forked from MagicBane/Server
Update sourcetype
This commit is contained in:
@@ -12,8 +12,8 @@ package engine.objects;
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import engine.gameManager.ChatManager;
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import engine.gameManager.DbManager;
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import engine.mbEnums;
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import engine.mbEnums.EffectSourceType;
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import engine.mbEnums.ModType;
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import engine.mbEnums.SourceType;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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@@ -105,7 +105,7 @@ public class Resists {
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PlayerBonuses bonus = target.getBonuses();
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//see if there is a fortitude
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float damageCap = bonus.getFloatPercentAll(ModType.DamageCap, SourceType.None);
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float damageCap = bonus.getFloatPercentAll(ModType.DamageCap, EffectSourceType.None);
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if (damageCap == 0f || type == mbEnums.DamageType.HEALING)
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return damage;
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@@ -117,7 +117,7 @@ public class Resists {
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//let's see if valid damagetype to apply it
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boolean exclusive;
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HashSet<SourceType> forts = bonus.getList(ModType.IgnoreDamageCap);
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HashSet<EffectSourceType> forts = bonus.getList(ModType.IgnoreDamageCap);
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if (forts == null) {
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exclusive = true;
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forts = bonus.getList(ModType.ExclusiveDamageCap);
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@@ -126,15 +126,15 @@ public class Resists {
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if (forts == null || !isValidDamageCapType(forts, type, exclusive))
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return damage;
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float adjustedDamage = bonus.getFloatPercentAll(ModType.AdjustAboveDmgCap, SourceType.None);
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float adjustedDamage = bonus.getFloatPercentAll(ModType.AdjustAboveDmgCap, EffectSourceType.None);
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//Adjust damage down and return new amount
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float aadc = 1 + adjustedDamage;
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return capFire * aadc;
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}
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//Test if Damagetype is valid for foritude
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private static boolean isValidDamageCapType(HashSet<SourceType> forts, mbEnums.DamageType damageType, boolean exclusive) {
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for (SourceType fort : forts) {
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private static boolean isValidDamageCapType(HashSet<EffectSourceType> forts, mbEnums.DamageType damageType, boolean exclusive) {
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for (EffectSourceType fort : forts) {
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mbEnums.DamageType dt = mbEnums.DamageType.getDamageType(fort.name());
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if (dt.equals(mbEnums.DamageType.NONE))
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@@ -327,7 +327,7 @@ public class Resists {
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damage = handleFortitude(target, type, damage);
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//calculate armor piercing
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float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None);
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float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, EffectSourceType.None);
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float damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap);
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//check to see if any damage absorbers should cancel
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@@ -346,41 +346,41 @@ public class Resists {
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if (rb != null) {
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// Handle immunities
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if (rb.getBool(ModType.ImmuneTo, SourceType.Stun))
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if (rb.getBool(ModType.ImmuneTo, EffectSourceType.Stun))
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this.immuneTo.put(mbEnums.DamageType.STUN, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.Blind))
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if (rb.getBool(ModType.ImmuneTo, EffectSourceType.Blind))
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this.immuneTo.put(mbEnums.DamageType.BLINDNESS, true);
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if (rb.getBool(ModType.ImmuneToAttack, SourceType.None))
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if (rb.getBool(ModType.ImmuneToAttack, EffectSourceType.None))
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this.immuneTo.put(mbEnums.DamageType.ATTACK, true);
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if (rb.getBool(ModType.ImmuneToPowers, SourceType.None))
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if (rb.getBool(ModType.ImmuneToPowers, EffectSourceType.None))
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this.immuneTo.put(mbEnums.DamageType.POWERS, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.Powerblock))
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if (rb.getBool(ModType.ImmuneTo, EffectSourceType.Powerblock))
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this.immuneTo.put(mbEnums.DamageType.POWERINHIBITOR, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.DeBuff))
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if (rb.getBool(ModType.ImmuneTo, EffectSourceType.DeBuff))
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this.immuneTo.put(mbEnums.DamageType.DEBUFF, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.Fear))
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if (rb.getBool(ModType.ImmuneTo, EffectSourceType.Fear))
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this.immuneTo.put(mbEnums.DamageType.FEAR, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.Charm))
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if (rb.getBool(ModType.ImmuneTo, EffectSourceType.Charm))
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this.immuneTo.put(mbEnums.DamageType.CHARM, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.Root))
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if (rb.getBool(ModType.ImmuneTo, EffectSourceType.Root))
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this.immuneTo.put(mbEnums.DamageType.ROOT, true);
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if (rb.getBool(ModType.ImmuneTo, SourceType.Snare))
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if (rb.getBool(ModType.ImmuneTo, EffectSourceType.Snare))
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this.immuneTo.put(mbEnums.DamageType.SNARE, true);
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// Handle resists
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slash += rb.getFloat(ModType.Resistance, SourceType.Slashing);
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crush += rb.getFloat(ModType.Resistance, SourceType.Crushing);
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pierce += rb.getFloat(ModType.Resistance, SourceType.Piercing);
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magic += rb.getFloat(ModType.Resistance, SourceType.Magic);
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bleed += rb.getFloat(ModType.Resistance, SourceType.Bleeding);
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poison += rb.getFloat(ModType.Resistance, SourceType.Poison);
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mental += rb.getFloat(ModType.Resistance, SourceType.Mental);
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holy += rb.getFloat(ModType.Resistance, SourceType.Holy);
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unholy += rb.getFloat(ModType.Resistance, SourceType.Unholy);
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lightning += rb.getFloat(ModType.Resistance, SourceType.Lightning);
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fire += rb.getFloat(ModType.Resistance, SourceType.Fire);
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cold += rb.getFloat(ModType.Resistance, SourceType.Cold);
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healing += rb.getFloat(ModType.Resistance, SourceType.Healing); // DamageType.Healing.name());
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slash += rb.getFloat(ModType.Resistance, EffectSourceType.Slashing);
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crush += rb.getFloat(ModType.Resistance, EffectSourceType.Crushing);
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pierce += rb.getFloat(ModType.Resistance, EffectSourceType.Piercing);
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magic += rb.getFloat(ModType.Resistance, EffectSourceType.Magic);
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bleed += rb.getFloat(ModType.Resistance, EffectSourceType.Bleeding);
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poison += rb.getFloat(ModType.Resistance, EffectSourceType.Poison);
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mental += rb.getFloat(ModType.Resistance, EffectSourceType.Mental);
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holy += rb.getFloat(ModType.Resistance, EffectSourceType.Holy);
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unholy += rb.getFloat(ModType.Resistance, EffectSourceType.Unholy);
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lightning += rb.getFloat(ModType.Resistance, EffectSourceType.Lightning);
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fire += rb.getFloat(ModType.Resistance, EffectSourceType.Fire);
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cold += rb.getFloat(ModType.Resistance, EffectSourceType.Cold);
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healing += rb.getFloat(ModType.Resistance, EffectSourceType.Heal); // DamageType.Healing.name());
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}
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