|
||||
max = (int) mob.mobBase.getDamageMax();
|
||||
}
|
||||
|
||||
int damage = ThreadLocalRandom.current().nextInt(min,max + 1);
|
||||
|
||||
if(source.getBonuses() != null){
|
||||
damage *= 1 + source.getBonuses().getFloatPercentAll(Enum.ModType.MeleeDamageModifier, Enum.SourceType.None);
|
||||
}
|
||||
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
|
||||
PlayerCharacter pc = (PlayerCharacter) source;
|
||||
damage *= pc.ZergMultiplier;
|
||||
}
|
||||
|
||||
//8. configure the attack message to be sent to the clients
|
||||
int animation = 0;
|
||||
ItemBase wb = null;
|
||||
if(source.getCharItemManager() != null && source.getCharItemManager().getEquipped() != null) {
|
||||
Item weapon = source.getCharItemManager().getEquipped(1);
|
||||
if (!mainhand)
|
||||
weapon = source.getCharItemManager().getEquipped(2);
|
||||
|
||||
if(weapon != null && weapon.getItemBase().getAnimations() != null && !weapon.getItemBase().getAnimations().isEmpty()){
|
||||
animation = weapon.getItemBase().getAnimations().get(0);
|
||||
wb = weapon.getItemBase();
|
||||
damageType = wb.getDamageType();
|
||||
}
|
||||
}
|
||||
|
||||
//9. reduce damage from resists and apply damage shields
|
||||
if(AbstractCharacter.IsAbstractCharacter(target)){
|
||||
AbstractCharacter abs = (AbstractCharacter) target;
|
||||
damage = (int) abs.getResists().getResistedDamage(source, abs,damageType,damage,1);
|
||||
handleDamageShields(source,abs,damage);
|
||||
}
|
||||
|
||||
|
||||
|
||||
sendCombatMessage(source, target, 0f, wb, null, mainhand, animation);
|
||||
|
||||
//if attacker is player, set last attack timestamp
|
||||
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter))
|
||||
updateAttackTimers((PlayerCharacter) source, target);
|
||||
|
||||
//10. cancel all effects that cancel on attack
|
||||
source.cancelOnAttack();
|
||||
}
|
||||
|
||||
public static boolean LandHit(int ATR, int DEF){
|
||||
|
||||
int roll = ThreadLocalRandom.current().nextInt(101);
|
||||
|
||||
float chance = PlayerCombatStats.getHitChance(ATR,DEF);
|
||||
return chance >= roll;
|
||||
}
|
||||
|
||||
private static void sendCombatMessage(AbstractCharacter source, AbstractWorldObject target, float damage, ItemBase wb, DeferredPowerJob dpj, boolean mainHand, int swingAnimation) {
|
||||
|
||||
if (dpj != null)
|
||||
if (PowersManager.AnimationOverrides.containsKey(dpj.getAction().getEffectID()))
|
||||
swingAnimation = PowersManager.AnimationOverrides.get(dpj.getAction().getEffectID());
|
||||
|
||||
if (source.getObjectType() == Enum.GameObjectType.PlayerCharacter)
|
||||
for (Effect eff : source.getEffects().values())
|
||||
if (eff.getPower() != null && (eff.getPower().getToken() == 429506943 || eff.getPower().getToken() == 429408639 || eff.getPower().getToken() == 429513599 || eff.getPower().getToken() == 429415295))
|
||||
swingAnimation = 0;
|
||||
|
||||
TargetedActionMsg cmm = new TargetedActionMsg(source, target, damage, swingAnimation);
|
||||
DispatchMessage.sendToAllInRange(target, cmm);
|
||||
}
|
||||
|
||||
private static void updateAttackTimers(PlayerCharacter pc, AbstractWorldObject target) {
|
||||
|
||||
//Set Attack Timers
|
||||
|
||||
if (target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter))
|
||||
pc.setLastPlayerAttackTime();
|
||||
}
|
||||
|
||||
public static void handleDamageShields(AbstractCharacter ac, AbstractCharacter target, float damage) {
|
||||
|
||||
if (ac == null || target == null)
|
||||
return;
|
||||
|
||||
PlayerBonuses bonuses = target.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
|
||||
|
||||
