diff --git a/src/engine/gameManager/CombatManager.java b/src/engine/gameManager/CombatManager.java index e1558930..cc5e5e4a 100644 --- a/src/engine/gameManager/CombatManager.java +++ b/src/engine/gameManager/CombatManager.java @@ -31,6 +31,16 @@ import java.util.concurrent.ThreadLocalRandom; 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 void combatCycle(AbstractCharacter attacker, AbstractWorldObject target) { diff --git a/src/engine/gameManager/LootManager.java b/src/engine/gameManager/LootManager.java index aa31e0bc..8c19becb 100644 --- a/src/engine/gameManager/LootManager.java +++ b/src/engine/gameManager/LootManager.java @@ -25,6 +25,16 @@ import java.util.concurrent.ThreadLocalRandom; */ public enum LootManager { + + // MB Dev notes: + // Class implements all loot generation mechanics for Magicbane. + // Class handles variables like drop rates + // Generation initiates in GenerateMobLoot and is passed a mobile + // Utilized database tables: + // - static_loot_bootySet - static_loot_gen - static_loot_item - static_loot_mod - static_loot_modtype + // Class also handles mechanic for Fate Peddler + // + LOOTMANAGER; // Newer tables diff --git a/src/engine/mobileAI/MobAI.java b/src/engine/mobileAI/MobAI.java index 2f62fdfa..005179da 100644 --- a/src/engine/mobileAI/MobAI.java +++ b/src/engine/mobileAI/MobAI.java @@ -37,6 +37,12 @@ import static engine.math.FastMath.sqr; public class MobAI { + // MB Dev notes: + // Class implements mobile AI mechanics for Magicbane. + // + // Controls all mob actions from regular mobs to pets and guards. + // Initiates in the "DetermineAction" method and branches from there + // private static void attackTarget(Mob mob, AbstractWorldObject target) {