Initial refactor of damagetype

This commit is contained in:
2024-04-01 09:19:37 -04:00
parent adfbf87056
commit a29269e335
32 changed files with 447 additions and 380 deletions
+31 -31
View File
@@ -529,7 +529,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
boolean canFly = false;
PlayerBonuses bonus = flyer.getBonuses();
if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.FLY) && bonus.getBool(ModType.Fly, SourceType.NONE) && flyer.isAlive())
if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.Fly) && bonus.getBool(ModType.Fly, SourceType.None) && flyer.isAlive())
canFly = true;
return canFly;
@@ -615,10 +615,10 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
if (abstractCharacter.bonuses != null) {
// add any bonuses
defense += (short) abstractCharacter.bonuses.getFloat(ModType.DCV, SourceType.NONE);
defense += (short) abstractCharacter.bonuses.getFloat(ModType.DCV, SourceType.None);
// Finally multiply any percent modifiers. DO THIS LAST!
float pos_Bonus = abstractCharacter.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.NONE);
float pos_Bonus = abstractCharacter.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.None);
defense = (short) (defense * (1 + pos_Bonus));
//Lucky rune applies next
@@ -627,7 +627,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
//and negative percent modifiers
//already done...
float neg_Bonus = abstractCharacter.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE);
float neg_Bonus = abstractCharacter.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.None);
defense = (short) (defense * (1 + neg_Bonus));
} else
@@ -729,7 +729,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
abstractCharacter.rangeHandTwo = weapon.template.item_weapon_max_range * (1 + (abstractCharacter.statStrBase / 600));
if (abstractCharacter.bonuses != null) {
float range_bonus = 1 + abstractCharacter.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.NONE);
float range_bonus = 1 + abstractCharacter.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.None);
if (mainHand)
abstractCharacter.rangeHandOne *= range_bonus;
@@ -773,10 +773,10 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
// add in any bonuses to atr
if (abstractCharacter.bonuses != null) {
// Add any base bonuses
atr += abstractCharacter.bonuses.getFloat(ModType.OCV, SourceType.NONE);
atr += abstractCharacter.bonuses.getFloat(ModType.OCV, SourceType.None);
// Finally use any multipliers. DO THIS LAST!
float pos_Bonus = (1 + abstractCharacter.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.NONE));
float pos_Bonus = (1 + abstractCharacter.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.None));
atr *= pos_Bonus;
// next precise
@@ -784,7 +784,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
// atr *= (1 + ((float) this.bonuses.getShort("rune.Attack") / 100));
//and negative percent modifiers
float neg_Bonus = abstractCharacter.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE);
float neg_Bonus = abstractCharacter.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.None);
atr *= (1 + neg_Bonus);
}
@@ -804,9 +804,9 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
else
speed = 20f; //unarmed attack speed
if (weapon != null)
speed *= (1 + abstractCharacter.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.NONE));
speed *= (1 + abstractCharacter.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.None));
speed *= (1 + abstractCharacter.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.NONE));
speed *= (1 + abstractCharacter.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.None));
if (speed < 10)
speed = 10;
@@ -815,22 +815,22 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
if (weapon != null) {
// Add any base bonuses
min += weapon.getBonus(ModType.MinDamage, SourceType.NONE);
max += weapon.getBonus(ModType.MaxDamage, SourceType.NONE);
min += weapon.getBonus(ModType.MinDamage, SourceType.None);
max += weapon.getBonus(ModType.MaxDamage, SourceType.None);
min += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.NONE);
max += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.NONE);
min += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.None);
max += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.None);
// Finally use any multipliers. DO THIS LAST!
float percentMinDamage = 1;
float percentMaxDamage = 1;
percentMinDamage += weapon.getBonusPercent(ModType.MinDamage, SourceType.NONE);
percentMinDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE);
percentMinDamage += weapon.getBonusPercent(ModType.MinDamage, SourceType.None);
percentMinDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.None);
percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.NONE);
percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE);
percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.None);
percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.None);
min *= percentMinDamage;
@@ -867,21 +867,21 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
// add in any bonuses to damage
if (abstractCharacter.bonuses != null) {
// Add any base bonuses
minDamage += abstractCharacter.bonuses.getFloat(ModType.MinDamage, SourceType.NONE);
maxDamage += abstractCharacter.bonuses.getFloat(ModType.MaxDamage, SourceType.NONE);
minDamage += abstractCharacter.bonuses.getFloat(ModType.MinDamage, SourceType.None);
maxDamage += abstractCharacter.bonuses.getFloat(ModType.MaxDamage, SourceType.None);
minDamage += abstractCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
maxDamage += abstractCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
minDamage += abstractCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.None);
maxDamage += abstractCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.None);
// Finally use any multipliers. DO THIS LAST!
