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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.gameManager;
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import engine.Enum.*;
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import engine.exception.MsgSendException;
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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.Vector3fImmutable;
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import engine.net.DispatchMessage;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.*;
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import engine.objects.*;
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import engine.powers.DamageShield;
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import engine.powers.PowersBase;
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import engine.powers.effectmodifiers.AbstractEffectModifier;
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import engine.powers.effectmodifiers.WeaponProcEffectModifier;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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import java.util.HashSet;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.ThreadLocalRandom;
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import static engine.math.FastMath.sqr;
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public enum CombatManager {
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COMBATMANAGER;
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public static int animation = 0;
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/**
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* Message sent by player to attack something.
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*/
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public static void setAttackTarget(AttackCmdMsg msg, ClientConnection origin) throws MsgSendException {
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PlayerCharacter player;
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int targetType;
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AbstractWorldObject target;
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if (TargetedActionMsg.un2cnt == 60 || TargetedActionMsg.un2cnt == 70)
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return;
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player = SessionManager.getPlayerCharacter(origin);
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if (player == null)
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return;
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//source must match player this account belongs to
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if (player.getObjectUUID() != msg.getSourceID() || player.getObjectType().ordinal() != msg.getSourceType()) {
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Logger.error("Msg Source ID " + msg.getSourceID() + " Does not Match Player ID " + player.getObjectUUID());
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return;
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}
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targetType = msg.getTargetType();
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if (targetType == GameObjectType.PlayerCharacter.ordinal()) {
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target = PlayerCharacter.getFromCache(msg.getTargetID());
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} else if (targetType == GameObjectType.Building.ordinal()) {
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target = BuildingManager.getBuildingFromCache(msg.getTargetID());
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} else if (targetType == GameObjectType.Mob.ordinal()) {
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target = Mob.getFromCache(msg.getTargetID());
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} else {
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player.setCombatTarget(null);
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return; //not valid type to attack
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}
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// quit of the combat target is already the current combat target
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// or there is no combat target
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if (target == null)
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return;
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//set sources target
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player.setCombatTarget(target);
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//put in combat if not already
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if (!player.isCombat())
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toggleCombat(true, origin);
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//make character stand if sitting
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if (player.isSit())
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toggleSit(false, origin);
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AttackTarget(player, target);
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}
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public static void AttackTarget(PlayerCharacter playerCharacter, AbstractWorldObject target) {
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boolean swingOffhand = false;
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//check my weapon can I do an offhand attack
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Item weaponOff = playerCharacter.getCharItemManager().getEquipped().get(MBServerStatics.SLOT_OFFHAND);
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Item weaponMain = playerCharacter.getCharItemManager().getEquipped().get(MBServerStatics.SLOT_MAINHAND);
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// if you carry something in the offhand thats a weapon you get to swing it
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if (weaponOff != null)
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if (weaponOff.getItemBase().getType().equals(ItemType.WEAPON))
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swingOffhand = true;
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// if you carry nothing in either hand you get to swing your offhand
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if (weaponOff == null && weaponMain == null)
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swingOffhand = true;
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//we always swing our mainhand if we are not on timer
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JobContainer main = playerCharacter.getTimers().get("Attack" + MBServerStatics.SLOT_MAINHAND);
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// no timers on the mainhand, lets submit a job to swing
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if (main == null)
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CombatManager.createTimer(playerCharacter, MBServerStatics.SLOT_MAINHAND, 1, true); // attack in 0.1 of a second
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/*
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only swing offhand if we have a weapon in it or are unarmed in both hands
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and no timers running
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*/
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if (swingOffhand) {
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JobContainer off = playerCharacter.getTimers().get("Attack" + MBServerStatics.SLOT_OFFHAND);
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if (off == null)
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CombatManager.createTimer(playerCharacter, MBServerStatics.SLOT_OFFHAND, 1, true); // attack in 0.1 of a second
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}
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City playerCity = ZoneManager.getCityAtLocation(playerCharacter.getLoc());
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if (playerCity != null && playerCity.getGuild().getNation().equals(playerCharacter.getGuild().getNation()) == false && playerCity.cityOutlaws.contains(playerCharacter.getObjectUUID()) == false)
