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//      Magicbane Emulator Project © 2013 - 2022
//                www.magicbane.com

package engine.gameManager;

import engine.job.JobContainer;
import engine.job.JobScheduler;
import engine.jobs.AttackJob;
import engine.jobs.DeferredPowerJob;
import engine.mbEnums;
import engine.net.client.ClientConnection;
import engine.net.client.msg.TargetedActionMsg;
import engine.net.client.msg.UpdateStateMsg;
import engine.objects.*;
import engine.powers.DamageShield;
import engine.powers.effectmodifiers.AbstractEffectModifier;
import engine.server.MBServerStatics;
import org.pmw.tinylog.Logger;

import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.util.EnumSet;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ThreadLocalRandom;

import static java.lang.Math.pow;

public enum CombatManager {


    // MB Dev notes:
    // Class implements all combat mechanics for Magicbane.
    //
    // Combat initiates in "combatCycle" to determine which hands will be swung, and attack is processed based on that.
    //  Handles all combat for AbstractCharacter including player characters and mobiles.
    // Controls toggling of combat and sit/stand for all AbstractCharacters
    //
    //

    COMBAT_MANAGER;
    public static final int COMBAT_BLOCK_ANIMATION = 298;
    public static final int COMBAT_PARRY_ANIMATION = 299;
    public static final int COMBAT_DODGE_ANIMATION = 300;

    public static void combatCycle(AbstractCharacter attacker, AbstractWorldObject target, long addedDelay) {

        //early exit checks

        if (attacker == null || target == null || !attacker.isAlive() || !target.isAlive())
            return;

        if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
            if (((Mob) attacker).nextAttackTime > System.currentTimeMillis())
                return;

        switch (target.getObjectType()) {
            case Building:
                if (!((Building) target).isVulnerable())
                    return;
                break;
            case PlayerCharacter:
            case Mob:
                PlayerBonuses bonuses = ((AbstractCharacter) target).getBonuses();
                if (bonuses != null && bonuses.getBool(mbEnums.ModType.ImmuneToAttack, mbEnums.SourceType.None))
                    return;
                break;
            case NPC:
                return;
        }

        Item mainWeapon = attacker.charItemManager.getEquipped().get(mbEnums.EquipSlotType.RHELD);
        Item offWeapon = attacker.charItemManager.getEquipped().get(mbEnums.EquipSlotType.LHELD);

        if (mainWeapon == null && offWeapon == null) {
            //no weapons equipped, punch with both fists
            processAttack(attacker, target, mbEnums.EquipSlotType.RHELD,addedDelay);
            if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter))
                processAttack(attacker, target, mbEnums.EquipSlotType.LHELD,addedDelay);
            return;
        }

        if (mainWeapon != null && offWeapon == null) {
            //swing right hand only
            processAttack(attacker, target, mbEnums.EquipSlotType.RHELD,addedDelay);
            return;
        }

        if (mainWeapon == null && offWeapon != null && !offWeapon.template.item_skill_used.equals("Block")) {
            //swing left hand only
            processAttack(attacker, target, mbEnums.EquipSlotType.LHELD,addedDelay);
            return;
        }

        if (mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_used.equals("Block")) {
            //no weapon equipped with a shield, punch with one hand
            processAttack(attacker, target, mbEnums.EquipSlotType.RHELD,addedDelay);
            return;
        }

        if (mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_used.equals("Block")) {
            //one weapon equipped with a shield, swing with one hand
            processAttack(attacker, target, mbEnums.EquipSlotType.RHELD,addedDelay);
            return;
        }

        if (mainWeapon != null && offWeapon != null && !offWeapon.template.item_skill_used.equals("Block")) {
            //two weapons equipped, swing both hands
            processAttack(attacker, target, mbEnums.EquipSlotType.RHELD,addedDelay);
            if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter))
                processAttack(attacker, target, mbEnums.EquipSlotType.LHELD,addedDelay);
        }
    }

    public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot, long addedDelay) {

        if (slot == null || target == null || attacker == null)
            return;

        if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
            if (!attacker.isCombat())
                return;
        }

        if (attacker.getTimers().containsKey("Attack" + slot)) {
            AttackJob ajR = ((AttackJob)attacker.getTimers().get("Attack" + slot).getJob());
            if(ajR.target.equals(target)){
                return;
            }
        }

        target.combatLock.writeLock().lock();