float percentMinDamage = 1;
float percentMaxDamage = 1;
percentMinDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.NONE);
percentMinDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
percentMinDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.None);
percentMinDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
percentMaxDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE);
percentMaxDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
percentMaxDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.None);
percentMaxDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
minDamage *= percentMinDamage;
maxDamage *= percentMaxDamage;
@@ -930,8 +930,8 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
//apply item defense bonuses
if (shield != null) {
def += shield.getBonus(ModType.DR, SourceType.NONE);
def *= (1 + shield.getBonusPercent(ModType.DR, SourceType.NONE));
def += shield.getBonus(ModType.DR, SourceType.None);
def *= (1 + shield.getBonusPercent(ModType.DR, SourceType.None));
}
@@ -974,8 +974,8 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
//apply item defense bonuses
if (armor != null) {
def += armor.getBonus(ModType.DR, SourceType.NONE);
def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.NONE));
def += armor.getBonus(ModType.DR, SourceType.None);
def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.None));
}
return (def * (1 + ((int) armorSkill.getModifiedAmount() / 50f)));
@@ -2176,7 +2176,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
PowersManager.cancelOnTakeDamage(this);
}
public final void cancelOnTakeDamage(final SourceType type, final float amount) {
public final void cancelOnTakeDamage(final DamageType type, final float amount) {
boolean changed = false;
for (String s : this.effects.keySet()) {
Effect eff = this.effects.get(s);
@@ -141,7 +141,7 @@ public abstract class AbstractIntelligenceAgent extends AbstractCharacter {
float ret = MobAIThread.AI_BASE_AGGRO_RANGE;
if (this.bonuses != null)
ret *= (1 + this.bonuses.getFloatPercentAll(ModType.ScanRange, SourceType.NONE));
ret *= (1 + this.bonuses.getFloatPercentAll(ModType.ScanRange, SourceType.None));
return ret;
}
+3 -3
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@@ -306,12 +306,12 @@ public class CharacterSkill extends AbstractGameObject {
PlayerBonuses bonus = ac.getBonuses();
if (bonus == null)
return atr;
atr += bonus.getFloat(ModType.OCV, SourceType.NONE);
float pos_Bonus = bonus.getFloatPercentPositive(ModType.OCV, SourceType.NONE);
atr += bonus.getFloat(ModType.OCV, SourceType.None);
float pos_Bonus = bonus.getFloatPercentPositive(ModType.OCV, SourceType.None);
atr *= (1 + pos_Bonus);
//rUNES will already be applied
// atr *= (1 + ((float)bonus.getShort("rune.Attack") / 100)); //precise
float neg_Bonus = bonus.getFloatPercentNegative(ModType.OCV, SourceType.NONE);
float neg_Bonus = bonus.getFloatPercentNegative(ModType.OCV, SourceType.None);
atr *= (1 + neg_Bonus);
return atr;
}
+1 -1
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@@ -592,7 +592,7 @@ public class Effect {
}
//Used for verifying when damage absorbers fails
public boolean cancelOnTakeDamage(Enum.SourceType type, float amount) {
public boolean cancelOnTakeDamage(Enum.DamageType type, float amount) {
if (!this.eb.cancelOnTakeDamage())
return false;
if (this.eb == null || amount < 0f)
+3 -3
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@@ -62,7 +62,7 @@ public class ItemTemplate {
public int item_weapon_projectile_id;
public float item_weapon_projectile_speed;
public int item_weapon_combat_idle_anim;
public HashMap<Enum.SourceType, int[]> item_weapon_damage = new HashMap<>();
public HashMap<Enum.DamageType, int[]> item_weapon_damage = new HashMap<>();
public ArrayList<int[]> weapon_attack_anim_right = new ArrayList();
public ArrayList<int[]> weapon_attack_anim_left = new ArrayList();
public Enum.AttributeType item_primary_attr = Enum.AttributeType.None;
@@ -227,11 +227,11 @@ public class ItemTemplate {
if (weapon_damage.isEmpty() == false)
for (Object o : weapon_damage) {
JSONObject damage_entry = (JSONObject) o;
Enum.SourceType sourceType = Enum.SourceType.valueOf(((String) damage_entry.get("damage_type")).toUpperCase());
Enum.DamageType damageType = Enum.DamageType.valueOf(((String) damage_entry.get("damage_type")));
int min = ((Long) damage_entry.get("damage_min")).intValue();
int max = ((Long) damage_entry.get("damage_max")).intValue();
int[] minMax = {min, max};
item_weapon_damage.put(sourceType, minMax);
item_weapon_damage.put(damageType, minMax);
}
JSONArray attack_anim_right = (JSONArray) item_weapon.get("weapon_attack_anim_right");
+18 -18
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@@ -710,19 +710,19 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
// TODO modify for equipment
if (this.bonuses != null) {
// modify for effects
strVal += this.bonuses.getFloat(ModType.Attr, SourceType.STRENGTH);
dexVal += this.bonuses.getFloat(ModType.Attr, SourceType.DEXTERITY);
conVal += this.bonuses.getFloat(ModType.Attr, SourceType.CONSTITUTION);
intVal += this.bonuses.getFloat(ModType.Attr, SourceType.INTELLIGENCE);
spiVal += this.bonuses.getFloat(ModType.Attr, SourceType.SPIRIT);
strVal += this.bonuses.getFloat(ModType.Attr, SourceType.Strength);
dexVal += this.bonuses.getFloat(ModType.Attr, SourceType.Dexterity);
conVal += this.bonuses.getFloat(ModType.Attr, SourceType.Constitution);
intVal += this.bonuses.getFloat(ModType.Attr, SourceType.Intelligence);
spiVal += this.bonuses.getFloat(ModType.Attr, SourceType.Spirit);
// apply dex penalty for armor
// modify percent amounts. DO THIS LAST!
strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.STRENGTH));
dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.DEXTERITY));
conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.CONSTITUTION));
intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.INTELLIGENCE));
spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.SPIRIT));
strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength));
dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity));
conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution));
intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence));
spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit));
}
// Set current stats
@@ -739,7 +739,7 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
float bonus = 1;
if (this.bonuses != null)
// get rune and effect bonuses
bonus *= (1 + this.bonuses.getFloatPercentAll(ModType.Speed, SourceType.NONE));
bonus *= (1 + this.bonuses.getFloatPercentAll(ModType.Speed, SourceType.None));
if (this.isPlayerGuard())
switch (this.mobBase.getLoadID()) {
@@ -836,7 +836,7 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
if (!this.isMoving())
return;
if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.NONE) || this.getBonuses().getBool(ModType.CannotMove, SourceType.NONE)) {
if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.None) || this.getBonuses().getBool(ModType.CannotMove, SourceType.None)) {
//Target is stunned or rooted. Don't move
this.stopMovement(this.getMovementLoc());
@@ -1072,15 +1072,15 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
// Apply any bonuses from runes and effects
if (this.bonuses != null) {
h += this.bonuses.getFloat(ModType.HealthFull, SourceType.NONE);
m += this.bonuses.getFloat(ModType.ManaFull, SourceType.NONE);
s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.NONE);
h += this.bonuses.getFloat(ModType.HealthFull, SourceType.None);
m += this.bonuses.getFloat(ModType.ManaFull, SourceType.None);
s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.None);
//apply effects percent modifiers. DO THIS LAST!
h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.NONE));
m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.NONE));
s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.NONE));
h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None));
m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None));
s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None));
}
// Set max health, mana and stamina
+4 -4
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@@ -229,7 +229,7 @@ public class PlayerBonuses {
//Update seeInvis if needed
float seeInvis = this.getFloat(ModType.SeeInvisible, SourceType.NONE);
float seeInvis = this.getFloat(ModType.SeeInvisible, SourceType.None);
if (pc.getSeeInvis() < seeInvis)
pc.setSeeInvis((short) seeInvis);
@@ -458,13 +458,13 @@ public class PlayerBonuses {
float percentAmountNegative = this.getFloatPercentNegative(modType, sourceType);
if (amount != 0)
ChatManager.chatSystemInfo(pc, modType.name() + "-" + (sourceType.equals(SourceType.NONE) == false ? sourceType.name() : "") + " = " + amount);
ChatManager.chatSystemInfo(pc, modType.name() + "-" + (sourceType.equals(SourceType.None) == false ? sourceType.name() : "") + " = " + amount);
if (percentAmount != 0)
ChatManager.chatSystemInfo(pc, "Percent : " + modType.name() + "-" + (sourceType.equals(SourceType.NONE) == false ? sourceType.name() : "") + " = " + percentAmount);
ChatManager.chatSystemInfo(pc, "Percent : " + modType.name() + "-" + (sourceType.equals(SourceType.None) == false ? sourceType.name() : "") + " = " + percentAmount);
if (percentAmountNegative != 0)
ChatManager.chatSystemInfo(pc, "Negative Percent : " + modType.name() + "-" + (sourceType.equals(SourceType.NONE) == false ? sourceType.name() : "") + " = " + percentAmountNegative);
ChatManager.chatSystemInfo(pc, "Negative Percent : " + modType.name() + "-" + (sourceType.equals(SourceType.None) == false ? sourceType.name() : "") + " = " + percentAmountNegative);
}
}
+29 -29
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@@ -3091,7 +3091,7 @@ public class PlayerCharacter extends AbstractCharacter {
if (this.bonuses != null)
// get rune and effect bonuses
bonus += this.bonuses.getFloatPercentNullZero(ModType.Speed, SourceType.NONE);
bonus += this.bonuses.getFloatPercentNullZero(ModType.Speed, SourceType.None);
// TODO get equip bonus
this.update();
@@ -3595,8 +3595,8 @@ public class PlayerCharacter extends AbstractCharacter {
//calculateModifiedStats();
//update hide and seeInvis levels
if (this.bonuses != null) {
this.hidden = (int) bonuses.getFloat(ModType.Invisible, SourceType.NONE);
this.seeInvis = (int) bonuses.getFloat(ModType.SeeInvisible, SourceType.NONE);
this.hidden = (int) bonuses.getFloat(ModType.Invisible, SourceType.None);
this.seeInvis = (int) bonuses.getFloat(ModType.SeeInvisible, SourceType.None);
} else {
this.hidden = (byte) 0;
this.seeInvis = (byte) 0;
@@ -3664,21 +3664,21 @@ public class PlayerCharacter extends AbstractCharacter {
// TODO modify for equipment
if (this.bonuses != null) {
// modify for effects
strVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.STRENGTH));
dexVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.DEXTERITY));
conVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.CONSTITUTION));
intVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.INTELLIGENCE));
spiVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.SPIRIT));
strVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Strength));
dexVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Dexterity));
conVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Constitution));
intVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Intelligence));
spiVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Spirit));
// apply dex penalty for armor
dexVal *= this.dexPenalty;
// modify percent amounts. DO THIS LAST!
strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.STRENGTH));
dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.DEXTERITY));
conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.CONSTITUTION));
intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.INTELLIGENCE));
spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.SPIRIT));
strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength));
dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity));
conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution));
intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence));
spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit));
} else
// apply dex penalty for armor
@@ -3774,24 +3774,24 @@ public class PlayerCharacter extends AbstractCharacter {
wbOff = off.template;
//set block if block found
this.bonuses.setBool(ModType.Block, SourceType.NONE, false);
this.bonuses.setBool(ModType.Block, SourceType.None, false);
if (this.baseClass != null && (this.baseClass.getObjectUUID() == 2500 || this.baseClass.getObjectUUID() == 2501))
if (off != null && off.template != null && ItemTemplate.isShield(off))
this.bonuses.setBool(ModType.Block, SourceType.NONE, true);
this.bonuses.setBool(ModType.Block, SourceType.None, true);
//set dodge if rogue
if (this.baseClass != null && this.baseClass.getObjectUUID() == 2502)
this.bonuses.setBool(ModType.Dodge, SourceType.NONE, true);
this.bonuses.setBool(ModType.Dodge, SourceType.None, true);
else
this.bonuses.setBool(ModType.Dodge, SourceType.NONE, false);
this.bonuses.setBool(ModType.Dodge, SourceType.None, false);
//set parry if fighter or thief and no invalid weapon found
this.bonuses.setBool(ModType.Parry, SourceType.NONE, false);
this.bonuses.setBool(ModType.Parry, SourceType.None, false);
if ((this.baseClass != null && this.baseClass.getObjectUUID() == 2500)
|| (this.promotionClass != null && this.promotionClass.getObjectUUID() == 2520))
if (wbMain == null || wbMain.item_weapon_max_range < MBServerStatics.RANGED_WEAPON_RANGE)
if (wbOff == null || wbOff.item_weapon_max_range < MBServerStatics.RANGED_WEAPON_RANGE)
this.bonuses.setBool(ModType.Parry, SourceType.NONE, true);
this.bonuses.setBool(ModType.Parry, SourceType.None, true);
}
@@ -3890,13 +3890,13 @@ public class PlayerCharacter extends AbstractCharacter {
//apply effects
h += this.bonuses.getFloat(ModType.HealthFull, SourceType.NONE);
m += this.bonuses.getFloat(ModType.ManaFull, SourceType.NONE);
s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.NONE);
h += this.bonuses.getFloat(ModType.HealthFull, SourceType.None);
m += this.bonuses.getFloat(ModType.ManaFull, SourceType.None);
s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.None);
h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.NONE));
m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.NONE));
s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.NONE));
h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None));
m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None));
s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None));
}
@@ -3931,11 +3931,11 @@ public class PlayerCharacter extends AbstractCharacter {
ModType modType = ModType.GetModType(type);
// must be allowed to use this passive
if (!this.bonuses.getBool(modType, SourceType.NONE))
if (!this.bonuses.getBool(modType, SourceType.None))
return 0f;
// must not be stunned
if (this.bonuses.getBool(ModType.Stunned, SourceType.NONE))
if (this.bonuses.getBool(ModType.Stunned, SourceType.None))
return 0f;
// Get base skill amount
@@ -3947,7 +3947,7 @@ public class PlayerCharacter extends AbstractCharacter {
amount = sk.getModifiedAmount();
// Add bonuses
amount += this.bonuses.getFloat(modType, SourceType.NONE);
amount += this.bonuses.getFloat(modType, SourceType.None);
// Add item bonuses and return
if (type.equals(ModType.Dodge) && !fromCombat)
@@ -4381,7 +4381,7 @@ public class PlayerCharacter extends AbstractCharacter {
Vector3fImmutable newLoc = this.getMovementLoc();
