package engine.gameManager; import engine.Enum; import engine.job.JobContainer; import engine.job.JobScheduler; import engine.jobs.AttackJob; import engine.jobs.DeferredPowerJob; import engine.net.DispatchMessage; import engine.net.client.ClientConnection; import engine.net.client.msg.TargetedActionMsg; import engine.net.client.msg.UpdateStateMsg; import engine.objects.*; import engine.powers.DamageShield; import engine.powers.effectmodifiers.AbstractEffectModifier; import engine.server.MBServerStatics; import org.pmw.tinylog.Logger; import java.util.concurrent.ConcurrentHashMap; import java.util.concurrent.ThreadLocalRandom; public class FinalCombatManager { public static void combatCycle(AbstractCharacter attacker, AbstractWorldObject target) { //early exit checks if(attacker == null || target == null || !attacker.isAlive() || !target.isAlive()) return; switch(target.getObjectType()){ case Building: if(((Building)target).isVulnerable() == false) return; break; case PlayerCharacter: case Mob: PlayerBonuses bonuses = ((AbstractCharacter)target).getBonuses(); if(bonuses != null && bonuses.getBool(Enum.ModType.ImmuneToAttack, Enum.SourceType.NONE)) return; break; case NPC: return; } Item mainWeapon = attacker.charItemManager.getEquipped().get(Enum.EquipSlotType.RHELD); Item offWeapon = attacker.charItemManager.getEquipped().get(Enum.EquipSlotType.LHELD); if(mainWeapon == null && offWeapon == null){ //no weapons equipped, punch with both fists processAttack(attacker,target,Enum.EquipSlotType.RHELD); processAttack(attacker,target,Enum.EquipSlotType.LHELD); }else if(mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")){ //no weapon equipped with a shield, punch with one hand processAttack(attacker,target,Enum.EquipSlotType.RHELD); }else if(mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")){ //one weapon equipped with a shield, swing with one hand processAttack(attacker,target,Enum.EquipSlotType.RHELD); }else if(mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block") == false){ //two weapons equipped, swing both hands processAttack(attacker,target,Enum.EquipSlotType.RHELD); processAttack(attacker,target,Enum.EquipSlotType.LHELD); } else if(mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block") == false){ //swing left hand only processAttack(attacker,target,Enum.EquipSlotType.LHELD); } } public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, Enum.EquipSlotType slot){ //check if character can even attack yet if(attacker.getTimestamps().containsKey("Attack" + slot.name())) if(System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name())) return; //check if character is in range to attack target PlayerBonuses bonus = attacker.getBonuses(); float rangeMod = 1.0f; float attackRange = MBServerStatics.NO_WEAPON_RANGE; Item weapon = attacker.charItemManager.getEquipped(slot); if (weapon != null) { if (bonus != null) rangeMod += bonus.getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.NONE); attackRange = weapon.template.item_weapon_max_range * rangeMod; } if(attacker.getObjectType().equals(Enum.GameObjectType.Mob)) if(((Mob)attacker).isSiege()) attackRange = 300; float distanceSquared = attacker.loc.distanceSquared(target.loc); if(distanceSquared > attackRange * attackRange) return; //take stamina away from attacker if (weapon == null) attacker.modifyStamina(-0.5f, attacker, true); else { float stam = weapon.template.item_wt / 3f; stam = (stam < 1) ? 1 : stam; attacker.modifyStamina(-(stam), 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 == Enum.EquipSlotType.LHELD){ min = attacker.minDamageHandTwo; max = attacker.maxDamageHandTwo; atr = attacker.atrHandTwo; } int def = 0; if(AbstractCharacter.IsAbstractCharacter(target)) def = ((AbstractCharacter)target).defenseRating; //calculate hit chance based off ATR and DEF int hitChance; float dif = atr / def; if (dif <= 0.8f) hitChance = 4; else hitChance = ((int) (450 * (dif - 0.8f)) + 4); if (target.getObjectType() == Enum.GameObjectType.Building) hitChance = 100; int passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true); if(ThreadLocalRandom.current().nextInt(100) > hitChance) { TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); if (target.getObjectType() == Enum.GameObjectType.PlayerCharacter) DispatchMessage.dispatchMsgToInterestArea(target, msg, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); else DispatchMessage.sendToAllInRange(attacker, msg); return; } //calculate passive chances only if target is AbstractCharacter if(AbstractCharacter.IsAbstractCharacter(target)){ int hitRoll = ThreadLocalRandom.current().nextInt(100); 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(hitRoll > dodgeChance || hitRoll > parryChance || hitRoll > blockChance){ TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, MBServerStatics.COMBAT_SEND_BLOCK); if (target.getObjectType() == Enum.GameObjectType.PlayerCharacter) DispatchMessage.dispatchMsgToInterestArea(target, msg, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); else DispatchMessage.sendToAllInRange(attacker, msg); return; } } //calculate the base damage int damage = ThreadLocalRandom.current().nextInt(min,max + 1); if(damage == 0) return; //get the damage type Enum.SourceType damageType; if(attacker.charItemManager.getEquipped().get(slot) == null) { damageType = Enum.SourceType.CRUSHING; if(attacker.getObjectType().equals(Enum.GameObjectType.Mob)) if(((Mob)attacker).isSiege()) damageType = Enum.SourceType.SIEGE; }else { damageType = (Enum.SourceType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0]; } //get resists Resists resists; if(AbstractCharacter.IsAbstractCharacter(target) == false){ //this is a building resists = ((Building) target).getResists(); }else{ //this is a character resists = ((AbstractCharacter) target).getResists(); } if(AbstractCharacter.IsAbstractCharacter(target)) { AbstractCharacter absTarget = (AbstractCharacter) target; //check damage