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playerCity.cityOutlaws.add(playerCharacter.getObjectUUID());
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}
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public static void setAttackTarget(PetAttackMsg msg, ClientConnection origin) throws MsgSendException {
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PlayerCharacter player;
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Mob pet;
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int targetType;
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AbstractWorldObject target;
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if (TargetedActionMsg.un2cnt == 60 || TargetedActionMsg.un2cnt == 70)
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return;
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player = SessionManager.getPlayerCharacter(origin);
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if (player == null)
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return;
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pet = player.getPet();
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if (pet == null)
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return;
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targetType = msg.getTargetType();
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if (targetType == GameObjectType.PlayerCharacter.ordinal())
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target = PlayerCharacter.getFromCache(msg.getTargetID());
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else if (targetType == GameObjectType.Building.ordinal())
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target = BuildingManager.getBuildingFromCache(msg.getTargetID());
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else if (targetType == GameObjectType.Mob.ordinal())
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target = Mob.getFromCache(msg.getTargetID());
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else {
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pet.setCombatTarget(null);
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return; //not valid type to attack
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}
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if (pet.equals(target))
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return;
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// quit of the combat target is already the current combat target
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// or there is no combat target
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if (target == null || target == pet.getCombatTarget())
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return;
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//set sources target
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pet.setCombatTarget(target);
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//put in combat if not already
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if (!pet.isCombat())
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pet.setCombat(true);
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//make character stand if sitting
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if (pet.isSit())
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toggleSit(false, origin);
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}
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private static void removeAttackTimers(AbstractCharacter ac) {
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JobContainer main;
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JobContainer off;
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if (ac == null)
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return;
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main = ac.getTimers().get("Attack" + MBServerStatics.SLOT_MAINHAND);
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off = ac.getTimers().get("Attack" + MBServerStatics.SLOT_OFFHAND);
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if (main != null)
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JobScheduler.getInstance().cancelScheduledJob(main);
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ac.getTimers().remove("Attack" + MBServerStatics.SLOT_MAINHAND);
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if (off != null)
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JobScheduler.getInstance().cancelScheduledJob(off);
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ac.getTimers().remove("Attack" + MBServerStatics.SLOT_OFFHAND);
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ac.setCombatTarget(null);
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}
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/**
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* Begin Attacking
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*/
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public static void doCombat(AbstractCharacter ac, int slot) {
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int ret = 0;
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if (ac == null)
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return;
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// Attempt to eat null targets until we can clean
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// up this unholy mess and refactor it into a thread.
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ret = attemptCombat(ac, slot);
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//handle pets
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if (ret < 2 && ac.getObjectType().equals(GameObjectType.Mob)) {
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Mob mob = (Mob) ac;
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if (mob.isPet())
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return;
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}
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//ret values
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//0: not valid attack, fail attack
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//1: cannot attack, wrong hand
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//2: valid attack
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//3: cannot attack currently, continue checking
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if (ret == 0 || ret == 1) {
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//Could not attack, clear timer
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ConcurrentHashMap<String, JobContainer> timers = ac.getTimers();
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if (timers != null)
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timers.remove("Attack" + slot);
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//clear combat target if not valid attack
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if (ret == 0)
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ac.setCombatTarget(null);
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} else if (ret == 3) //Failed but continue checking. reset timer
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createTimer(ac, slot, 5, false);
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}
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/**
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* Verify can attack target
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*/
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private static int attemptCombat(AbstractCharacter abstractCharacter, int slot) {
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if (abstractCharacter == null)
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return 0;
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try {
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//Make sure player can attack
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PlayerBonuses bonus = abstractCharacter.getBonuses();
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if (bonus != null && bonus.getBool(ModType.ImmuneToAttack, SourceType.None))
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return 0;
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AbstractWorldObject target = abstractCharacter.getCombatTarget();
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if (target == null)