if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.NONE) || this.getBonuses().getBool(ModType.CannotMove, SourceType.NONE)) {
if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.None) || this.getBonuses().getBool(ModType.CannotMove, SourceType.None)) {
//Target is stunned or rooted. Don't move
this.stopMovement(newLoc);
return;
+125 -124
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@@ -26,9 +26,9 @@ import java.util.concurrent.ConcurrentHashMap;
public class Resists {
private static ConcurrentHashMap<Integer, Resists> mobResists = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
private ConcurrentHashMap<SourceType, Float> resists = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
private ConcurrentHashMap<SourceType, Boolean> immuneTo = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
private SourceType protection;
private ConcurrentHashMap<Enum.DamageType, Float> resists = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
private ConcurrentHashMap<Enum.DamageType, Boolean> immuneTo = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
private Enum.DamageType protection;
private int protectionTrains = 0;
private boolean immuneToAll;
@@ -51,9 +51,9 @@ public class Resists {
}
public Resists(Resists r) {
for (SourceType dt : r.resists.keySet())
for (Enum.DamageType dt : r.resists.keySet())
this.resists.put(dt, r.resists.get(dt));
for (SourceType dt : r.immuneTo.keySet())
for (Enum.DamageType dt : r.immuneTo.keySet())
this.immuneTo.put(dt, r.immuneTo.get(dt));
this.protection = r.protection;
this.protectionTrains = r.protectionTrains;
@@ -83,30 +83,30 @@ public class Resists {
*/
public Resists(ResultSet rs) throws SQLException {
this.immuneToAll = false;
this.resists.put(SourceType.SLASHING, rs.getFloat("slash"));
this.resists.put(SourceType.CRUSHING, rs.getFloat("crush"));
this.resists.put(SourceType.PIERCING, rs.getFloat("pierce"));
this.resists.put(SourceType.MAGIC, rs.getFloat("magic"));
this.resists.put(SourceType.BLEEDING, rs.getFloat("bleed"));
this.resists.put(SourceType.POISON, rs.getFloat("poison"));
this.resists.put(SourceType.MENTAL, rs.getFloat("mental"));
this.resists.put(SourceType.HOLY, rs.getFloat("holy"));
this.resists.put(SourceType.UNHOLY, rs.getFloat("unholy"));
this.resists.put(SourceType.LIGHTNING, rs.getFloat("lightning"));
this.resists.put(SourceType.FIRE, rs.getFloat("fire"));
this.resists.put(SourceType.COLD, rs.getFloat("cold"));
this.resists.put(SourceType.HEALING, 0f);
this.resists.put(Enum.DamageType.Slash, rs.getFloat("slash"));
this.resists.put(Enum.DamageType.Crush, rs.getFloat("crush"));
this.resists.put(Enum.DamageType.Pierce, rs.getFloat("pierce"));
this.resists.put(Enum.DamageType.Magic, rs.getFloat("magic"));
this.resists.put(Enum.DamageType.Bleed, rs.getFloat("bleed"));
this.resists.put(Enum.DamageType.Poison, rs.getFloat("poison"));
this.resists.put(Enum.DamageType.Mental, rs.getFloat("mental"));
this.resists.put(Enum.DamageType.Holy, rs.getFloat("holy"));
this.resists.put(Enum.DamageType.Unholy, rs.getFloat("unholy"));
this.resists.put(Enum.DamageType.Lightning, rs.getFloat("lightning"));
this.resists.put(Enum.DamageType.Fire, rs.getFloat("fire"));
this.resists.put(Enum.DamageType.Cold, rs.getFloat("cold"));
this.resists.put(Enum.DamageType.Healing, 0f);
}
//Handle Fortitudes
private static float handleFortitude(AbstractCharacter target, SourceType type, float damage) {
private static float handleFortitude(AbstractCharacter target, Enum.DamageType type, float damage) {
if (target == null || !(target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)))
return damage;
PlayerBonuses bonus = target.getBonuses();
//see if there is a fortitude
float damageCap = bonus.getFloatPercentAll(ModType.DamageCap, SourceType.NONE);
if (damageCap == 0f || type == SourceType.HEALING)
float damageCap = bonus.getFloatPercentAll(ModType.DamageCap, SourceType.None);
if (damageCap == 0f || type == Enum.DamageType.Healing)
return damage;
//is fortitude, Are we under the cap?
