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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.jobs;
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import engine.gameManager.CombatManager;
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import engine.gameManager.PowersManager;
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import engine.math.Vector3fImmutable;
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import engine.objects.AbstractCharacter;
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import engine.objects.AbstractWorldObject;
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import engine.objects.Mob;
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import engine.objects.PlayerCharacter;
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import engine.powers.ActionsBase;
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import engine.powers.EffectsBase;
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import engine.powers.PowersBase;
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import engine.powers.poweractions.ApplyEffectPowerAction;
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import engine.powers.poweractions.DeferredPowerPowerAction;
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public class DeferredPowerJob extends AbstractEffectJob {
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private final DeferredPowerPowerAction def;
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public DeferredPowerJob(AbstractWorldObject source, AbstractWorldObject target, String stackType, int trains, ActionsBase action, PowersBase power, EffectsBase eb, DeferredPowerPowerAction def) {
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super(source, target, stackType, trains, action, power, eb);
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this.def = def;
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}
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public DeferredPowerJob(AbstractWorldObject source, AbstractWorldObject target, String stackType, int trains, ActionsBase action, PowersBase power, EffectsBase eb, ApplyEffectPowerAction def) {
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super(source, target, stackType, trains, action, power, eb);
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this.def = null;
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}
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@Override
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protected void doJob() {
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//Power ended with no attack, cancel weapon power boost
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if (this.source != null && this.source instanceof PlayerCharacter) {
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((PlayerCharacter) this.source).setWeaponPower(null);
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}
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PowersManager.finishEffectTime(this.source, this.target, this.action, this.trains);
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}
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@Override
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protected void _cancelJob() {
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//Attack happened.
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PowersManager.cancelEffectTime(this.source, this.target, this.power, this.eb, this.action, this.trains, this);
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}
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public void attack(AbstractWorldObject tar, float attackRange) {
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if (this.source == null)
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return;
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if (!AbstractWorldObject.IsAbstractCharacter(tar))
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return;
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if (this.power == null)
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return;
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switch(this.source.getObjectType()){
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case PlayerCharacter:
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if (def == null) {
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//No powers applied, just reset weapon power.
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((PlayerCharacter) this.source).setWeaponPower(null);
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return;
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}
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float powerRange = this.power.getWeaponRange();
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// Wtf? Method returns TRUE if rage test fails? Seriously?
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//DO valid range check ONLY for weapon powers with range less than attack range.
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if (attackRange > powerRange)
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if (CombatManager.NotInRange((AbstractCharacter)this.source, tar, powerRange))
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return;
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//Range check passed, apply power and clear weapon power.
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((PlayerCharacter) this.source).setWeaponPower(null);
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//weapon powers with no deferedpoweraction have null Def, but still have bonuses applied already and will finish here.
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PowersManager.applyPower((AbstractCharacter) this.source, tar, Vector3fImmutable.ZERO, def.getDeferredPowerID(), this.trains, false);
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PowersManager.finishEffectTime(this.source, this.target, this.action, this.trains);
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break;
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case Mob:
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((Mob) this.source).setWeaponPower(null);
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if (def == null) {
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return;
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}
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PowersManager.applyPower((AbstractCharacter) this.source, tar, Vector3fImmutable.ZERO, def.getDeferredPowerID(), this.trains, false);
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PowersManager.finishEffectTime(this.source, this.target, this.action, this.trains);
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break;
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}
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}
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}
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