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return 0;
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//target must be valid type
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if (AbstractWorldObject.IsAbstractCharacter(target)) {
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AbstractCharacter tar = (AbstractCharacter) target;
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//must be alive, attackable and in World
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if (!tar.isAlive())
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return 0;
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else if (tar.isSafeMode())
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return 0;
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else if (!tar.isActive())
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return 0;
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if (target.getObjectType().equals(GameObjectType.PlayerCharacter) && abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter) && abstractCharacter.getTimers().get("Attack" + slot) == null)
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if (!((PlayerCharacter) abstractCharacter).canSee((PlayerCharacter) target))
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return 0;
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//must not be immune to all or immune to attack
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Resists res = tar.getResists();
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bonus = tar.getBonuses();
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if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.ImmuneToAttack))
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if (res != null)
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if (res.immuneToAll() || res.immuneToAttacks())
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return 0;
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} else if (target.getObjectType().equals(GameObjectType.Building)) {
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Building tar = (Building) target;
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// Cannot attack an invuln building
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if (tar.isVulnerable() == false)
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return 0;
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} else
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return 0; //only characters and buildings may be attacked
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//source must be in world and alive
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if (!abstractCharacter.isActive())
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return 0;
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else if (!abstractCharacter.isAlive())
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return 0;
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//make sure source is in combat mode
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if (!abstractCharacter.isCombat())
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return 0;
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//See if either target is in safe zone
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if (abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter) && target.getObjectType().equals(GameObjectType.PlayerCharacter))
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if (((PlayerCharacter) abstractCharacter).inSafeZone() || ((PlayerCharacter) target).inSafeZone())
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return 0;
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if (!(slot == MBServerStatics.SLOT_MAINHAND || slot == MBServerStatics.SLOT_OFFHAND))
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return 0;
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if (abstractCharacter.getCharItemManager() == null)
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return 0;
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//get equippment
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ConcurrentHashMap<Integer, Item> equipped = abstractCharacter.getCharItemManager().getEquipped();
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boolean hasNoWeapon = false;
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if (equipped == null)
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return 0;
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//get Weapon
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boolean isWeapon = true;
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Item weapon = equipped.get(slot);
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ItemBase wb = null;
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if (weapon == null)
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isWeapon = false;
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else {
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ItemBase ib = weapon.getItemBase();
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if (ib == null || !ib.getType().equals(ItemType.WEAPON))
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isWeapon = false;
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else
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wb = ib;
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}
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//no weapon, see if other hand has a weapon
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if (!isWeapon)
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if (slot == MBServerStatics.SLOT_MAINHAND) {
|
|
|
|
|
|
|
|
//make sure offhand has weapon, not shield
|
|
|
|
|
|
|
|
Item weaponOff = equipped.get(MBServerStatics.SLOT_OFFHAND);
|
|
|
|
|
|
|
|
if (weaponOff != null) {
|
|
|
|
ItemBase ib = weaponOff.getItemBase();
|
|
|
|
|
|
|
|
if (ib == null || !ib.getType().equals(ItemType.WEAPON))
|
|
|
|
hasNoWeapon = true;
|
|
|
|
else
|
|
|
|
return 1; //no need to attack with this hand
|
|
|
|
|
|
|
|
} else
|
|
|
|
hasNoWeapon = true;
|
|
|
|
|
|
|
|
} else if (equipped.get(MBServerStatics.SLOT_MAINHAND) == null)
|
|
|
|
return 1; //no need to attack with this hand
|
|
|
|
|
|
|
|
//Source can attack.
|
|
|
|
//NOTE Don't 'return;' beyond this point until timer created
|
|
|
|
|
|
|
|
boolean attackFailure = (wb != null) && (wb.getRange() > 35f) && abstractCharacter.isMoving();
|
|
|
|
|
|
|
|
//Target can't attack on move with ranged weapons.
|
|
|
|
//if not enough stamina, then skip attack
|
|
|
|
|
|
|
|
if (wb == null) {
|
|
|
|
if (abstractCharacter.getStamina() < 1)
|
|
|
|
attackFailure = true;
|
|
|
|
} else if (abstractCharacter.getStamina() < wb.getWeight())
|
|
|
|
attackFailure = true;
|
|
|
|
|
|
|
|
//see if attacker is stunned. If so, stop here
|
|
|
|
|
|
|
|
bonus = abstractCharacter.getBonuses();
|
|
|
|
|
|
|
|
if (bonus != null && bonus.getBool(ModType.Stunned, SourceType.None))
|
|
|
|
attackFailure = true;
|
|
|
|
|
|
|
|
//Get Range of weapon
|
|
|
|
|
|
|
|
float range;
|
|
|
|
|
|
|
|
if (hasNoWeapon)
|
|
|
|
range = MBServerStatics.NO_WEAPON_RANGE;
|
|
|
|
else
|
|
|
|
range = getWeaponRange(wb, bonus);
|
|
|
|
|
|
|
|
if (abstractCharacter.getObjectType() == GameObjectType.Mob) {
|
|
|
|
|
|
|
|
Mob minion = (Mob) abstractCharacter;
|
|
|
|
|
|
|
|
if (minion.isSiege())
|
|
|
|
range = 300f;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Range check.
|
|
|
|
|
|
|
|
if (NotInRange(abstractCharacter, target, range)) {
|
|
|
|
|
|
|
|
//target is in stealth and can't be seen by source
|
|
|
|
|
|
|
|
if (target.getObjectType().equals(GameObjectType.PlayerCharacter) && abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter))
|
|
|
|
if (!((PlayerCharacter) abstractCharacter).canSee((PlayerCharacter) target))
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
attackFailure = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//handle pet, skip timers (handled by AI)
|
|
|
|
|
|
|
|
if (abstractCharacter.getObjectType().equals(GameObjectType.Mob)) {
|
|
|
|
|
|
|
|
Mob mob = (Mob) abstractCharacter;
|
|
|
|
|
|
|
|
if (mob.isPet()) {
|
|
|
|
attack(abstractCharacter, target, weapon, wb, slot == MBServerStatics.SLOT_MAINHAND);
|
|
|
|
return 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//TODO Verify attacker has los (if not ranged weapon).