        // check if character is in range to attack target
        try {
            PlayerBonuses bonus = attacker.getBonuses();

            float rangeMod = 1.0f;
            float attackRange = MBServerStatics.NO_WEAPON_RANGE;

            Item weapon = attacker.charItemManager.getEquipped(slot);

            if (weapon != null) {
                if (bonus != null)
                    rangeMod += bonus.getFloatPercentAll(mbEnums.ModType.WeaponRange, mbEnums.SourceType.None);

                attackRange += weapon.template.item_weapon_max_range * rangeMod;
            }

            if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
                if (((Mob) attacker).isSiege())
                    attackRange = 300;

            float distanceSquared = attacker.loc.distanceSquared(target.loc);

            boolean inRange = false;
            if (AbstractCharacter.IsAbstractCharacter(target)) {
                attackRange += ((AbstractCharacter) target).calcHitBox();
            } else {

            }

            if (attackRange > 15 && attacker.isMoving()) {
                //cannot shoot bow while moving;
                return;
            }

            switch (target.getObjectType()) {
                case PlayerCharacter:
                    attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f;
                    if (distanceSquared < attackRange * attackRange)
                        inRange = true;
                    break;
                case Mob:
                    attackRange += ((AbstractCharacter) target).calcHitBox();
                    if (distanceSquared < attackRange * attackRange)
                        inRange = true;
                    break;
                case Building:
                    if (attackRange > 15) {
                        float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x);
                        //float distanceSquared = attacker.loc.distanceSquared(target.loc);
                        if (distanceSquared < rangeSquared) {
                            inRange = true;
                            break;
                        }
                    } else {
                        float locX = target.loc.x - target.getBounds().getHalfExtents().x;
                        float locZ = target.loc.z - target.getBounds().getHalfExtents().y;
                        float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
                        float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2;
                        Rectangle2D.Float rect = new Rectangle2D.Float(locX, locZ, sizeX, sizeZ);
                        if (rect.contains(new Point2D.Float(attacker.loc.x, attacker.loc.z)))
                            inRange = true;
                        break;
                    }
            }

            //get delay for the auto attack job
            long delay = 5000;

            //if (weapon != null) {

            //    int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);

            //    if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
            //        wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));

            //    if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
            //        wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None));

            //    if (wepSpeed < 10)
             //       wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.

             //   delay = wepSpeed * 100L;
            //}

            if(attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)){
                if(slot.equals(mbEnums.EquipSlotType.RHELD)){
                    delay = (long)(attacker.speedHandOne * 100L);
                }else{
                    delay = (long)(attacker.speedHandTwo * 100L);
                }
            }

            if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
                ((Mob) attacker).nextAttackTime = System.currentTimeMillis() + delay;

            if (inRange) {

                //handle retaliate
                if (AbstractCharacter.IsAbstractCharacter(target)) {
                    if (((AbstractCharacter) target).combatTarget == null || !((AbstractCharacter) target).combatTarget.isAlive()) {
                        ((AbstractCharacter) target).combatTarget = attacker;
                        if (target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat())
                            combatCycle((AbstractCharacter) target, attacker,0);
                    }
                }

                // take stamina away from attacker if its not a mob
                if (weapon != null && !attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) {
                    //check if Out of Stamina
                    if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
                        if (attacker.getStamina() < (weapon.template.item_wt / 3f)) {
                            //set auto attack job
                            setAutoAttackJob(attacker, slot, delay);
                            return;
                        }
                    }
                    float stam = weapon.template.item_wt / 3f;
                    stam = (stam < 1) ? 1 : stam;
                    attacker.modifyStamina(-(stam), attacker, true);
                } else
                    attacker.modifyStamina(1, attacker, true);

