rentrant lock on combat
This commit is contained in:
@@ -12,7 +12,6 @@ import engine.job.JobContainer;
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import engine.job.JobScheduler;
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import engine.jobs.AttackJob;
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import engine.jobs.DeferredPowerJob;
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import engine.math.Vector3f;
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import engine.mbEnums;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.TargetedActionMsg;
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@@ -119,361 +118,360 @@ public enum CombatManager {
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public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) {
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if(slot == null || target == null || attacker == null)
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if (slot == null || target == null || attacker == null)
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return;
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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if (!attacker.isCombat())
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return;
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//check if this slot is on attack timer, if timer has passed clear it, else early exit
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if(attacker.getTimers() != null && attacker.getTimers().containsKey("Attack"+slot.name()))
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if(attacker.getTimers().get("Attack"+slot.name()).timeToExecutionLeft() <= 0)
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attacker.getTimers().remove("Attack"+slot.name());
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else
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return;
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}
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target.combatLock.writeLock().lock();
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// check if character is in range to attack target
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try {
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PlayerBonuses bonus = attacker.getBonuses();
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PlayerBonuses bonus = attacker.getBonuses();
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float rangeMod = 1.0f;
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float attackRange = MBServerStatics.NO_WEAPON_RANGE;
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float rangeMod = 1.0f;
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float attackRange = MBServerStatics.NO_WEAPON_RANGE;
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Item weapon = attacker.charItemManager.getEquipped(slot);
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Item weapon = attacker.charItemManager.getEquipped(slot);
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if (weapon != null) {
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if (bonus != null)
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rangeMod += bonus.getFloatPercentAll(mbEnums.ModType.WeaponRange, mbEnums.SourceType.None);
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if (weapon != null) {
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if (bonus != null)
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rangeMod += bonus.getFloatPercentAll(mbEnums.ModType.WeaponRange, mbEnums.SourceType.None);
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attackRange += weapon.template.item_weapon_max_range * rangeMod;
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}
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attackRange += weapon.template.item_weapon_max_range * rangeMod;
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}
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
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if (((Mob) attacker).isSiege())
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attackRange = 300;
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
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if (((Mob) attacker).isSiege())
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attackRange = 300;
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float distanceSquared = attacker.loc.distanceSquared(target.loc);
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float distanceSquared = attacker.loc.distanceSquared(target.loc);
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boolean inRange = false;
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if (AbstractCharacter.IsAbstractCharacter(target)) {
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attackRange += ((AbstractCharacter)target).calcHitBox();
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} else {
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}
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if(attackRange > 15 && attacker.isMoving()){
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//cannot shoot bow while moving;
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return;
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}
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switch (target.getObjectType()) {
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case PlayerCharacter:
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attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f;
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if (distanceSquared < attackRange * attackRange)
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inRange = true;
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break;
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case Mob:
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attackRange += ((AbstractCharacter) target).calcHitBox();
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if (distanceSquared < attackRange * attackRange)
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inRange = true;
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break;
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case Building:
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if(attackRange > 15){
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float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x);
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//float distanceSquared = attacker.loc.distanceSquared(target.loc);
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if(distanceSquared < rangeSquared) {
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inRange = true;
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break;
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}
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}else {
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float locX = target.loc.x - target.getBounds().getHalfExtents().x;
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float locZ = target.loc.z - target.getBounds().getHalfExtents().y;
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float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
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float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2;
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Rectangle2D.Float rect = new Rectangle2D.Float(locX, locZ, sizeX, sizeZ);