|
|
|
|
|
|
|
|
if (!attackFailure) {
|
|
|
|
|
|
|
|
if (hasNoWeapon || abstractCharacter.getObjectType().equals(GameObjectType.Mob))
|
|
|
|
createTimer(abstractCharacter, slot, 20, true); //2 second for no weapon
|
|
|
|
else {
|
|
|
|
int wepSpeed = (int) (wb.getSpeed());
|
|
|
|
|
|
|
|
if (weapon != null && weapon.getBonusPercent(ModType.WeaponSpeed, SourceType.None) != 0f) //add weapon speed bonus
|
|
|
|
wepSpeed *= (1 + weapon.getBonus(ModType.WeaponSpeed, SourceType.None));
|
|
|
|
|
|
|
|
if (abstractCharacter.getBonuses() != null && abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None) != 0f) //add effects speed bonus
|
|
|
|
wepSpeed *= (1 + abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None));
|
|
|
|
|
|
|
|
if (wepSpeed < 10)
|
|
|
|
wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
|
|
|
|
|
|
|
|
createTimer(abstractCharacter, slot, wepSpeed, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
attack(abstractCharacter, target, weapon, wb, slot == MBServerStatics.SLOT_MAINHAND);
|
|
|
|
} else
|
|
|
|
createTimer(abstractCharacter, slot, 5, false); // changed this to half a second to make combat attempts more aggressive than movement sync
|
|
|
|
|
|
|
|
} catch (Exception e) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
return 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void createTimer(AbstractCharacter ac, int slot, int time, boolean success) {
|
|
|
|
|
|
|
|
ConcurrentHashMap<String, JobContainer> timers = ac.getTimers();
|
|
|
|
|
|
|
|
if (timers != null) {
|
|
|
|
AttackJob aj = new AttackJob(ac, slot, success);
|
|
|
|
JobContainer job;
|
|
|
|
job = JobScheduler.getInstance().scheduleJob(aj, (time * 100));
|
|
|
|
timers.put("Attack" + slot, job);
|
|
|
|
} else {
|
|
|
|
Logger.error("Unable to find Timers for Character " + ac.getObjectUUID());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Attempt to attack target
|
|
|
|
*/
|
|
|
|
private static void attack(AbstractCharacter ac, AbstractWorldObject target, Item weapon, ItemBase wb, boolean mainHand) {
|
|
|
|
|
|
|
|
float atr;
|
|
|
|
int minDamage, maxDamage;
|
|
|
|
int errorTrack = 0;
|
|
|
|
|
|
|
|
try {
|
|
|
|
|
|
|
|
if (ac == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (target == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (mainHand) {
|
|
|
|
atr = ac.getAtrHandOne();
|
|
|
|
minDamage = ac.getMinDamageHandOne();
|
|
|
|
maxDamage = ac.getMaxDamageHandOne();
|
|
|
|
} else {
|
|
|
|
atr = ac.getAtrHandTwo();
|
|
|
|
minDamage = ac.getMinDamageHandTwo();
|
|
|
|
maxDamage = ac.getMaxDamageHandTwo();
|
|
|
|
}
|
|
|
|
|
|
|
|
boolean tarIsRat = false;
|
|
|
|
|
|
|
|
if (target.getObjectTypeMask() == MBServerStatics.MASK_RAT)
|
|
|
|
tarIsRat = true;
|
|
|
|
else if (target.getObjectType() == GameObjectType.PlayerCharacter) {
|
|
|
|
|
|
|
|
PlayerCharacter pTar = (PlayerCharacter) target;
|
|
|
|
|
|
|
|
for (Effect eff : pTar.getEffects().values())
|
|
|
|
if (eff.getPowerToken() == 429513599 || eff.getPowerToken() == 429415295)
|
|
|
|
tarIsRat = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Dont think we need to do this anymore.