                //cancel things that are cancelled by an attack

                attacker.cancelOnAttackSwing();

                //declare relevant variables

                int min = attacker.minDamageHandOne;
                int max = attacker.maxDamageHandOne;
                int atr = attacker.atrHandOne;

                //get the proper stats based on which slot is attacking

                if (slot == mbEnums.EquipSlotType.LHELD) {
                    min = attacker.minDamageHandTwo;
                    max = attacker.maxDamageHandTwo;
                    atr = attacker.atrHandTwo;
                }

                //apply weapon powers before early exit for miss or passives
                DeferredPowerJob dpj = null;

                if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {

                    dpj = ((PlayerCharacter) attacker).getWeaponPower();

                    if (dpj != null) {
                        dpj.attack(target, attackRange);

                        if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
                            ((PlayerCharacter) attacker).setWeaponPower(dpj);
                    }
                }


                int def = 0;

                if (AbstractCharacter.IsAbstractCharacter(target))
                    def = ((AbstractCharacter) target).defenseRating;

                //calculate hit chance based off ATR and DEF

                int hitChance;
                if (def == 0)
                    def = 1;
                float dif = atr * 1f / def;

                if (dif <= 0.8f)
                    hitChance = 4;
                else
                    hitChance = ((int) (450 * (dif - 0.8f)) + 4);

                if (target.getObjectType() == mbEnums.GameObjectType.Building)
                    hitChance = 100;
                int passiveAnim = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def
                if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
                    TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);

                    if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
                        DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
                    else
                        DispatchManager.sendToAllInRange(attacker, msg);

                    //we need to send the animation even if the attacker misses
                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
                    DispatchManager.sendToAllInRange(target, cmm);

                    //set auto attack job
                    setAutoAttackJob(attacker, slot, delay);
                    return;
                }

                //calculate passive chances only if target is AbstractCharacter

                if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) {
                    mbEnums.PassiveType passiveType = mbEnums.PassiveType.None;
                    int hitRoll = ThreadLocalRandom.current().nextInt(100);

                    float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true);
                    float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true);
                    float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true);

                    // Passive chance clamped at 75

                    dodgeChance = Math.max(0, Math.min(75, dodgeChance));
                    blockChance = Math.max(0, Math.min(75, blockChance));
                    parryChance = Math.max(0, Math.min(75, parryChance));

                    if (hitRoll < dodgeChance)
                        passiveType = mbEnums.PassiveType.Dodge;
                    else if (hitRoll < blockChance)
                        passiveType = mbEnums.PassiveType.Block;
                    else if (hitRoll < parryChance)
                        passiveType = mbEnums.PassiveType.Parry;


                    if (!passiveType.equals(mbEnums.PassiveType.None)) {
                        passiveAnim = getPassiveAnimation(passiveType);
                        TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);

                        if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
                            DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);

                        //we need to send the animation even if the attacker misses
                        TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
                        DispatchManager.sendToAllInRange(target, cmm);
                        //set auto attack job
                        setAutoAttackJob(attacker, slot, delay);
                        return;
                    }
                }

                //calculate the base damage
                int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
                if (damage == 0) {
                    //set auto attack job
                    setAutoAttackJob(attacker, slot, delay);
                    return;
                }
                if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob) attacker).isPet())
                    calculatePetDamage(attacker);

                //get the damage type

                mbEnums.DamageType damageType;

                if (attacker.charItemManager.getEquipped().get(slot) == null) {
                    damageType = mbEnums.DamageType.CRUSHING;
                    if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
                        if (((Mob) attacker).isSiege())
                            damageType = mbEnums.DamageType.SIEGE;
                } else {
                    damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0];
                }

                //get resists

                Resists resists;

                if (!AbstractCharacter.IsAbstractCharacter(target))
                    resists = ((Building) target).getResists();            //this is a building
                else
                    resists = ((AbstractCharacter) target).getResists();   //this is a character

                if (AbstractCharacter.IsAbstractCharacter(target)) {
                    AbstractCharacter absTarget = (AbstractCharacter) target;

