Browse Source

proc chance broken into separate method

lakebane-jobs
FatBoy-DOTC 20 hours ago
parent
commit
9f09a0e8b0
  1. 55
      src/engine/gameManager/CombatManager.java
  2. 430
      src/engine/gameManager/CombatSystem.java

55
src/engine/gameManager/CombatManager.java

@ -978,26 +978,7 @@ public enum CombatManager { @@ -978,26 +978,7 @@ public enum CombatManager {
errorTrack = 14;
//handle procs
if (weapon != null && tarAc != null && tarAc.isAlive()) {
if(weapon.effects != null){
for (Effect eff : weapon.effects.values()){
for(AbstractEffectModifier mod : eff.getEffectModifiers()){
if(mod.modType.equals(ModType.WeaponProc)){
int procChance = ThreadLocalRandom.current().nextInt(100);
if (procChance < MBServerStatics.PROC_CHANCE) {
try {
((WeaponProcEffectModifier) mod).applyProc(ac, target);
}catch(Exception e){
Logger.error(eff.getName() + " Failed To Cast Proc");
}
}
}
}
}
}
}
procChanceHandler(weapon,ac,tarAc);
errorTrack = 15;
@ -1081,6 +1062,40 @@ public enum CombatManager { @@ -1081,6 +1062,40 @@ public enum CombatManager {
}
}
private static void procChanceHandler(Item weapon, AbstractCharacter ac, AbstractCharacter tarAc) {
//no weapon means no proc
if(weapon == null)
return;
//caster is dead of null, no proc
if(ac == null || !ac.isAlive())
return;
//target is dead or null, no proc
if(tarAc == null || !tarAc.isAlive())
return;
//no effects on weapon, skip proc
if(weapon.effects == null || weapon.effects.isEmpty())
return;
for (Effect eff : weapon.effects.values()){
for(AbstractEffectModifier mod : eff.getEffectModifiers()) {
if (mod.modType.equals(ModType.WeaponProc)) {
int procChance = ThreadLocalRandom.current().nextInt(100);
if (procChance < MBServerStatics.PROC_CHANCE) {
try {
((WeaponProcEffectModifier) mod).applyProc(ac, tarAc);
} catch (Exception e) {
Logger.error(eff.getName() + " Failed To Cast Proc");
}
}
}
}
}
}
public static boolean canTestParry(AbstractCharacter ac, AbstractWorldObject target) {
if (ac == null || target == null || !AbstractWorldObject.IsAbstractCharacter(target))

430
src/engine/gameManager/CombatSystem.java

@ -1,430 +0,0 @@ @@ -1,430 +0,0 @@
package engine.gameManager;
import engine.Enum;
import engine.exception.MsgSendException;
import engine.job.JobContainer;
import engine.job.JobScheduler;
import engine.jobs.AttackJob;
import engine.jobs.DeferredPowerJob;
import engine.net.DispatchMessage;
import engine.net.client.ClientConnection;
import engine.net.client.msg.AttackCmdMsg;
import engine.net.client.msg.TargetedActionMsg;
import engine.objects.*;
import engine.powers.DamageShield;
import engine.powers.effectmodifiers.AbstractEffectModifier;
import engine.powers.effectmodifiers.WeaponProcEffectModifier;
import engine.server.MBServerStatics;
import org.pmw.tinylog.Logger;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ThreadLocalRandom;
public class CombatSystem {
public static void attemptCombat(AbstractCharacter source, AbstractWorldObject target, boolean mainhand){
//1. source or target doesn't exist, early exit
if(source == null || target == null)
return;
//2. source or target is dead, early exit
if(!source.isAlive() || !target.isAlive())
return;
//3. make sure if target is a building to ensure that it is damageable
if(target.getObjectType().equals(Enum.GameObjectType.Building)){
Building building = (Building)target;
if(building.assetIsProtected() || building.getProtectionState().equals(Enum.ProtectionState.NPC))
return;
}
//after thought: make sure target is in range of source
if(!inRange(source,target,mainhand))
return;
//4. apply any weapon powers and then clear the weapon power memory for the player
