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add hitbox to abs vs abs range checks

combat-2
FatBoy-DOTC 9 months ago
parent
commit
4a001179b5
  1. 302
      src/engine/gameManager/CombatManager.java

302
src/engine/gameManager/CombatManager.java

@ -86,9 +86,9 @@ public enum CombatManager { @@ -86,9 +86,9 @@ public enum CombatManager {
// heck if character can even attack yet
if (attacker.getTimestamps().containsKey("Attack" + slot.name()))
if (System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name()))
return;
//if (attacker.getTimestamps().containsKey("Attack" + slot.name()))
// if (System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name()))
// return;
// check if character is in range to attack target
@ -114,19 +114,19 @@ public enum CombatManager { @@ -114,19 +114,19 @@ public enum CombatManager {
boolean inRange = false;
float attackerHitbox = attacker.calcHitBox();
attackRange += attacker.calcHitBox();
switch(target.getObjectType()){
case PlayerCharacter:
case Mob:
float targetHitbox = ((AbstractCharacter)target).calcHitBox();
if(distanceSquared < ((attackRange + attackerHitbox + targetHitbox) * 2))
attackRange += ((AbstractCharacter)target).calcHitBox();
if(distanceSquared < attackRange * 2)
inRange = true;
break;
case Building:
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 + attackerHitbox) * 2;
float sizeZ = (target.getBounds().getHalfExtents().y + attackRange + attackerHitbox) * 2;
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;
@ -134,213 +134,213 @@ public enum CombatManager { @@ -134,213 +134,213 @@ public enum CombatManager {
}
if (!inRange)
return;
if (inRange) {
// take stamina away from attacker
// take stamina away from attacker
if (weapon != null) {
float stam = weapon.template.item_wt / 3f;
stam = (stam < 1) ? 1 : stam;
attacker.modifyStamina(-(stam), attacker, true);
} else
attacker.modifyStamina(-0.5f, attacker, true);
if (weapon != null) {
float stam = weapon.template.item_wt / 3f;
stam = (stam < 1) ? 1 : stam;
attacker.modifyStamina(-(stam), attacker, true);
} else
attacker.modifyStamina(-0.5f, attacker, true);
//cancel things that are cancelled by an attack
//cancel things that are cancelled by an attack
attacker.cancelOnAttackSwing();
attacker.cancelOnAttackSwing();
//declare relevant variables
//declare relevant variables
int min = attacker.minDamageHandOne;
int max = attacker.maxDamageHandOne;
int atr = attacker.atrHandOne;
int min = attacker.minDamageHandOne;
int max = attacker.maxDamageHandOne;
int atr = attacker.atrHandOne;
//get the proper stats based on which slot is attacking
//get the proper stats based on which slot is attacking
if (slot == mbEnums.EquipSlotType.LHELD) {
min = attacker.minDamageHandTwo;
max = attacker.maxDamageHandTwo;
atr = attacker.atrHandTwo;
}
if (slot == mbEnums.EquipSlotType.LHELD) {
min = attacker.minDamageHandTwo;
max = attacker.maxDamageHandTwo;
atr = attacker.atrHandTwo;
}
int def = 0;
int def = 0;
if (AbstractCharacter.IsAbstractCharacter(target))
def = ((AbstractCharacter) target).defenseRating;
if (AbstractCharacter.IsAbstractCharacter(target))
def = ((AbstractCharacter) target).defenseRating;
//calculate hit chance based off ATR and DEF
//calculate hit chance based off ATR and DEF
int hitChance;
if (def == 0)
def = 1;
float dif = atr / def;
int hitChance;
if (def == 0)
def = 1;
float dif = atr / def;
if (dif <= 0.8f)
hitChance = 4;
else
hitChance = ((int) (450 * (dif - 0.8f)) + 4);
if (dif <= 0.8f)
hitChance = 4;
else
hitChance = ((int) (450 * (dif - 0.8f)) + 4);
if (target.getObjectType() == mbEnums.GameObjectType.Building)
hitChance = 100;
if (target.getObjectType() == mbEnums.GameObjectType.Building)
hitChance = 100;
int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
if (attacker.charItemManager.getEquipped().get(slot) != null) {
passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true);
}
int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
if (attacker.charItemManager.getEquipped().get(slot) != null) {
passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true);
}
if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
else
DispatchMessage.sendToAllInRange(attacker, msg);
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
else
DispatchMessage.sendToAllInRange(attacker, msg);
return;
}
return;
}
//calculate passive chances only if target is AbstractCharacter
//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);
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);
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
// 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));