|
|
|
|
|
|
|
|
if (tarIsRat)
|
|
|
|
if (ac.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.Rat) != 0) { //strip away current % dmg buffs then add with rat %
|
|
|
|
|
|
|
|
float percent = 1 + ac.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.Rat);
|
|
|
|
|
|
|
|
minDamage *= percent;
|
|
|
|
maxDamage *= percent;
|
|
|
|
}
|
|
|
|
|
|
|
|
errorTrack = 1;
|
|
|
|
|
|
|
|
//subtract stamina
|
|
|
|
|
|
|
|
if (wb == null)
|
|
|
|
ac.modifyStamina(-0.5f, ac, true);
|
|
|
|
else {
|
|
|
|
float stam = wb.getWeight() / 3;
|
|
|
|
stam = (stam < 1) ? 1 : stam;
|
|
|
|
ac.modifyStamina(-(stam), ac, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
ac.cancelOnAttackSwing();
|
|
|
|
|
|
|
|
errorTrack = 2;
|
|
|
|
|
|
|
|
//set last time this player has attacked something.
|
|
|
|
|
|
|
|
if (target.getObjectType().equals(GameObjectType.PlayerCharacter) && target.getObjectUUID() != ac.getObjectUUID() && ac.getObjectType() == GameObjectType.PlayerCharacter) {
|
|
|
|
ac.setTimeStamp("LastCombatPlayer", System.currentTimeMillis());
|
|
|
|
((PlayerCharacter) target).setTimeStamp("LastCombatPlayer", System.currentTimeMillis());
|
|
|
|
} else
|
|
|
|
ac.setTimeStamp("LastCombatMob", System.currentTimeMillis());
|
|
|
|
|
|
|
|
errorTrack = 3;
|
|
|
|
|
|
|
|
//Get defense for target
|
|
|
|
|
|
|
|
float defense;
|
|
|
|
|
|
|
|
if (target.getObjectType().equals(GameObjectType.Building)) {
|
|
|
|
|
|
|
|
if (BuildingManager.getBuildingFromCache(target.getObjectUUID()) == null) {
|
|
|
|
ac.setCombatTarget(null);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
defense = 0;
|
|
|
|
|
|
|
|
Building building = (Building) target;
|
|
|
|
|
|
|
|
if (building.getParentZone() != null && building.getParentZone().isPlayerCity()) {
|
|
|
|
|
|
|
|
if (System.currentTimeMillis() > building.getTimeStamp("CallForHelp")) {
|
|
|
|
|
|
|
|
building.getTimestamps().put("CallForHelp", System.currentTimeMillis() + 15000);
|
|
|
|
|
|
|
|
for (Mob mob : building.getParentZone().zoneMobSet) {
|
|
|
|
if (!mob.isPlayerGuard())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mob.getCombatTarget() != null)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mob.getGuild() != null && building.getGuild() != null)
|
|
|
|
if (!Guild.sameGuild(mob.getGuild().getNation(), building.getGuild().getNation()))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mob.getLoc().distanceSquared2D(building.getLoc()) > sqr(300))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mob.setCombatTarget(ac);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
AbstractCharacter tar = (AbstractCharacter) target;
|
|
|
|
defense = tar.getDefenseRating();
|
|
|
|
handleRetaliate(tar, ac); //Handle target attacking back if in combat and has no other target
|
|
|
|
}
|
|
|
|
|
|
|
|
errorTrack = 4;
|
|
|
|
|
|
|
|
//Get hit chance
|
|
|
|
|
|
|
|
int chance;
|
|
|
|
float dif = atr - defense;
|
|
|
|
|
|
|
|
if (dif > 100)
|
|
|
|
chance = 94;
|
|
|
|
else if (dif < -100)
|
|
|
|
chance = 4;
|
|
|
|
else
|
|
|
|
chance = (int) ((0.45 * dif) + 49);
|
|
|
|
|
|
|
|
errorTrack = 5;
|
|
|
|
|
|
|
|
//calculate hit/miss
|
|
|
|
|
|
|
|
int roll = ThreadLocalRandom.current().nextInt(100);
|
|
|
|
DeferredPowerJob dpj = null;
|
|
|
|
|
|
|
|
if (roll < chance) {
|
|
|
|
|
|
|
|
if (ac.getObjectType().equals(GameObjectType.PlayerCharacter))
|
|
|
|
updateAttackTimers((PlayerCharacter) ac, target, true);
|
|
|
|
|
|
|
|
boolean skipPassives = false;
|
|
|
|
PlayerBonuses bonuses = ac.getBonuses();
|
|
|
|
|
|
|
|
if (bonuses != null && bonuses.getBool(ModType.IgnorePassiveDefense, SourceType.None))
|
|
|
|
skipPassives = true;
|
|
|
|
|
|
|
|
AbstractCharacter tarAc = null;
|
|
|
|
|
|
|
|
if (AbstractWorldObject.IsAbstractCharacter(target))
|
|
|
|
tarAc = (AbstractCharacter) target;
|
|
|
|
|
|
|
|
errorTrack = 6;
|
|
|
|
|
|
|
|
// Apply Weapon power effect if any. don't try to apply twice if
|
|
|
|
// dual wielding. Perform after passive test for sync purposes.