                    //check damage shields

                    PlayerBonuses bonuses = absTarget.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

                            if (resists != null)
                                amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0);
                            total += amount;
                        }

                        if (total > 0) {
                            //apply Damage back
                            attacker.modifyHealth(-total, absTarget, true);
                            TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0);
                            DispatchManager.sendToAllInRange(target, cmm);
                        }
                    }

                    if (resists != null) {

                        //check for damage type immunities

                        if (resists.immuneTo(damageType)) {
                            //set auto attack job
                            //we need to send the animation even if the attacker misses
                            TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
                            DispatchManager.sendToAllInRange(target, cmm);
                            setAutoAttackJob(attacker, slot, delay);
                            return;
                        }
                        //calculate resisted damage including fortitude

                        damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
                    }
                }

                //remove damage from target health

                if (damage > 0) {

                    if (AbstractCharacter.IsAbstractCharacter(target))
                        ((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
                    else
                        ((Building) target).modifyHealth(-damage, attacker);

                    int attackAnim = getSwingAnimation(null, null, slot);
                    if (attacker.charItemManager.getEquipped().get(slot) != null) {
                        if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
                            DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower();
                            attackAnim = getSwingAnimation(weapon.template, weaponPower, slot);
                        } else {
                            attackAnim = getSwingAnimation(weapon.template, null, slot);
                        }
                    }
                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
                    DispatchManager.sendToAllInRange(target, cmm);
                }
            }

            //set auto attack job
            setAutoAttackJob(attacker, slot, delay);
        } catch (Exception ex) {
            cancelAutoAttackJob(attacker,slot);
            //Logger.error("COMBAT CAUGHT ERROR: " + ex.getMessage());
        } finally {
            target.combatLock.writeLock().unlock();
        }
    }

    public static void toggleCombat(boolean toggle, ClientConnection origin) {

        PlayerCharacter playerCharacter = SessionManager.getPlayerCharacter(origin);

        if (playerCharacter == null)
            return;

        playerCharacter.setCombat(toggle);

        if (!toggle) // toggle is move it to false so clear combat target
            playerCharacter.setCombatTarget(null); //clear last combat target

        UpdateStateMsg rwss = new UpdateStateMsg();
        rwss.setPlayer(playerCharacter);
        DispatchManager.dispatchMsgToInterestArea(playerCharacter, rwss, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false);
    }

    public static void toggleSit(boolean toggle, ClientConnection origin) {

        PlayerCharacter playerCharacter = SessionManager.getPlayerCharacter(origin);

        if (playerCharacter == null)
            return;

        playerCharacter.setSit(toggle);
        UpdateStateMsg rwss = new UpdateStateMsg();
        rwss.setPlayer(playerCharacter);
        DispatchManager.dispatchMsgToInterestArea(playerCharacter, rwss, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
    }


    public static void handleRetaliate(AbstractCharacter target, AbstractCharacter attacker) {

        //Called when character takes damage.

        if (attacker == null || target == null)
            return;

        if (attacker.equals(target))
            return;

        if (target.isMoving() && target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter))
            return;

        if (!target.isAlive() || !attacker.isAlive())
            return;

        boolean isCombat = target.isCombat();

        //If target in combat and has no target, then attack back

        if (isCombat && target.combatTarget == null)
            target.setCombatTarget(attacker);
    }

    public static int getSwingAnimation(ItemTemplate wb, DeferredPowerJob dpj, mbEnums.EquipSlotType slot) {

        //No weapon, return default animation
        if (wb == null)
            return 75;

        int token;

        if (dpj != null) {

            token = (dpj.getPower() != null) ? dpj.getPower().getToken() : 0;

            if (token == 563721004) //kick animation
                return 79;
        }

        //Item has no equipment slots and should not try to return an animation, return default instead
        if(wb.item_eq_slots_or == null || wb.item_eq_slots_or.isEmpty()){
            return 75;
        }

        //declare variables
        int anim;
        int random;