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
PlayerCharacter pc = (PlayerCharacter)source;
if(pc.getWeaponPower() != null){
pc.getWeaponPower().attack(target,pc.getRange());
pc.setWeaponPower(null);
}
}
//5. make sure if target is AbstractCharacter to check for defense trigger and passive trigger
if(AbstractCharacter.IsAbstractCharacter(target)) {
int atr;
int def;
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
PlayerCharacter pc = (PlayerCharacter)source;
if(pc.combatStats == null)
pc.combatStats = new PlayerCombatStats(pc);
atr = (int) pc.combatStats.atrHandOne;
if(!mainhand)
atr =(int) pc.combatStats.atrHandTwo;
def = pc.combatStats.defense;
} else {
atr = (int) ((source.getAtrHandOne() + source.getAtrHandTwo()) * 0.5f);
def = source.defenseRating;
}
if(!LandHit(atr,def)) {
createTimer(source,mainhand);
return;
}
if(source.getBonuses() != null)
if(!source.getBonuses().getBool(Enum.ModType.IgnorePassiveDefense, Enum.SourceType.None))
if(triggerPassive(source,target)) {
createTimer(source,mainhand);
return;
}
}
//commence actual combat management
//6. check for any procs
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
PlayerCharacter pc = (PlayerCharacter)source;
if(pc.getCharItemManager() != null && pc.getCharItemManager().getEquipped() != null){
Item weapon = pc.getCharItemManager().getEquipped(1);
if(!mainhand)
weapon = pc.getCharItemManager().getEquipped(2);
if(weapon != null){
if(weapon.effects != null){
for (Effect eff : weapon.effects.values()){
for(AbstractEffectModifier mod : eff.getEffectModifiers()){
if(mod.modType.equals(Enum.ModType.WeaponProc)){
int procChance = ThreadLocalRandom.current().nextInt(0,101);
if (procChance <= MBServerStatics.PROC_CHANCE) {
try {
((WeaponProcEffectModifier) mod).applyProc(source, target);
}catch(Exception e){
Logger.error(eff.getName() + " Failed To Cast Proc");
}
}
}
}
}
}
}
}
}
//7. configure damage amounts and type
Enum.DamageType damageType = Enum.DamageType.Crush;
int min = 0;
int max = 0;
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
PlayerCharacter pc = (PlayerCharacter) source;
if(mainhand){
min = pc.combatStats.minDamageHandOne;
max = pc.combatStats.maxDamageHandOne;
}else{
min = pc.combatStats.minDamageHandTwo;
max = pc.combatStats.maxDamageHandTwo;
}
}else if (source.getObjectType().equals(Enum.GameObjectType.Mob)) {
Mob mob = (Mob) source;
min = (int) mob.mobBase.getDamageMin();
max = (int) mob.mobBase.getDamageMax();
}
int damage = ThreadLocalRandom.current().nextInt(min,max + 1);
if(source.getBonuses() != null){
damage *= 1 + source.getBonuses().getFloatPercentAll(Enum.ModType.MeleeDamageModifier, Enum.SourceType.None);
}
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
PlayerCharacter pc = (PlayerCharacter) source;
damage *= pc.ZergMultiplier;
}
//8. configure the attack message to be sent to the clients
int animation = 0;
ItemBase wb = null;
if(source.getCharItemManager() != null && source.getCharItemManager().getEquipped() != null) {
Item weapon = source.getCharItemManager().getEquipped(1);
if (!mainhand)
weapon = source.getCharItemManager().getEquipped(2);
if(weapon != null && weapon.getItemBase().getAnimations() != null && !weapon.getItemBase().getAnimations().isEmpty()){
animation = weapon.getItemBase().getAnimations().get(0);
wb = weapon.getItemBase();
damageType = wb.getDamageType();
}
}
//9. reduce damage from resists and apply damage shields
if(AbstractCharacter.IsAbstractCharacter(target)){
AbstractCharacter abs = (AbstractCharacter) target;
damage = (int) abs.getResists().getResistedDamage(source, abs,damageType,damage,1);