@@ -126,21 +126,21 @@ public class Resists {
if (forts == null || !isValidDamageCapType(forts, type, exclusive))
return damage;
float adjustedDamage = bonus.getFloatPercentAll(ModType.AdjustAboveDmgCap, SourceType.NONE);
float adjustedDamage = bonus.getFloatPercentAll(ModType.AdjustAboveDmgCap, SourceType.None);
//Adjust damage down and return new amount
float aadc = 1 + adjustedDamage;
return capFire * aadc;
}
//Test if Damagetype is valid for foritude
private static boolean isValidDamageCapType(HashSet<SourceType> forts, SourceType damageType, boolean exclusive) {
private static boolean isValidDamageCapType(HashSet<SourceType> forts, Enum.DamageType damageType, boolean exclusive) {
for (SourceType fort : forts) {
SourceType dt = SourceType.valueOf(fort.name().toUpperCase());
Enum.DamageType dt = Enum.DamageType.valueOf(fort.name());
if (dt == SourceType.NONE)
if (dt.equals(Enum.DamageType.None))
continue;
if (dt == damageType) {
if (dt.equals(damageType)) {
return exclusive;
}
}
@@ -195,19 +195,19 @@ public class Resists {
*/
public final void setBuildingResists() {
this.immuneToAll = false;
this.resists.put(SourceType.SLASHING, 85f);
this.resists.put(SourceType.CRUSHING, 85f);
this.immuneTo.put(SourceType.PIERCING, true);
this.immuneTo.put(SourceType.MAGIC, true);
this.immuneTo.put(SourceType.BLEEDING, true);
this.immuneTo.put(SourceType.POISON, true);
this.immuneTo.put(SourceType.MENTAL, true);
this.immuneTo.put(SourceType.HOLY, true);
this.immuneTo.put(SourceType.UNHOLY, true);
this.immuneTo.put(SourceType.LIGHTNING, true);
this.immuneTo.put(SourceType.FIRE, true);
this.immuneTo.put(SourceType.COLD, true);
this.resists.put(SourceType.SIEGE, 0f);
this.resists.put(Enum.DamageType.Slash, 85f);
this.resists.put(Enum.DamageType.Crush, 85f);
this.resists.put(Enum.DamageType.Siege, 0f);
this.immuneTo.put(Enum.DamageType.Pierce, true);
this.immuneTo.put(Enum.DamageType.Magic, true);
this.immuneTo.put(Enum.DamageType.Bleed, true);
this.immuneTo.put(Enum.DamageType.Poison, true);
this.immuneTo.put(Enum.DamageType.Mental, true);
this.immuneTo.put(Enum.DamageType.Holy, true);
this.immuneTo.put(Enum.DamageType.Unholy, true);
this.immuneTo.put(Enum.DamageType.Lightning, true);
this.immuneTo.put(Enum.DamageType.Fire, true);
this.immuneTo.put(Enum.DamageType.Cold, true);
}
@@ -216,19 +216,19 @@ public class Resists {
*/
public final void setMineResists() {
this.immuneToAll = false;
this.immuneTo.put(SourceType.SLASHING, true);
this.immuneTo.put(SourceType.CRUSHING, true);
this.immuneTo.put(SourceType.PIERCING, true);
this.immuneTo.put(SourceType.MAGIC, true);
this.immuneTo.put(SourceType.BLEEDING, true);
this.immuneTo.put(SourceType.POISON, true);
this.immuneTo.put(SourceType.MENTAL, true);
this.immuneTo.put(SourceType.HOLY, true);
this.immuneTo.put(SourceType.UNHOLY, true);
this.immuneTo.put(SourceType.LIGHTNING, true);
this.immuneTo.put(SourceType.FIRE, true);
this.immuneTo.put(SourceType.COLD, true);
this.resists.put(SourceType.SIEGE, 0f);
this.immuneTo.put(Enum.DamageType.Slash, true);
this.immuneTo.put(Enum.DamageType.Crush, true);
this.immuneTo.put(Enum.DamageType.Pierce, true);
this.immuneTo.put(Enum.DamageType.Magic, true);
this.immuneTo.put(Enum.DamageType.Bleed, true);
this.immuneTo.put(Enum.DamageType.Poison, true);
this.immuneTo.put(Enum.DamageType.Mental, true);
this.immuneTo.put(Enum.DamageType.Holy, true);
this.immuneTo.put(Enum.DamageType.Unholy, true);
this.immuneTo.put(Enum.DamageType.Lightning, true);
this.immuneTo.put(Enum.DamageType.Fire, true);
this.immuneTo.put(Enum.DamageType.Cold, true);
this.resists.put(Enum.DamageType.Siege, 0f);
}
/**
@@ -236,27 +236,27 @@ public class Resists {
*/
public final void setGenericResists() {
this.immuneToAll = false;
this.resists.put(SourceType.SLASHING, 0f);
this.resists.put(SourceType.CRUSHING, 0f);
this.resists.put(SourceType.PIERCING, 0f);
this.resists.put(SourceType.MAGIC, 0f);
this.resists.put(SourceType.BLEEDING, 0f);
this.resists.put(SourceType.POISON, 0f);
this.resists.put(SourceType.MENTAL, 0f);
this.resists.put(SourceType.HOLY, 0f);
this.resists.put(SourceType.UNHOLY, 0f);
this.resists.put(SourceType.LIGHTNING, 0f);
this.resists.put(SourceType.FIRE, 0f);
this.resists.put(SourceType.COLD, 0f);
this.resists.put(SourceType.HEALING, 0f);