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if (rect.contains(new Point2D.Float(attacker.loc.x, attacker.loc.z)))
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inRange = true;
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break;
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}
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}
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//get delay for the auto attack job
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long delay = 5000;
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if (weapon != null) {
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int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
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if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
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wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));
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if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
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wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None));
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if (wepSpeed < 10)
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wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
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delay = wepSpeed * 100L;
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}
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
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((Mob) attacker).nextAttackTime = System.currentTimeMillis() + delay;
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if (inRange) {
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//handle retaliate
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boolean inRange = false;
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if (AbstractCharacter.IsAbstractCharacter(target)) {
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if (((AbstractCharacter) target).combatTarget == null || !((AbstractCharacter) target).combatTarget.isAlive()) {
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((AbstractCharacter) target).combatTarget = attacker;
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if (target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat())
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combatCycle((AbstractCharacter) target, attacker);
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}
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attackRange += ((AbstractCharacter) target).calcHitBox();
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} else {
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}
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// take stamina away from attacker if its not a mob
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if (weapon != null && !attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) {
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//check if Out of Stamina
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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if (attacker.getStamina() < (weapon.template.item_wt / 3f)) {
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//set auto attack job
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setAutoAttackJob(attacker, slot, delay);
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return;
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}
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}
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float stam = weapon.template.item_wt / 3f;
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stam = (stam < 1) ? 1 : stam;
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attacker.modifyStamina(-(stam), attacker, true);
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} else
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attacker.modifyStamina(1, attacker, true);
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//cancel things that are cancelled by an attack
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attacker.cancelOnAttackSwing();
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//declare relevant variables
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int min = attacker.minDamageHandOne;
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int max = attacker.maxDamageHandOne;
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int atr = attacker.atrHandOne;
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//get the proper stats based on which slot is attacking
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if (slot == mbEnums.EquipSlotType.LHELD) {
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min = attacker.minDamageHandTwo;
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max = attacker.maxDamageHandTwo;
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atr = attacker.atrHandTwo;
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}
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//apply weapon powers before early exit for miss or passives
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DeferredPowerJob dpj = null;
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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dpj = ((PlayerCharacter) attacker).getWeaponPower();
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if (dpj != null) {
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dpj.attack(target, attackRange);
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if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
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((PlayerCharacter) attacker).setWeaponPower(dpj);
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}
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}
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int def = 0;
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if (AbstractCharacter.IsAbstractCharacter(target))
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def = ((AbstractCharacter) target).defenseRating;
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//calculate hit chance based off ATR and DEF
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int hitChance;
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if (def == 0)
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def = 1;
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float dif = atr * 1f / def;
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if (dif <= 0.8f)
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hitChance = 4;
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else
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hitChance = ((int) (450 * (dif - 0.8f)) + 4);
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if (target.getObjectType() == mbEnums.GameObjectType.Building)
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hitChance = 100;
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int passiveAnim = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def
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if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
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TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
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DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