        //Item can only be equipped in one slot, return animation for that slot
        if(wb.item_eq_slots_or.size() == 1){
            if (wb.item_eq_slots_or.iterator().next().equals(mbEnums.EquipSlotType.RHELD)) {
                anim = wb.weapon_attack_anim_right.get(0)[0];
                if (dpj != null) {
                    random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size());
                    anim = wb.weapon_attack_anim_right.get(random)[0];
                }
            }else {
                anim =  wb.weapon_attack_anim_left.get(0)[0];
                if (dpj != null) {
                    random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size());
                    anim = wb.weapon_attack_anim_left.get(random)[0];
                }
            }
            return anim;
        }

        //Item can be equipped in either hand, and should have animation sets for each hand
        if (slot.equals(mbEnums.EquipSlotType.RHELD)) {
            anim = wb.weapon_attack_anim_right.get(0)[0];
            if (dpj != null) {
                random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size());
                anim = wb.weapon_attack_anim_right.get(random)[0];
            }
        }else {
            anim = wb.weapon_attack_anim_left.get(0)[0];
            if (dpj != null) {
                random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size());
                anim = wb.weapon_attack_anim_left.get(random)[0];
            }
        }
        return anim;
    }

    public static int getPassiveAnimation(mbEnums.PassiveType passiveType){
        switch(passiveType){
            case Block:
                return COMBAT_BLOCK_ANIMATION;
            case Parry:
                return COMBAT_PARRY_ANIMATION;
            case Dodge:
                return COMBAT_DODGE_ANIMATION;
            default:
                return 0;
        }
    }

    public static void setAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot, long delay) {
        //calculate next allowed attack and update the timestamp

        if(attacker.getTimestamps().containsKey("Attack" + slot.name()) && attacker.getTimestamps().get("Attack" + slot.name()) > System.currentTimeMillis())
            return;

        attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);

        //handle auto attack job creation
        ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();

        if (timers != null) {
            AttackJob aj = new AttackJob(attacker, slot.ordinal(), true, attacker.getCombatTarget());
            JobContainer job;
            job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
            timers.put("Attack" + slot.name(), job);
        } else
            Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());

    }
    public static void cancelAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot) {

        attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis());

        //handle auto attack job creation
        ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();

        if (timers != null) {
            timers.get("Attack" + slot.name()).cancelJob();
        } else
            Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());

    }
    public static void calculatePetDamage(AbstractCharacter agent) {
        //damage calc for pet
        float range;
        float damage;
        float min = 40;
        float max = 60;
        float dmgMultiplier = 1 + agent.getBonuses().getFloatPercentAll(mbEnums.ModType.MeleeDamageModifier, mbEnums.SourceType.None);
        double minDmg = getMinDmg(min, agent);
        double maxDmg = getMaxDmg(max, agent);
        dmgMultiplier += agent.getLevel() * 0.1f;
        range = (float) (maxDmg - minDmg);
        damage = min + ((ThreadLocalRandom.current().nextFloat() * range) + (ThreadLocalRandom.current().nextFloat() * range)) / 2;
    }
    public static double getMinDmg(double min, AbstractCharacter agent) {
        int primary = agent.getStatStrCurrent();
        int secondary = agent.getStatDexCurrent();
        int focusLevel = 0;
        int masteryLevel = 0;
        return min * (pow(0.0048 * primary + .049 * (primary - 0.75), 0.5) + pow(0.0066 * secondary + 0.064 * (secondary - 0.75), 0.5) + +0.01 * (focusLevel + masteryLevel));
    }
    public static double getMaxDmg(double max, AbstractCharacter agent) {
        int primary = agent.getStatStrCurrent();
        int secondary = agent.getStatDexCurrent();
        int focusLevel = 0;
        int masteryLevel = 0;
        return max * (pow(0.0124 * primary + 0.118 * (primary - 0.75), 0.5) + pow(0.0022 * secondary + 0.028 * (secondary - 0.75), 0.5) + 0.0075 * (focusLevel + masteryLevel));
    }
}