this.immuneTo.put(SourceType.SIEGE, true);
this.resists.put(Enum.DamageType.Slash, 0f);
this.resists.put(Enum.DamageType.Crush, 0f);
this.resists.put(Enum.DamageType.Pierce, 0f);
this.resists.put(Enum.DamageType.Magic, 0f);
this.resists.put(Enum.DamageType.Bleed, 0f);
this.resists.put(Enum.DamageType.Poison, 0f);
this.resists.put(Enum.DamageType.Mental, 0f);
this.resists.put(Enum.DamageType.Holy, 0f);
this.resists.put(Enum.DamageType.Unholy, 0f);
this.resists.put(Enum.DamageType.Lightning, 0f);
this.resists.put(Enum.DamageType.Fire, 0f);
this.resists.put(Enum.DamageType.Cold, 0f);
this.resists.put(Enum.DamageType.Healing, 0f);
this.immuneTo.put(Enum.DamageType.Siege, true);
}
/**
* Get a resist
*/
public float getResist(SourceType type, int trains) {
public float getResist(Enum.DamageType type, int trains) {
//get resisted amount
Float amount = 0f;
if (this.resists.containsKey(type))
@@ -278,7 +278,7 @@ public class Resists {
/**
* get immuneTo
*/
public boolean immuneTo(SourceType type) {
public boolean immuneTo(Enum.DamageType type) {
if (this.immuneTo.containsKey(type))
return this.immuneTo.get(type);
else
@@ -293,13 +293,13 @@ public class Resists {
}
public boolean immuneToAttacks() {
return immuneTo(SourceType.IMMUNETOATTACK);
return immuneTo(Enum.DamageType.Attack);
}
/**
* Set a resist
*/
public void setResist(SourceType type, float value) {
public void setResist(Enum.DamageType type, float value) {
this.resists.put(type, value);
}
@@ -322,12 +322,12 @@ public class Resists {
* get Damage after resist
* Expects heals as negative damage and damage as positive damage for fortitudes.
*/
public float getResistedDamage(AbstractCharacter source, AbstractCharacter target, SourceType type, float damage, int trains) {
public float getResistedDamage(AbstractCharacter source, AbstractCharacter target, Enum.DamageType type, float damage, int trains) {
//handle fortitudes
damage = handleFortitude(target, type, damage);
//calculate armor piercing
float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.NONE);
float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None);
float damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap);
//check to see if any damage absorbers should cancel
@@ -346,41 +346,41 @@ public class Resists {
if (rb != null) {
// Handle immunities
if (rb.getBool(ModType.ImmuneTo, SourceType.STUN))
this.immuneTo.put(SourceType.STUN, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.BLIND))
this.immuneTo.put(SourceType.BLIND, true);
if (rb.getBool(ModType.ImmuneToAttack, SourceType.NONE))
this.immuneTo.put(SourceType.IMMUNETOATTACK, true);
if (rb.getBool(ModType.ImmuneToPowers, SourceType.NONE))
this.immuneTo.put(SourceType.IMMUNETOPOWERS, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.POWERBLOCK))
this.immuneTo.put(SourceType.POWERBLOCK, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.DEBUFF))
this.immuneTo.put(SourceType.DEBUFF, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.FEAR))
this.immuneTo.put(SourceType.FEAR, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.CHARM))
this.immuneTo.put(SourceType.CHARM, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.ROOT))
this.immuneTo.put(SourceType.ROOT, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.SNARE))
this.immuneTo.put(SourceType.SNARE, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.Stun))
this.immuneTo.put(Enum.DamageType.Stun, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.Blind))
this.immuneTo.put(Enum.DamageType.Blind, true);
if (rb.getBool(ModType.ImmuneToAttack, SourceType.None))
this.immuneTo.put(Enum.DamageType.Attack, true);
if (rb.getBool(ModType.ImmuneToPowers, SourceType.None))
this.immuneTo.put(Enum.DamageType.Powers, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.Powerblock))
this.immuneTo.put(Enum.DamageType.Powerblock, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.DeBuff))
this.immuneTo.put(Enum.DamageType.DeBuff, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.Fear))
this.immuneTo.put(Enum.DamageType.Fear, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.Charm))
this.immuneTo.put(Enum.DamageType.Charm, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.Root))
this.immuneTo.put(Enum.DamageType.Root, true);
if (rb.getBool(ModType.ImmuneTo, SourceType.Snare))