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else
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DispatchManager.sendToAllInRange(attacker, msg);
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//we need to send the animation even if the attacker misses
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot));
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DispatchManager.sendToAllInRange(target, cmm);
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//set auto attack job
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setAutoAttackJob(attacker, slot, delay);
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if (attackRange > 15 && attacker.isMoving()) {
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//cannot shoot bow while moving;
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return;
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}
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//calculate passive chances only if target is AbstractCharacter
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switch (target.getObjectType()) {
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case PlayerCharacter:
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attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f;
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if (distanceSquared < attackRange * attackRange)
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inRange = true;
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break;
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case Mob:
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attackRange += ((AbstractCharacter) target).calcHitBox();
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if (distanceSquared < attackRange * attackRange)
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inRange = true;
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break;
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case Building:
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if (attackRange > 15) {
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float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x);
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//float distanceSquared = attacker.loc.distanceSquared(target.loc);
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if (distanceSquared < rangeSquared) {
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inRange = true;
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break;
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}
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} else {
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float locX = target.loc.x - target.getBounds().getHalfExtents().x;
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float locZ = target.loc.z - target.getBounds().getHalfExtents().y;
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float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
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float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2;
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Rectangle2D.Float rect = new Rectangle2D.Float(locX, locZ, sizeX, sizeZ);
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if (rect.contains(new Point2D.Float(attacker.loc.x, attacker.loc.z)))
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inRange = true;
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break;
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}
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}
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if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) {
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mbEnums.PassiveType passiveType = mbEnums.PassiveType.None;
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int hitRoll = ThreadLocalRandom.current().nextInt(100);
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//get delay for the auto attack job
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long delay = 5000;
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float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true);
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float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true);
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float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true);
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if (weapon != null) {
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// Passive chance clamped at 75
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int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
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dodgeChance = Math.max(0, Math.min(75, dodgeChance));
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blockChance = Math.max(0, Math.min(75, blockChance));
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parryChance = Math.max(0, Math.min(75, parryChance));
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if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
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wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));
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if (hitRoll < dodgeChance)
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passiveType = mbEnums.PassiveType.Dodge;
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else if (hitRoll < blockChance)
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passiveType = mbEnums.PassiveType.Block;
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else if (hitRoll < parryChance)
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passiveType = mbEnums.PassiveType.Parry;
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if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
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wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None));
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if (wepSpeed < 10)
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wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
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delay = wepSpeed * 100L;
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}
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
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((Mob) attacker).nextAttackTime = System.currentTimeMillis() + delay;
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if (inRange) {
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//handle retaliate
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if (AbstractCharacter.IsAbstractCharacter(target)) {
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if (((AbstractCharacter) target).combatTarget == null || !((AbstractCharacter) target).combatTarget.isAlive()) {
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((AbstractCharacter) target).combatTarget = attacker;
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if (target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat())
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combatCycle((AbstractCharacter) target, attacker);
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}
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}
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// take stamina away from attacker if its not a mob
