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package engine.gameManager; |
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import engine.Enum; |
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import engine.jobs.DeferredPowerJob; |
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import engine.net.DispatchMessage; |
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import engine.net.client.msg.TargetedActionMsg; |
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import engine.objects.*; |
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import engine.powers.DamageShield; |
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import engine.powers.effectmodifiers.AbstractEffectModifier; |
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import engine.powers.effectmodifiers.WeaponProcEffectModifier; |
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import engine.server.MBServerStatics; |
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import org.pmw.tinylog.Logger; |
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import java.util.concurrent.ConcurrentHashMap; |
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import java.util.concurrent.ThreadLocalRandom; |
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public class CombatSystem { |
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public static void attemptCombat(AbstractCharacter source, AbstractWorldObject target, boolean mainhand){ |
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//1. source or target doesn't exist, early exit
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if(source == null || target == null) |
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return; |
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//2. source or target is dead, early exit
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if(!source.isAlive() || !target.isAlive()) |
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return; |
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//3. make sure if target is a building to ensure that it is damageable
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if(target.getObjectType().equals(Enum.GameObjectType.Building)){ |
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Building building = (Building)target; |
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if(building.assetIsProtected() || building.getProtectionState().equals(Enum.ProtectionState.NPC)) |
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return; |
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} |
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//after thought: make sure target is in range of source
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if(!inRange(source,target,mainhand)) |
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return; |
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//4. apply any weapon powers and then clear the weapon power memory for the player
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if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) { |
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PlayerCharacter pc = (PlayerCharacter)source; |
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if(pc.getWeaponPower() != null){ |
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pc.getWeaponPower().attack(target,pc.getRange()); |
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pc.setWeaponPower(null); |
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} |
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} |
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//5. make sure if target is AbstractCharacter to check for defense trigger and passive trigger
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if(AbstractCharacter.IsAbstractCharacter(target)) { |
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int atr; |
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int def; |
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if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) { |
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PlayerCharacter pc = (PlayerCharacter)source; |
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if(pc.combatStats == null) |
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pc.combatStats = new PlayerCombatStats(pc); |
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atr = (int) pc.combatStats.atrHandOne; |
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if(!mainhand) |
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atr =(int) pc.combatStats.atrHandTwo; |
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def = pc.combatStats.defense; |
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} else { |
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atr = (int) ((source.getAtrHandOne() + source.getAtrHandTwo()) * 0.5f); |
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def = source.defenseRating; |
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} |
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if(!LandHit(atr,def)) |
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return; |
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if(source.getBonuses() != null) |
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if(!source.getBonuses().getBool(Enum.ModType.IgnorePassiveDefense, Enum.SourceType.None)) |
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if(triggerPassive(source,target)) |
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return; |
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} |
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//commence actual combat management
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//6. check for any procs
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if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) { |
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PlayerCharacter pc = (PlayerCharacter)source; |
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if(pc.getCharItemManager() != null && pc.getCharItemManager().getEquipped() != null){ |
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Item weapon = pc.getCharItemManager().getEquipped(1); |
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if(!mainhand) |
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weapon = pc.getCharItemManager().getEquipped(2); |
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if(weapon != null){ |
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if(weapon.effects != null){ |
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for (Effect eff : weapon.effects.values()){ |
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for(AbstractEffectModifier mod : eff.getEffectModifiers()){ |
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if(mod.modType.equals(Enum.ModType.WeaponProc)){ |
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int procChance = ThreadLocalRandom.current().nextInt(0,101); |
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if (procChance <= MBServerStatics.PROC_CHANCE) { |
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try { |
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((WeaponProcEffectModifier) mod).applyProc(source, target); |
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}catch(Exception e){ |
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Logger.error(eff.getName() + " Failed To Cast Proc"); |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
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//7. configure damage amounts and type
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Enum.DamageType damageType = Enum.DamageType.Crush; |