handleDamageShields(source,abs,damage);
}
sendCombatMessage(source, target, 0f, wb, null, mainhand, animation);
//if attacker is player, set last attack timestamp
if (source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter))
updateAttackTimers((PlayerCharacter) source, target);
//10. cancel all effects that cancel on attack
source.cancelOnAttack();
}
public static boolean LandHit(int ATR, int DEF){
int roll = ThreadLocalRandom.current().nextInt(101);
float chance = PlayerCombatStats.getHitChance(ATR,DEF);
return chance >= roll;
}
private static void sendCombatMessage(AbstractCharacter source, AbstractWorldObject target, float damage, ItemBase wb, DeferredPowerJob dpj, boolean mainHand, int swingAnimation) {
if (dpj != null)
if (PowersManager.AnimationOverrides.containsKey(dpj.getAction().getEffectID()))
swingAnimation = PowersManager.AnimationOverrides.get(dpj.getAction().getEffectID());
if (source.getObjectType() == Enum.GameObjectType.PlayerCharacter)
for (Effect eff : source.getEffects().values())
if (eff.getPower() != null && (eff.getPower().getToken() == 429506943 || eff.getPower().getToken() == 429408639 || eff.getPower().getToken() == 429513599 || eff.getPower().getToken() == 429415295))
swingAnimation = 0;
TargetedActionMsg cmm = new TargetedActionMsg(source, target, damage, swingAnimation);
DispatchMessage.sendToAllInRange(target, cmm);
}
private static void updateAttackTimers(PlayerCharacter pc, AbstractWorldObject target) {
//Set Attack Timers
if (target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter))
pc.setLastPlayerAttackTime();
}
public static void handleDamageShields(AbstractCharacter ac, AbstractCharacter target, float damage) {
if (ac == null || target == null)
return;
PlayerBonuses bonuses = target.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
Resists resists = ac.getResists();
if (resists != null) {
amount = resists.getResistedDamage(target, ac, ds.getDamageType(), amount, 0);
}
total += amount;
}
if (total > 0) {
//apply Damage back
ac.modifyHealth(-total, target, true);
TargetedActionMsg cmm = new TargetedActionMsg(ac, ac, total, 0);
DispatchMessage.sendToAllInRange(target, cmm);
}
}
}
public static boolean inRange(AbstractCharacter source, AbstractWorldObject target, boolean mainhand){
if(source == null || target == null)
return false;
float distanceSquared = source.loc.distanceSquared(target.loc);
float rangeSquared = 16.0f;
if(source.getCharItemManager() != null && source.getCharItemManager().getEquipped() != null){
Item weapon = source.getCharItemManager().getEquipped(1);
if(!mainhand)
weapon = source.getCharItemManager().getEquipped(2);
if(weapon != null)
rangeSquared = weapon.getItemBase().getRange() * weapon.getItemBase().getRange();
}
if(source.getBonuses() != null){
rangeSquared *= 1 + source.getBonuses().getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.None);
}
return distanceSquared <= rangeSquared;
}
public static boolean triggerPassive(AbstractCharacter source, AbstractWorldObject target) {
boolean passiveFired = false;
if (!AbstractCharacter.IsAbstractCharacter(target))
return false;
AbstractCharacter tarAc = (AbstractCharacter) target;
//Handle Block passive
if (testPassive(source, tarAc, "Block")) {
sendPassiveDefenseMessage(source, null, target, MBServerStatics.COMBAT_SEND_DODGE, null, true);
return true;
}
//Handle Parry passive
if (testPassive(source, tarAc, "Parry")) {
sendPassiveDefenseMessage(source, null, target, MBServerStatics.COMBAT_SEND_DODGE, null, true);
return true;
}
//Handle Dodge passive
if (testPassive(source, tarAc, "Dodge")) {
