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