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if (weapon != null && !attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) {
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//check if Out of Stamina
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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if (attacker.getStamina() < (weapon.template.item_wt / 3f)) {
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//set auto attack job
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setAutoAttackJob(attacker, slot, delay);
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return;
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}
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}
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float stam = weapon.template.item_wt / 3f;
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stam = (stam < 1) ? 1 : stam;
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attacker.modifyStamina(-(stam), attacker, true);
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} else
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attacker.modifyStamina(1, attacker, true);
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//cancel things that are cancelled by an attack
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attacker.cancelOnAttackSwing();
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//declare relevant variables
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int min = attacker.minDamageHandOne;
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int max = attacker.maxDamageHandOne;
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int atr = attacker.atrHandOne;
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//get the proper stats based on which slot is attacking
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if (slot == mbEnums.EquipSlotType.LHELD) {
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min = attacker.minDamageHandTwo;
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max = attacker.maxDamageHandTwo;
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atr = attacker.atrHandTwo;
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}
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//apply weapon powers before early exit for miss or passives
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DeferredPowerJob dpj = null;
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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dpj = ((PlayerCharacter) attacker).getWeaponPower();
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if (dpj != null) {
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dpj.attack(target, attackRange);
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if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
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((PlayerCharacter) attacker).setWeaponPower(dpj);
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}
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}
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if (!passiveType.equals(mbEnums.PassiveType.None)) {
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passiveAnim = getPassiveAnimation(passiveType);
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TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
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int def = 0;
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if (AbstractCharacter.IsAbstractCharacter(target))
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def = ((AbstractCharacter) target).defenseRating;
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//calculate hit chance based off ATR and DEF
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int hitChance;
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if (def == 0)
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def = 1;
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float dif = atr * 1f / def;
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if (dif <= 0.8f)
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hitChance = 4;
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else
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hitChance = ((int) (450 * (dif - 0.8f)) + 4);
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if (target.getObjectType() == mbEnums.GameObjectType.Building)
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hitChance = 100;
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int passiveAnim = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def
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if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
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TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
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DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
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else
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DispatchManager.sendToAllInRange(attacker, msg);
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//we need to send the animation even if the attacker misses
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot));
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
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DispatchManager.sendToAllInRange(target, cmm);
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//set auto attack job
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setAutoAttackJob(attacker, slot, delay);
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return;
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}
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}
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//calculate the base damage
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int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
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if (damage == 0) {
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//set auto attack job
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setAutoAttackJob(attacker, slot, delay);
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return;
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}
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob)attacker).isPet())
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calculatePetDamage(attacker);
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//calculate passive chances only if target is AbstractCharacter
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//get the damage type
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if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) {
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mbEnums.PassiveType passiveType = mbEnums.PassiveType.None;
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int hitRoll = ThreadLocalRandom.current().nextInt(100);
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mbEnums.DamageType damageType;
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float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true);
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float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true);
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||||
float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true);
|
||||
|
||||