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int min = 0; |
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int max = 0; |
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if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) { |
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PlayerCharacter pc = (PlayerCharacter) source; |
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if(mainhand){ |
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min = pc.combatStats.minDamageHandOne; |
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max = pc.combatStats.maxDamageHandOne; |
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}else{ |
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min = pc.combatStats.minDamageHandTwo; |
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max = pc.combatStats.maxDamageHandTwo; |
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} |
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}else if (source.getObjectType().equals(Enum.GameObjectType.Mob)) { |
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Mob mob = (Mob) source; |
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min = (int) mob.mobBase.getDamageMin(); |
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max = (int) mob.mobBase.getDamageMax(); |
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} |
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int damage = ThreadLocalRandom.current().nextInt(min,max + 1); |
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if(source.getBonuses() != null){ |
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damage *= 1 + source.getBonuses().getFloatPercentAll(Enum.ModType.MeleeDamageModifier, Enum.SourceType.None); |
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} |
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if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) { |
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PlayerCharacter pc = (PlayerCharacter) source; |
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damage *= pc.ZergMultiplier; |
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} |
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//8. configure the attack message to be sent to the clients
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int animation = 0; |
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ItemBase wb = null; |
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if(source.getCharItemManager() != null && source.getCharItemManager().getEquipped() != null) { |
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Item weapon = source.getCharItemManager().getEquipped(1); |
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if (!mainhand) |
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weapon = source.getCharItemManager().getEquipped(2); |
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if(weapon != null && weapon.getItemBase().getAnimations() != null && !weapon.getItemBase().getAnimations().isEmpty()){ |
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animation = weapon.getItemBase().getAnimations().get(0); |
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wb = weapon.getItemBase(); |
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damageType = wb.getDamageType(); |
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} |
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} |
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//9. reduce damage from resists and apply damage shields
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if(AbstractCharacter.IsAbstractCharacter(target)){ |
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AbstractCharacter abs = (AbstractCharacter) target; |
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damage = (int) abs.getResists().getResistedDamage(source, abs,damageType,damage,1); |
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handleDamageShields(source,abs,damage); |
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} |
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sendCombatMessage(source, target, 0f, wb, null, mainhand, animation); |
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//if attacker is player, set last attack timestamp
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if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) |
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updateAttackTimers((PlayerCharacter) source, target); |
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//10. cancel all effects that cancel on attack
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source.cancelOnAttack(); |
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} |
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public static boolean LandHit(int ATR, int DEF){ |
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int roll = ThreadLocalRandom.current().nextInt(101); |
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float chance = PlayerCombatStats.getHitChance(ATR,DEF); |
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return chance >= roll; |
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} |
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private static void sendCombatMessage(AbstractCharacter source, AbstractWorldObject target, float damage, ItemBase wb, DeferredPowerJob dpj, boolean mainHand, int swingAnimation) { |
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if (dpj != null) |
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if (PowersManager.AnimationOverrides.containsKey(dpj.getAction().getEffectID())) |
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swingAnimation = PowersManager.AnimationOverrides.get(dpj.getAction().getEffectID()); |
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if (source.getObjectType() == Enum.GameObjectType.PlayerCharacter) |
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for (Effect eff : source.getEffects().values()) |
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if (eff.getPower() != null && (eff.getPower().getToken() == 429506943 || eff.getPower().getToken() == 429408639 || eff.getPower().getToken() == 429513599 || eff.getPower().getToken() == 429415295)) |
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swingAnimation = 0; |
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TargetedActionMsg cmm = new TargetedActionMsg(source, target, damage, swingAnimation); |
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DispatchMessage.sendToAllInRange(target, cmm); |
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} |
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private static void updateAttackTimers(PlayerCharacter pc, AbstractWorldObject target) { |
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//Set Attack Timers
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if (target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) |
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pc.setLastPlayerAttackTime(); |
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} |
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public static void handleDamageShields(AbstractCharacter ac, AbstractCharacter target, float damage) { |
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if (ac == null || target == null) |
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return; |
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PlayerBonuses bonuses = target.getBonuses(); |
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if (bonuses != null) { |
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ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields(); |
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float total = 0; |