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 (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) == false) {
TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
if (passiveType.equals(mbEnums.PassiveType.None) == false) {
TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
else
DispatchMessage.sendToAllInRange(attacker, msg);
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
else
DispatchMessage.sendToAllInRange(attacker, msg);
return;
return;
}
}
}
//calculate the base damage
int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
if (damage == 0)
return;
//calculate the base damage
int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
if (damage == 0)
return;
//get the damage type
//get the damage type
mbEnums.DamageType damageType;
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];
}
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
//get resists
Resists resists;
Resists resists;
if (AbstractCharacter.IsAbstractCharacter(target) == false)
resists = ((Building) target).getResists(); //this is a building
else
resists = ((AbstractCharacter) target).getResists(); //this is a character
if (AbstractCharacter.IsAbstractCharacter(target) == false)
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;
if (AbstractCharacter.IsAbstractCharacter(target)) {
AbstractCharacter absTarget = (AbstractCharacter) target;
//check damage shields
//check damage shields
PlayerBonuses bonuses = absTarget.getBonuses();
PlayerBonuses bonuses = absTarget.getBonuses();
if (bonuses != null) {
if (bonuses != null) {
ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields();
float total = 0;
ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields();
float total = 0;
for (DamageShield ds : damageShields.values()) {
for (DamageShield ds : damageShields.values()) {
//get amount to damage back
//get amount to damage back
float amount;
float amount;
if (ds.usePercent())
amount = damage * ds.getAmount() / 100;
else
amount = ds.getAmount();
if (ds.usePercent())
amount = damage * ds.getAmount() / 100;
else
amount = ds.getAmount();
//get resisted damage for damagetype
//get resisted damage for damagetype
if (resists != null)
amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0);
total += amount;
}
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);
DispatchMessage.sendToAllInRange(target, cmm);
if (total > 0) {
//apply Damage back
attacker.modifyHealth(-total, absTarget, true);
TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0);
DispatchMessage.sendToAllInRange(target, cmm);
}
}
}
if (resists != null) {
if (resists != null) {
//check for damage type immunities
//check for damage type immunities
if (resists.immuneTo(damageType))
return;
if (resists.immuneTo(damageType))
return;
//calculate resisted damage including fortitude
//calculate resisted damage including fortitude
damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
}
}
}
//remove damage from target health
//remove damage from target health
if (damage > 0) {
if (damage > 0) {
if (AbstractCharacter.IsAbstractCharacter(target))
((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
else
((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage);
if (AbstractCharacter.IsAbstractCharacter(target))
((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
else
((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage);
int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
if (attacker.charItemManager.getEquipped().get(slot) != null) {
attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD));
int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
if (attacker.charItemManager.getEquipped().get(slot) != null) {
attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD));
}
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
DispatchMessage.sendToAllInRange(target, cmm);
}
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
DispatchMessage.sendToAllInRange(target, cmm);
}
DeferredPowerJob dpj = null;
DeferredPowerJob dpj = null;
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
dpj = ((PlayerCharacter) attacker).getWeaponPower();
dpj = ((PlayerCharacter) attacker).getWeaponPower();
if (dpj != null) {
dpj.attack(target, attackRange);
if (dpj != null) {
dpj.attack(target, attackRange);
if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
((PlayerCharacter) attacker).setWeaponPower(dpj);
if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
((PlayerCharacter) attacker).setWeaponPower(dpj);
}
}
}
//calculate next allowed attack and update the timestamp

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