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];
|
||||
}
|
||||
// Passive chance clamped at 75
|
||||
|
||||
//get resists
|
||||
dodgeChance = Math.max(0, Math.min(75, dodgeChance));
|
||||
blockChance = Math.max(0, Math.min(75, blockChance));
|
||||
parryChance = Math.max(0, Math.min(75, parryChance));
|
||||
|
||||
Resists resists;
|
||||
if (hitRoll < dodgeChance)
|
||||
passiveType = mbEnums.PassiveType.Dodge;
|
||||
else if (hitRoll < blockChance)
|
||||
passiveType = mbEnums.PassiveType.Block;
|
||||
else if (hitRoll < parryChance)
|
||||
passiveType = mbEnums.PassiveType.Parry;
|
||||
|
||||
if (!AbstractCharacter.IsAbstractCharacter(target))
|
||||
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 (!passiveType.equals(mbEnums.PassiveType.None)) {
|
||||
passiveAnim = getPassiveAnimation(passiveType);
|
||||
TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
|
||||
|
||||
//check damage shields
|
||||
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
|
||||
DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
|
||||
|
||||
PlayerBonuses bonuses = absTarget.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
|
||||
|
||||
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);
|
||||
DispatchManager.sendToAllInRange(target, cmm);
|
||||
}
|
||||
}
|
||||
|
||||
if (resists != null) {
|
||||
|
||||
//check for damage type immunities
|
||||
|
||||
if (resists.immuneTo(damageType)) {
|
||||
//set auto attack job
|
||||
//we need to send the animation even if the attacker misses
|
||||
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot));
|
||||
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
|
||||
DispatchManager.sendToAllInRange(target, cmm);
|
||||
//set auto attack job
|
||||
setAutoAttackJob(attacker, slot, delay);
|
||||
return;
|
||||
}
|
||||
//calculate resisted damage including fortitude
|
||||
|
||||
damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
|
||||
}
|
||||
}
|
||||
|
||||
//remove damage from target health
|
||||
//calculate the base damage
|
||||
int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
|
||||
if (damage == 0) {
|
||||
//set auto attack job
|
||||
setAutoAttackJob(attacker, slot, delay);
|
||||
return;
|
||||
}
|
||||
if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob) attacker).isPet())
|
||||
calculatePetDamage(attacker);
|
||||
|
||||
if (damage > 0) {
|
||||
//get the damage type
|
||||
|
||||
if (AbstractCharacter.IsAbstractCharacter(target))
|
||||
((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
|
||||
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];
|
||||
}
|
||||
|
||||
//get resists
|
||||
|
||||
Resists resists;
|
||||
|
||||
if (!AbstractCharacter.IsAbstractCharacter(target))
|
||||
resists = ((Building) target).getResists(); //this is a building
|
||||
else
|
||||
((Building) target).modifyHealth(-damage, attacker);
|
||||
resists = ((AbstractCharacter) target).getResists(); //this is a character
|
||||
|
||||
int attackAnim = getSwingAnimation(null, null, slot);
|
||||
if (attacker.charItemManager.getEquipped().get(slot) != null) {
|
||||
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
|
||||
DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower();
|
||||
attackAnim = getSwingAnimation(weapon.template, weaponPower, slot);
|
||||
} else {
|
||||
attackAnim = getSwingAnimation(weapon.template, null, slot);
|
||||
if (AbstractCharacter.IsAbstractCharacter(target)) {
|
||||
AbstractCharacter absTarget = (AbstractCharacter) target;
|
||||
|
||||
//check damage shields
|
||||
|
||||
PlayerBonuses bonuses = absTarget.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
|
||||
|
||||
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);
|
||||
DispatchManager.sendToAllInRange(target, cmm);
|
||||
}
|
||||
}
|
||||
|
||||
if (resists != null) {
|
||||
|
||||
//check for damage type immunities
|
||||
|
||||
if (resists.immuneTo(damageType)) {
|
||||
//set auto attack job
|
||||
//we need to send the animation even if the attacker misses
|
||||
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
|
||||
DispatchManager.sendToAllInRange(target, cmm);
|
||||
setAutoAttackJob(attacker, slot, delay);
|
||||
return;
|
||||
}
|
||||
//calculate resisted damage including fortitude
|
||||
|
||||
damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
|
||||
}
|
||||
}
|
||||
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
|
||||
DispatchManager.sendToAllInRange(target, cmm);
|
||||
|
||||
//remove damage from target health
|
||||
|
||||
if (damage > 0) {
|
||||
|
||||
if (AbstractCharacter.IsAbstractCharacter(target))
|
||||
((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
|
||||
else
|
||||
((Building) target).modifyHealth(-damage, attacker);
|
||||
|
||||
int attackAnim = getSwingAnimation(null, null, slot);
|
||||
if (attacker.charItemManager.getEquipped().get(slot) != null) {
|
||||
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
|
||||
DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower();
|
||||
attackAnim = getSwingAnimation(weapon.template, weaponPower, slot);
|
||||
} else {
|
||||
attackAnim = getSwingAnimation(weapon.template, null, slot);
|
||||
}
|
||||
}
|
||||
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
|
||||
DispatchManager.sendToAllInRange(target, cmm);
|
||||
}
|
||||
}
|
||||
|
||||
//set auto attack job
|
||||
setAutoAttackJob(attacker, slot, delay);
|
||||
} catch (Exception ex) {
|
||||
cancelAutoAttackJob(attacker,slot);
|
||||
//Logger.error("COMBAT CAUGHT ERROR: " + ex.getMessage());
|
||||
} finally {
|
||||
target.combatLock.writeLock().unlock();
|
||||
}
|
||||
|
||||
//set auto attack job
|
||||
setAutoAttackJob(attacker, slot, delay);
|
||||
|
||||
}
|
||||
|
||||
public static void toggleCombat(boolean toggle, ClientConnection origin) {
|
||||
@@ -624,7 +622,20 @@ public enum CombatManager {
|
||||
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
|
||||
|
||||
}
|
||||
public static int calculatePetDamage(AbstractCharacter agent) {
|
||||
public static void cancelAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot) {
|
||||
|
||||
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis());
|
||||
|
||||
//handle auto attack job creation
|
||||
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
|
||||
|
||||
if (timers != null) {
|
||||
timers.get("Attack" + slot.name()).cancelJob();
|
||||
} else
|
||||
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
|
||||
|
||||
}
|
||||
public static void calculatePetDamage(AbstractCharacter agent) {
|
||||
//damage calc for pet
|
||||
float range;
|
||||
float damage;
|
||||
@@ -636,7 +647,6 @@ public enum CombatManager {
|
||||
dmgMultiplier += agent.getLevel() * 0.1f;
|
||||
range = (float) (maxDmg - minDmg);
|
||||
damage = min + ((ThreadLocalRandom.current().nextFloat() * range) + (ThreadLocalRandom.current().nextFloat() * range)) / 2;
|
||||
return (int) (damage * dmgMultiplier);
|
||||
}
|
||||
public static double getMinDmg(double min, AbstractCharacter agent) {
|
||||
int primary = agent.getStatStrCurrent();
|
||||
|
||||
@@ -59,6 +59,7 @@ public abstract class AbstractWorldObject extends AbstractGameObject {
|
||||
private Vector3f rot = new Vector3f(0.0f, 0.0f, 0.0f);
|
||||
private int objectTypeMask = 0;
|
||||
private Bounds bounds;
|
||||
public ReentrantReadWriteLock combatLock = new ReentrantReadWriteLock();
|
||||
|
||||
/**
|
||||
* No Id Constructor
|
||||
|
||||
Reference in New Issue
Block a user