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for (DamageShield ds : damageShields.values()) { |
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//get amount to damage back
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float amount; |
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if (ds.usePercent()) |
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amount = damage * ds.getAmount() / 100; |
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else |
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amount = ds.getAmount(); |
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//get resisted damage for damagetype
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Resists resists = ac.getResists(); |
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if (resists != null) { |
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amount = resists.getResistedDamage(target, ac, ds.getDamageType(), amount, 0); |
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} |
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total += amount; |
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} |
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if (total > 0) { |
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//apply Damage back
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ac.modifyHealth(-total, target, true); |
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TargetedActionMsg cmm = new TargetedActionMsg(ac, ac, total, 0); |
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DispatchMessage.sendToAllInRange(target, cmm); |
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} |
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} |
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} |
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public static boolean inRange(AbstractCharacter source, AbstractWorldObject target, boolean mainhand){ |
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if(source == null || target == null) |
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return false; |
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float distanceSquared = source.loc.distanceSquared(target.loc); |
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float rangeSquared = 16.0f; |
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if(source.getCharItemManager() != null && source.getCharItemManager().getEquipped() != null){ |
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Item weapon = source.getCharItemManager().getEquipped(1); |
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if(!mainhand) |
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weapon = source.getCharItemManager().getEquipped(2); |
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if(weapon != null) |
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rangeSquared = weapon.getItemBase().getRange() * weapon.getItemBase().getRange(); |
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} |
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if(source.getBonuses() != null){ |
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rangeSquared *= 1 + source.getBonuses().getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.None); |
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} |
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return distanceSquared <= rangeSquared; |
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} |
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public static boolean triggerPassive(AbstractCharacter source, AbstractWorldObject target) { |
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boolean passiveFired = false; |
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if (!AbstractCharacter.IsAbstractCharacter(target)) |
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return false; |
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AbstractCharacter tarAc = (AbstractCharacter) target; |
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//Handle Block passive
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if (testPassive(source, tarAc, "Block")) { |
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sendPassiveDefenseMessage(source, null, target, MBServerStatics.COMBAT_SEND_DODGE, null, true); |
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return true; |
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} |
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//Handle Parry passive
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if (testPassive(source, tarAc, "Parry")) { |
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sendPassiveDefenseMessage(source, null, target, MBServerStatics.COMBAT_SEND_DODGE, null, true); |
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return true; |
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} |
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//Handle Dodge passive
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if (testPassive(source, tarAc, "Dodge")) { |
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sendPassiveDefenseMessage(source, null, target, MBServerStatics.COMBAT_SEND_DODGE, null, true); |
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return true; |
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} |
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return false; |
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} |
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private static void sendPassiveDefenseMessage(AbstractCharacter source, ItemBase wb, AbstractWorldObject target, int passiveType, DeferredPowerJob dpj, boolean mainHand) { |
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int swingAnimation = 75; |
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if (dpj != null) |
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if (PowersManager.AnimationOverrides.containsKey(dpj.getAction().getEffectID())) |
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swingAnimation = PowersManager.AnimationOverrides.get(dpj.getAction().getEffectID()); |
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TargetedActionMsg cmm = new TargetedActionMsg(source, swingAnimation, target, passiveType); |
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DispatchMessage.sendToAllInRange(target, cmm); |
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} |
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private static boolean testPassive(AbstractCharacter source, AbstractCharacter target, String type) { |
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if(target.getBonuses() != null) |
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if(target.getBonuses().getBool(Enum.ModType.Stunned, Enum.SourceType.None)) |
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return false; |
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float chance = target.getPassiveChance(type, source.getLevel(), true); |
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if (chance == 0f) |
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return false; |
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//max 75% chance of passive to fire
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if (chance > 75f) |
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chance = 75f; |
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int roll = ThreadLocalRandom.current().nextInt(1,100); |
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return roll < chance; |
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} |
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} |
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