|
|
|
|
|
|
|
|
if (ac.getObjectType().equals(GameObjectType.PlayerCharacter) && (mainHand || wb.isTwoHanded())) {
|
|
|
|
|
|
|
|
dpj = ((PlayerCharacter) ac).getWeaponPower();
|
|
|
|
|
|
|
|
if (dpj != null) {
|
|
|
|
|
|
|
|
PlayerBonuses bonus = ac.getBonuses();
|
|
|
|
float attackRange = getWeaponRange(wb, bonus);
|
|
|
|
dpj.attack(target, attackRange);
|
|
|
|
|
|
|
|
if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
|
|
|
|
((PlayerCharacter) ac).setWeaponPower(dpj);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//check to apply second backstab.
|
|
|
|
|
|
|
|
if (ac.getObjectType().equals(GameObjectType.PlayerCharacter) && !mainHand) {
|
|
|
|
|
|
|
|
dpj = ((PlayerCharacter) ac).getWeaponPower();
|
|
|
|
|
|
|
|
if (dpj != null && dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518)) {
|
|
|
|
float attackRange = getWeaponRange(wb, bonuses);
|
|
|
|
dpj.attack(target, attackRange);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
errorTrack = 7;
|
|
|
|
|
|
|
|
//Hit, check if passive kicked in
|
|
|
|
|
|
|
|
boolean passiveFired = false;
|
|
|
|
|
|
|
|
if (!skipPassives && tarAc != null) {
|
|
|
|
|
|
|
|
if (target.getObjectType().equals(GameObjectType.PlayerCharacter)) {
|
|
|
|
|
|
|
|
//Handle Block passive
|
|
|
|
|
|
|
|
if (testPassive(ac, tarAc, "Block") && canTestBlock(ac, target)) {
|
|
|
|
|
|
|
|
if (!target.isAlive())
|
|
|
|
return;
|
|
|
|
|
|
|
|
sendPassiveDefenseMessage(ac, wb, target, MBServerStatics.COMBAT_SEND_BLOCK, dpj, mainHand);
|
|
|
|
passiveFired = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Handle Parry passive
|
|
|
|
|
|
|
|
if (!passiveFired)
|
|
|
|
if (canTestParry(ac, target) && testPassive(ac, tarAc, "Parry")) {
|
|
|
|
|
|
|
|
if (!target.isAlive())
|
|
|
|
return;
|
|
|
|
|
|
|
|
sendPassiveDefenseMessage(ac, wb, target, MBServerStatics.COMBAT_SEND_PARRY, dpj, mainHand);
|
|
|
|
passiveFired = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
errorTrack = 8;
|
|
|
|
|
|
|
|
//Handle Dodge passive
|
|
|
|
|
|
|
|
if (!passiveFired)
|
|
|
|
if (testPassive(ac, tarAc, "Dodge")) {
|
|
|
|
|
|
|
|
if (!target.isAlive())
|
|
|
|
return;
|
|
|
|
|
|
|
|
sendPassiveDefenseMessage(ac, wb, target, MBServerStatics.COMBAT_SEND_DODGE, dpj, mainHand);
|
|
|
|
passiveFired = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//return if passive (Block, Parry, Dodge) fired
|
|
|
|
|
|
|
|
if (passiveFired)
|
|
|
|
return;
|
|
|
|
|
|
|
|
errorTrack = 9;
|
|
|
|
|
|
|
|
//Hit and no passives
|
|
|
|
//if target is player, set last attack timestamp
|
|
|
|
|
|
|
|
if (target.getObjectType().equals(GameObjectType.PlayerCharacter))
|
|
|
|
updateAttackTimers((PlayerCharacter) target, ac, false);
|
|
|
|
|
|
|
|
//Get damage Type
|
|
|
|
|
|
|
|
DamageType damageType;
|
|
|
|
|
|
|
|
if (wb != null)
|
|
|
|
damageType = wb.getDamageType();
|
|
|
|
else if (ac.getObjectType().equals(GameObjectType.Mob) && ((Mob) ac).isSiege())
|
|
|
|
damageType = DamageType.Siege;
|
|
|
|
else
|
|
|
|
damageType = DamageType.Crush;
|
|
|
|
|
|
|
|
errorTrack = 10;
|
|
|
|
|
|
|
|
//Get target resists
|
|
|
|
|
|
|
|
Resists resists = null;
|
|
|
|
|
|
|
|
if (tarAc != null)
|
|
|
|
resists = tarAc.getResists();
|
|
|
|
else if (target.getObjectType().equals(GameObjectType.Building))
|
|
|
|
resists = ((Building) target).getResists();
|
|
|
|
|
|
|
|
//make sure target is not immune to damage type;
|
|
|
|
|