shields PlayerBonuses bonuses = absTarget.getBonuses(); if (bonuses != null) { ConcurrentHashMap 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); DispatchMessage.sendToAllInRange(target, cmm); } } if (resists != null) { //check for damage type immunities if (resists.immuneTo(damageType)) return; //calculate resisted damage including fortitude damage = (int) resists.getResistedDamage(attacker,(AbstractCharacter)target,damageType,damage,0); } } //remove damage from target health if(damage > 0){ if(AbstractCharacter.IsAbstractCharacter(target)){ ((AbstractCharacter)target).modifyHealth(-damage, attacker, true); }else{ ((Building)target).setCurrentHitPoints(target.getCurrentHitpoints() - damage); } TargetedActionMsg cmm = new TargetedActionMsg(attacker,target, (float) damage,0); DispatchMessage.sendToAllInRange(target, cmm); } //calculate next allowed attack and update the timestamp long delay = 20 * 100; if (weapon != null){ int wepSpeed = (int) (weapon.template.item_weapon_wepspeed); if (weapon.getBonusPercent(Enum.ModType.WeaponSpeed, Enum.SourceType.NONE) != 0f) //add weapon speed bonus wepSpeed *= (1 + weapon.getBonus(Enum.ModType.WeaponSpeed, Enum.SourceType.NONE)); if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(Enum.ModType.AttackDelay, Enum.SourceType.NONE) != 0f) //add effects speed bonus wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(Enum.ModType.AttackDelay, Enum.SourceType.NONE)); if (wepSpeed < 10) wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects. delay = wepSpeed * 100; } attacker.getTimestamps().put("Attack" + slot.name(),System.currentTimeMillis() + delay); //handle auto attack job creation ConcurrentHashMap timers = attacker.getTimers(); if (timers != null) { AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); JobContainer job; job = JobScheduler.getInstance().scheduleJob(aj, (delay + 1)); // offset 1 millisecond so no overlap issue timers.put("Attack" + slot, job); } else { Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); } } public static void toggleCombat(boolean toggle, ClientConnection origin) { PlayerCharacter pc = SessionManager.getPlayerCharacter(origin); if (pc == null) return; pc.setCombat(toggle); if (!toggle) // toggle is move it to false so clear combat target pc.setCombatTarget(null); //clear last combat target UpdateStateMsg rwss = new UpdateStateMsg(); rwss.setPlayer(pc); DispatchMessage.dispatchMsgToInterestArea(pc, rwss, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false); } public static void toggleSit(boolean toggle, ClientConnection origin) { PlayerCharacter pc = SessionManager.getPlayerCharacter(origin); if (pc == null) return; pc.setSit(toggle); UpdateStateMsg rwss = new UpdateStateMsg(); rwss.setPlayer(pc); DispatchMessage.dispatchMsgToInterestArea(pc, rwss, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); } //Called when character takes damage. public static void handleRetaliate(AbstractCharacter target, AbstractCharacter attacker) { if (attacker == null || target == null) return; if (attacker.equals(target)) return; if (target.isMoving() && target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) return; if (!target.isAlive() || !attacker.isAlive()) return; boolean isCombat = target.isCombat(); //If target in combat and has no target, then attack back if(isCombat && target.combatTarget == null) target.setCombatTarget(attacker); } public static int getSwingAnimation(ItemTemplate wb, DeferredPowerJob dpj, boolean mainHand) { int token = 0; if (dpj != null) token = (dpj.getPower() != null) ? dpj.getPower().getToken() : 0; if (token == 563721004) //kick animation return 79; if (wb == null) return 75; ItemTemplate template = wb; if (mainHand) { if (template.weapon_attack_anim_right.size() > 0) { int animation; int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_right.size()); try { animation = template.weapon_attack_anim_right.get(random)[0]; return animation; } catch (Exception e) { Logger.error(e.getMessage()); return template.weapon_attack_anim_right.get(0)[0]; } } else if (template.weapon_attack_anim_left.size() > 0) { int animation; int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_left.size()); try { animation = template.weapon_attack_anim_left.get(random)[0]; return animation; } catch (Exception e) { Logger.error(e.getMessage()); return template.weapon_attack_anim_right.get(0)[0]; } } } else { if (template.weapon_attack_anim_left.size() > 0) { int animation; int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_left.size()); try { animation = template.weapon_attack_anim_left.get(random)[0]; return animation; } catch (Exception e) { Logger.error(e.getMessage()); return template.weapon_attack_anim_right.get(0)[0]; } } else if (template.weapon_attack_anim_left.size() > 0) { int animation; int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_left.size()); try { animation = template.weapon_attack_anim_left.get(random)[0]; return animation; } catch (Exception e) { Logger.error(e.getMessage()); return template.weapon_attack_anim_right.get(0)[0]; } } } String required = template.item_skill_used; String mastery = wb.item_skill_mastery_used; if (required.equals("Unarmed Combat")) return 75; else if (required.equals("Sword")) { if (ItemTemplate.isTwoHanded(template)) return 105; else return 98; } else if (required.equals("Staff") || required.equals("Pole Arm")) { return 85; } else if (required.equals("Spear")) { return 92; } else if (required.equals("Hammer") || required.equals("Axe")) { if (ItemTemplate.isTwoHanded(template)) { return 105; } else if (mastery.equals("Throwing")) { return 115; } else { return 100; } } else if (required.equals("Dagger")) { if (mastery.equals("Throwing")) { return 117; } else { return 81; } } else if (required.equals("Crossbow")) { return 110; } else if (required.equals("Bow")) { return 109; } else if (ItemTemplate.isTwoHanded(template)) { return 105; } else { return 100; } } }