forked from MagicBane/Server
Project reformat.
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@@ -806,7 +806,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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speed *= (1 + abstractCharacter.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.None));
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PlayerBonuses bonuses = abstractCharacter.bonuses;
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if(bonuses != null){
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if (bonuses != null) {
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ModType modType = ModType.AttackDelay;
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for (AbstractEffectModifier mod : bonuses.bonusFloats.keySet()) {
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@@ -1829,7 +1829,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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Mob target = (Mob) this;
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if (attacker.getObjectType().equals(GameObjectType.PlayerCharacter)) {
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if(target.playerAgroMap.containsKey(attacker.getObjectUUID()))
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if (target.playerAgroMap.containsKey(attacker.getObjectUUID()))
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target.playerAgroMap.put(attacker.getObjectUUID(), target.playerAgroMap.get(attacker.getObjectUUID()) + value);
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else
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target.playerAgroMap.put(attacker.getObjectUUID(), value);
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@@ -641,18 +641,18 @@ public final class Bane {
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return cityUUID;
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}
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public void startBane(){
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public void startBane() {
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City city = this.getCity();
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if(city == null)
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if (city == null)
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return;
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this.isStarted = true; //flag the bane as started
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for(AbstractWorldObject awo : WorldGrid.getObjectsInRangePartial(city.loc,mbEnums.CityBoundsType.ZONE.halfExtents + 64,MBServerStatics.MASK_BUILDING)){
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Building building = (Building)awo;
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if(building == null)
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for (AbstractWorldObject awo : WorldGrid.getObjectsInRangePartial(city.loc, mbEnums.CityBoundsType.ZONE.halfExtents + 64, MBServerStatics.MASK_BUILDING)) {
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Building building = (Building) awo;
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if (building == null)
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continue;
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if(building.protectionState.equals(ProtectionState.UNDERSIEGE) == false)
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if (building.protectionState.equals(ProtectionState.UNDERSIEGE) == false)
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building.protectionState = ProtectionState.UNDERSIEGE;
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}
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@@ -300,7 +300,7 @@ public class City extends AbstractWorldObject {
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//handle compiling of cities able to be teleported to for lore rule-set
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for (AbstractGameObject ago : worldCities.values()) {
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City city = (City) ago;
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if(city.cityName.equals("Perdition") || city.cityName.equals("Bastion"))
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if (city.cityName.equals("Perdition") || city.cityName.equals("Bastion"))
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continue; // cannot teleport to perdition or bastion
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if (city.isNpc == 1 && city.getGuild().charter.equals(pc.guild.charter)) {
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cities.add(city); // anyone of the same charter can teleport to a safehold of that charter
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@@ -407,7 +407,7 @@ public class City extends AbstractWorldObject {
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//handle compiling of cities able to be repledged to for lore rule-set
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for (AbstractGameObject ago : worldCities.values()) {
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City city = (City) ago;
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if(city.cityName.equals("Perdition") || city.cityName.equals("Bastion"))
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if (city.cityName.equals("Perdition") || city.cityName.equals("Bastion"))
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continue; // cannot repledge to perdition or bastion
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if (city.isNpc == 1 && city.getGuild().charter.canJoin(playerCharacter)) {
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cities.add(city); // anyone of the same charter can teleport to a safehold of that charter
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