|
|
|
if (resists != null && resists.immuneTo(damageType)) {
|
|
|
|
sendCombatMessage(ac, target, 0f, wb, dpj, mainHand);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
errorTrack = 11;
|
|
|
|
|
|
|
|
//Calculate Damage done
|
|
|
|
|
|
|
|
float damage;
|
|
|
|
|
|
|
|
damage = calculateDamage(ac, tarAc, minDamage, maxDamage, damageType, resists);
|
|
|
|
|
|
|
|
if(ac.getObjectType().equals(GameObjectType.PlayerCharacter)){
|
|
|
|
damage *= ((PlayerCharacter)ac).ZergMultiplier;
|
|
|
|
}
|
|
|
|
float d = 0f;
|
|
|
|
|
|
|
|
errorTrack = 12;
|
|
|
|
|
|
|
|
//Subtract Damage from target's health
|
|
|
|
|
|
|
|
if (tarAc != null) {
|
|
|
|
if (tarAc.isSit())
|
|
|
|
damage *= 2.5f; //increase damage if sitting
|
|
|
|
|
|
|
|
if (tarAc.getObjectType() == GameObjectType.Mob) {
|
|
|
|
Mob mobTarget = (Mob) tarAc;
|
|
|
|
if (ac.getObjectType().equals(GameObjectType.PlayerCharacter)) {
|
|
|
|
if (mobTarget.playerAgroMap.containsKey(ac.getObjectUUID())) {
|
|
|
|
float hateValue = damage + mobTarget.playerAgroMap.get(ac.getObjectUUID());
|
|
|
|
mobTarget.playerAgroMap.put(ac.getObjectUUID(), hateValue);
|
|
|
|
} else {
|
|
|
|
mobTarget.playerAgroMap.put(ac.getObjectUUID(), damage);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
mobTarget.handleDirectAggro(ac);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (tarAc.getHealth() > 0)
|
|
|
|
d = tarAc.modifyHealth(-damage, ac, false);
|
|
|
|
} else if (target.getObjectType().equals(GameObjectType.Building)) {
|
|
|
|
|
|
|
|
if (BuildingManager.getBuildingFromCache(target.getObjectUUID()) == null) {
|
|
|
|
ac.setCombatTarget(null);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (target.getHealth() > 0)
|
|
|
|
d = ((Building) target).modifyHealth(-damage, ac);
|
|
|
|
}
|
|
|
|
|
|
|
|
errorTrack = 13;
|
|
|
|
|
|
|
|
//Test to see if any damage needs done to weapon or armor
|
|
|
|
|
|
|
|
testItemDamage(ac, target, weapon, wb);
|
|
|
|
|
|
|
|
// if target is dead, we got the killing blow, remove attack timers on our weapons
|
|
|
|
|
|
|
|
if (tarAc != null && !tarAc.isAlive())
|
|
|
|
removeAttackTimers(ac);
|
|
|
|
|
|
|
|
//test double death fix
|
|
|
|
|
|
|
|
if (d != 0)
|
|
|
|
sendCombatMessage(ac, target, damage, wb, dpj, mainHand); //send damage message
|
|
|
|
|
|
|
|
errorTrack = 14;
|
|
|
|
|
|
|
|
//handle procs
|
|
|
|
|
|
|
|
if (weapon != null && tarAc != null && tarAc.isAlive()) {
|
|
|
|
|
|
|
|
ConcurrentHashMap<String, Effect> effects = weapon.getEffects();
|
|
|
|
|
|
|
|
for (Effect eff : effects.values()) {
|
|
|
|
if (eff == null)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
HashSet<AbstractEffectModifier> aems = eff.getEffectModifiers();
|
|
|
|
|
|
|
|
if (aems != null) {
|
|
|
|
for (AbstractEffectModifier aem : aems) {
|
|
|
|
|
|
|
|
if (!tarAc.isAlive())
|
|
|
|
break;
|
|
|
|
|
|
|
|
if (aem instanceof WeaponProcEffectModifier) {
|
|
|
|
|
|
|
|
int procChance = ThreadLocalRandom.current().nextInt(100);
|
|
|
|
|
|
|
|
if (procChance < MBServerStatics.PROC_CHANCE)
|
|
|
|
((WeaponProcEffectModifier) aem).applyProc(ac, target);
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
errorTrack = 15;
|
|
|
|
|
|
|
|
//handle damage shields
|
|
|
|
|
|
|
|
if (ac.isAlive() && tarAc != null && tarAc.isAlive())
|
|
|
|
handleDamageShields(ac, tarAc, damage);
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
// Apply Weapon power effect if any.