Resists resists = ac.getResists();
|
||||
|
||||
if (resists != null) {
|
||||
amount = resists.getResistedDamage(target, ac, ds.getDamageType(), amount, 0);
|
||||
}
|
||||
total += amount;
|
||||
}
|
||||
|
||||
if (total > 0) {
|
||||
|
||||
//apply Damage back
|
||||
|
||||
ac.modifyHealth(-total, target, true);
|
||||
|
||||
TargetedActionMsg cmm = new TargetedActionMsg(ac, ac, total, 0);
|
||||
DispatchMessage.sendToAllInRange(target, cmm);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static boolean inRange(AbstractCharacter source, AbstractWorldObject target, boolean mainhand){
|
||||
|
||||
if(source == null || target == null)
|
||||
return false;
|
||||
|
||||
float distanceSquared = source.loc.distanceSquared(target.loc);
|
||||
|
||||
float rangeSquared = 16.0f;
|
||||
|
||||
if(source.getCharItemManager() != null && source.getCharItemManager().getEquipped() != null){
|
||||
Item weapon = source.getCharItemManager().getEquipped(1);
|
||||
if(!mainhand)
|
||||
weapon = source.getCharItemManager().getEquipped(2);
|
||||
if(weapon != null)
|
||||
rangeSquared = weapon.getItemBase().getRange() * weapon.getItemBase().getRange();
|
||||
}
|
||||
|
||||
if(source.getBonuses() != null){
|
||||
rangeSquared *= 1 + source.getBonuses().getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.None);
|
||||
}
|
||||
|
||||
return distanceSquared <= rangeSquared;
|
||||
}
|
||||
|
||||
public static boolean triggerPassive(AbstractCharacter source, AbstractWorldObject target) {
|
||||
boolean passiveFired = false;
|
||||
|
||||
if (!AbstractCharacter.IsAbstractCharacter(target))
|
||||
return false;
|
||||
|
||||
AbstractCharacter tarAc = (AbstractCharacter) target;
|
||||
//Handle Block passive
|
||||
if (testPassive(source, tarAc, "Block")) {
|
||||
sendPassiveDefenseMessage(source, null, target, MBServerStatics.COMBAT_SEND_DODGE, null, true);
|
||||
return true;
|
||||
}
|
||||
|
||||
//Handle Parry passive
|
||||
if (testPassive(source, tarAc, "Parry")) {
|
||||
sendPassiveDefenseMessage(source, null, target, MBServerStatics.COMBAT_SEND_DODGE, null, true);
|
||||
return true;
|
||||
}
|
||||
|
||||
//Handle Dodge passive
|
||||
if (testPassive(source, tarAc, "Dodge")) {
|
||||
sendPassiveDefenseMessage(source, null, target, MBServerStatics.COMBAT_SEND_DODGE, null, true);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static void sendPassiveDefenseMessage(AbstractCharacter source, ItemBase wb, AbstractWorldObject target, int passiveType, DeferredPowerJob dpj, boolean mainHand) {
|
||||
|
||||
int swingAnimation = 75;
|
||||
|
||||
if (dpj != null)
|
||||
if (PowersManager.AnimationOverrides.containsKey(dpj.getAction().getEffectID()))
|
||||
swingAnimation = PowersManager.AnimationOverrides.get(dpj.getAction().getEffectID());
|
||||
|
||||
TargetedActionMsg cmm = new TargetedActionMsg(source, swingAnimation, target, passiveType);
|
||||
DispatchMessage.sendToAllInRange(target, cmm);
|
||||
}
|
||||
private static boolean testPassive(AbstractCharacter source, AbstractCharacter target, String type) {
|
||||
|
||||
if(target.getBonuses() != null)
|
||||
if(target.getBonuses().getBool(Enum.ModType.Stunned, Enum.SourceType.None))
|
||||
return false;
|
||||
|
||||
float chance = target.getPassiveChance(type, source.getLevel(), true);
|
||||
|
||||
if (chance == 0f)
|
||||
return false;
|
||||
|
||||
//max 75% chance of passive to fire
|
||||
|
||||
if (chance > 75f)
|
||||
chance = 75f;
|
||||
|
||||
int roll = ThreadLocalRandom.current().nextInt(1,100);
|
||||
|
||||
return roll < chance;
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user