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package engine.net.client.handlers;
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import engine.Enum;
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import engine.exception.MsgSendException;
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import engine.gameManager.BuildingManager;
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import engine.gameManager.CombatManager;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.AttackCmdMsg;
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import engine.net.client.msg.ClientNetMsg;
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import engine.net.client.msg.TargetedActionMsg;
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import engine.objects.AbstractWorldObject;
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import engine.objects.Building;
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import engine.objects.Mob;
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import engine.objects.PlayerCharacter;
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import org.pmw.tinylog.Logger;
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/*
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* @Author:
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* @Summary: Processes application protocol message which keeps
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* client's tcp connection open.
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*/
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public class AttackCmdMsgHandler extends AbstractClientMsgHandler {
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public AttackCmdMsgHandler() {
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super(AttackCmdMsg.class);
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}
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@Override
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protected boolean _handleNetMsg(ClientNetMsg baseMsg, ClientConnection origin) throws MsgSendException {
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PlayerCharacter playerCharacter = origin.getPlayerCharacter();
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// Member variable declaration
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AttackCmdMsg msg;
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// Member variable assignment
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msg = (AttackCmdMsg) baseMsg;
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if (TargetedActionMsg.un2cnt == 60 || TargetedActionMsg.un2cnt == 70)
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return true;
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if (playerCharacter == null)
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return true;
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AbstractWorldObject target;
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if(msg.getTargetType() == Enum.GameObjectType.Mob.ordinal()){
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target = Mob.getMob(msg.getTargetID());
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} else if(msg.getTargetType() == Enum.GameObjectType.Building.ordinal()){
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target = BuildingManager.getBuilding(msg.getTargetID());
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Building targetBuilding = (Building) target;
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if(!targetBuilding.isVulnerable() || targetBuilding.getRank() < 0) {
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playerCharacter.setCombatTarget(null);
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return true;
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}
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} else if(msg.getTargetType() == Enum.GameObjectType.PlayerCharacter.ordinal()){
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target = PlayerCharacter.getPlayerCharacter(msg.getTargetID());
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} else{
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playerCharacter.setCombatTarget(null);
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return true; //cannot attack other things
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}
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if(target == null) {
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playerCharacter.setCombatTarget(null);
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return true; // cannot attack a null target
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}
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//set sources target
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playerCharacter.setCombatTarget(target);
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//put in combat if not already
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if (!playerCharacter.isCombat())
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CombatManager.toggleCombat(true, origin);
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//make character stand if sitting
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if (playerCharacter.isSit())
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CombatManager.toggleSit(false, origin);
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CombatManager.AttackTarget(playerCharacter, target);
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return true;
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}
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}
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