this.immuneTo.put(Enum.DamageType.Snare, true);
// Handle resists
slash += rb.getFloat(ModType.Resistance, SourceType.SLASHING);
crush += rb.getFloat(ModType.Resistance, SourceType.CRUSHING);
pierce += rb.getFloat(ModType.Resistance, SourceType.PIERCING);
magic += rb.getFloat(ModType.Resistance, SourceType.MAGIC);
bleed += rb.getFloat(ModType.Resistance, SourceType.BLEEDING);
poison += rb.getFloat(ModType.Resistance, SourceType.POISON);
mental += rb.getFloat(ModType.Resistance, SourceType.MENTAL);
holy += rb.getFloat(ModType.Resistance, SourceType.HOLY);
unholy += rb.getFloat(ModType.Resistance, SourceType.UNHOLY);
lightning += rb.getFloat(ModType.Resistance, SourceType.LIGHTNING);
fire += rb.getFloat(ModType.Resistance, SourceType.FIRE);
cold += rb.getFloat(ModType.Resistance, SourceType.COLD);
healing += rb.getFloat(ModType.Resistance, SourceType.HEALING); // DamageType.Healing.name());
slash += rb.getFloat(ModType.Resistance, SourceType.Slash);
crush += rb.getFloat(ModType.Resistance, SourceType.Crush);
pierce += rb.getFloat(ModType.Resistance, SourceType.Pierce);
magic += rb.getFloat(ModType.Resistance, SourceType.Magic);
bleed += rb.getFloat(ModType.Resistance, SourceType.Bleed);
poison += rb.getFloat(ModType.Resistance, SourceType.Poison);
mental += rb.getFloat(ModType.Resistance, SourceType.Mental);
holy += rb.getFloat(ModType.Resistance, SourceType.Holy);
unholy += rb.getFloat(ModType.Resistance, SourceType.Unholy);
lightning += rb.getFloat(ModType.Resistance, SourceType.Lightning);
fire += rb.getFloat(ModType.Resistance, SourceType.Fire);
cold += rb.getFloat(ModType.Resistance, SourceType.Cold);
healing += rb.getFloat(ModType.Resistance, SourceType.Healing); // DamageType.Healing.name());
}
@@ -404,29 +404,30 @@ public class Resists {
}
}
this.resists.put(SourceType.SLASHING, slash);
this.resists.put(SourceType.CRUSHING, crush);
this.resists.put(SourceType.PIERCING, pierce);
this.resists.put(SourceType.MAGIC, magic);
this.resists.put(SourceType.BLEEDING, bleed);
this.resists.put(SourceType.POISON, poison);
this.resists.put(SourceType.MENTAL, mental);
this.resists.put(SourceType.HOLY, holy);
this.resists.put(SourceType.UNHOLY, unholy);
this.resists.put(SourceType.LIGHTNING, lightning);
this.resists.put(SourceType.FIRE, fire);
this.resists.put(SourceType.COLD, cold);
this.resists.put(SourceType.HEALING, healing);
this.immuneTo.put(SourceType.SIEGE, true);
this.resists.put(Enum.DamageType.Slash, slash);
this.resists.put(Enum.DamageType.Crush, crush);
this.resists.put(Enum.DamageType.Pierce, pierce);
this.resists.put(Enum.DamageType.Magic, magic);
this.resists.put(Enum.DamageType.Bleed, bleed);
this.resists.put(Enum.DamageType.Poison, poison);
this.resists.put(Enum.DamageType.Mental, mental);
this.resists.put(Enum.DamageType.Holy, holy);
this.resists.put(Enum.DamageType.Unholy, unholy);
this.resists.put(Enum.DamageType.Lightning, lightning);
this.resists.put(Enum.DamageType.Fire, fire);
this.resists.put(Enum.DamageType.Cold, cold);
this.resists.put(Enum.DamageType.Healing, healing);
this.immuneTo.put(Enum.DamageType.Siege, true);
// debug printing of resists
// printResists(pc);
}
public void printResistsToClient(PlayerCharacter pc) {
for (SourceType dt : resists.keySet())
for (Enum.DamageType dt : resists.keySet())
ChatManager.chatSystemInfo(pc, " resist." + dt.name() + ": " + resists.get(dt));
for (SourceType dt : immuneTo.keySet())
for (Enum.DamageType dt : immuneTo.keySet())
ChatManager.chatSystemInfo(pc, " immuneTo." + dt.name() + ": " + immuneTo.get(dt));
ChatManager.chatSystemInfo(pc, " immuneToAll: " + this.immuneToAll);
if (protection != null)
@@ -439,9 +440,9 @@ public class Resists {
String out = pc.getName();
out += "Resists: ";
Iterator<SourceType> it = this.resists.keySet().iterator();
Iterator<Enum.DamageType> it = this.resists.keySet().iterator();
while (it.hasNext()) {
SourceType damType = it.next();
Enum.DamageType damType = it.next();
String dtName = damType.name();
out += dtName + '=' + this.resists.get(dtName) + ", ";
}
@@ -449,7 +450,7 @@ public class Resists {
out += "ImmuneTo: ";
it = this.immuneTo.keySet().iterator();
while (it.hasNext()) {
SourceType damType = it.next();
Enum.DamageType damType = it.next();
String dtName = damType.name();
out += dtName + '=' + this.resists.get(dtName) + ", ";