sendPassiveDefenseMessage(source, null, target, MBServerStatics.COMBAT_SEND_DODGE, null, true);
return true;
}
return false;
}
private static void sendPassiveDefenseMessage(AbstractCharacter source, ItemBase wb, AbstractWorldObject target, int passiveType, DeferredPowerJob dpj, boolean mainHand) {
int swingAnimation = 75;
if (dpj != null)
if (PowersManager.AnimationOverrides.containsKey(dpj.getAction().getEffectID()))
swingAnimation = PowersManager.AnimationOverrides.get(dpj.getAction().getEffectID());
TargetedActionMsg cmm = new TargetedActionMsg(source, swingAnimation, target, passiveType);
DispatchMessage.sendToAllInRange(target, cmm);
}
private static boolean testPassive(AbstractCharacter source, AbstractCharacter target, String type) {
if(target.getBonuses() != null)
if(target.getBonuses().getBool(Enum.ModType.Stunned, Enum.SourceType.None))
return false;
float chance = target.getPassiveChance(type, source.getLevel(), true);
if (chance == 0f)
return false;
//max 75% chance of passive to fire
if (chance > 75f)
chance = 75f;
int roll = ThreadLocalRandom.current().nextInt(1,100);
return roll < chance;
}
private static void createTimer(AbstractCharacter source, boolean mainhand) {
ConcurrentHashMap<String, JobContainer> timers = source.getTimers();
int slot = 1;
if(!mainhand)
slot = 2;
int time = 3000;
if(source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)){
PlayerCharacter pc = (PlayerCharacter)source;
if(mainhand){
time = (int) pc.combatStats.attackSpeedHandOne;
}else{
time = (int) pc.combatStats.attackSpeedHandTwo;
}
}
if (timers != null) {
AttackJob aj = new AttackJob(source, slot, true);
JobContainer job;
job = JobScheduler.getInstance().scheduleJob(aj, (time * 100));
timers.put("Attack" + slot, job);
} else {
Logger.error("Unable to find Timers for Character " + source.getObjectUUID());
}
}
public static void setAttackTarget(AttackCmdMsg msg, ClientConnection origin) throws MsgSendException {
PlayerCharacter player;
int targetType;
AbstractWorldObject target;
if (TargetedActionMsg.un2cnt == 60 || TargetedActionMsg.un2cnt == 70)
return;
player = SessionManager.getPlayerCharacter(origin);
if (player == null)
return;
//source must match player this account belongs to
if (player.getObjectUUID() != msg.getSourceID() || player.getObjectType().ordinal() != msg.getSourceType()) {
Logger.error("Msg Source ID " + msg.getSourceID() + " Does not Match Player ID " + player.getObjectUUID());
return;
}
targetType = msg.getTargetType();
if (targetType == Enum.GameObjectType.PlayerCharacter.ordinal()) {
target = PlayerCharacter.getFromCache(msg.getTargetID());
} else if (targetType == Enum.GameObjectType.Building.ordinal()) {
target = BuildingManager.getBuildingFromCache(msg.getTargetID());
} else if (targetType == Enum.GameObjectType.Mob.ordinal()) {
target = Mob.getFromCache(msg.getTargetID());
} else {
player.setCombatTarget(null);
return; //not valid type to attack
}
// quit of the combat target is already the current combat target
// or there is no combat target
if (target == null)
return;
//set sources target
player.setCombatTarget(target);
boolean hasMain = false;
boolean hasOff = false;
if(player.getCharItemManager() != null && player.getCharItemManager().getEquipped() != null){
if(player.getCharItemManager().getEquipped(1) != null)
hasMain = true;
if(player.getCharItemManager().getEquipped(2) != null && !player.getCharItemManager().getEquipped(2).getItemBase().isShield())
hasOff = true;
}
if(hasMain){
createTimer(player,true);
}
if(hasOff){
createTimer(player,false);
}
}
}
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