|
|
|
|
// don't try to apply twice if dual wielding.
|
|
|
|
|
|
|
|
if (ac.getObjectType().equals(GameObjectType.PlayerCharacter) && (mainHand || wb.isTwoHanded())) {
|
|
|
|
dpj = ((PlayerCharacter) ac).getWeaponPower();
|
|
|
|
|
|
|
|
if (dpj != null) {
|
|
|
|
|
|
|
|
PowersBase wp = dpj.getPower();
|
|
|
|
|
|
|
|
if (wp.requiresHitRoll() == false) {
|
|
|
|
PlayerBonuses bonus = ac.getBonuses();
|
|
|
|
float attackRange = getWeaponRange(wb, bonus);
|
|
|
|
dpj.attack(target, attackRange);
|
|
|
|
} else
|
|
|
|
((PlayerCharacter) ac).setWeaponPower(null);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (target.getObjectType() == GameObjectType.Mob)
|
|
|
|
((Mob) target).handleDirectAggro(ac);
|
|
|
|
|
|
|
|
errorTrack = 17;
|
|
|
|
|
|
|
|
//miss, Send miss message
|
|
|
|
|
|
|
|
sendCombatMessage(ac, target, 0f, wb, dpj, mainHand);
|
|
|
|
|
|
|
|
//if attacker is player, set last attack timestamp
|
|
|
|
|
|
|
|
if (ac.getObjectType().equals(GameObjectType.PlayerCharacter))
|
|
|
|
updateAttackTimers((PlayerCharacter) ac, target, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
errorTrack = 18;
|
|
|
|
|
|
|
|
//cancel effects that break on attack or attackSwing
|
|
|
|
ac.cancelOnAttack();
|
|
|
|
|
|
|
|
} catch (Exception e) {
|
|
|
|
Logger.error(ac.getName() + ' ' + errorTrack + ' ' + e);
|
|
|
|
Logger.error(e.getMessage());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public static boolean canTestParry(AbstractCharacter ac, AbstractWorldObject target) {
|
|
|
|
|
|
|
|
if (ac == null || target == null || !AbstractWorldObject.IsAbstractCharacter(target))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
AbstractCharacter tar = (AbstractCharacter) target;
|
|
|
|
|
|
|
|
CharacterItemManager acItem = ac.getCharItemManager();
|
|
|
|
CharacterItemManager tarItem = tar.getCharItemManager();
|
|
|
|
|
|
|
|
if (acItem == null || tarItem == null)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
Item acMain = acItem.getItemFromEquipped(1);
|
|
|
|
Item acOff = acItem.getItemFromEquipped(2);
|
|
|
|
Item tarMain = tarItem.getItemFromEquipped(1);
|
|
|
|
Item tarOff = tarItem.getItemFromEquipped(2);
|
|
|
|
|
|
|
|
return !isRanged(acMain) && !isRanged(acOff) && !isRanged(tarMain) && !isRanged(tarOff);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static boolean canTestBlock(AbstractCharacter ac, AbstractWorldObject target) {
|
|
|
|
|
|
|
|
if (ac == null || target == null || !AbstractWorldObject.IsAbstractCharacter(target))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
AbstractCharacter tar = (AbstractCharacter) target;
|
|
|
|
|
|
|
|
CharacterItemManager acItem = ac.getCharItemManager();
|
|
|
|
CharacterItemManager tarItem = tar.getCharItemManager();
|
|
|
|
|
|
|
|
if (acItem == null || tarItem == null)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
Item tarOff = tarItem.getItemFromEquipped(2);
|
|
|
|
|
|
|
|
if (tarOff == null)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return tarOff.getItemBase().isShield() != false;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static boolean isRanged(Item item) {
|
|
|
|
|
|
|
|
if (item == null)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
ItemBase ib = item.getItemBase();
|
|
|
|
|
|
|
|
if (ib == null)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (ib.getType().equals(ItemType.WEAPON) == false)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return ib.getRange() > MBServerStatics.RANGED_WEAPON_RANGE;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
private static float calculateDamage(AbstractCharacter source, AbstractCharacter target, float minDamage, float maxDamage, DamageType damageType, Resists resists) {
|
|
|
|
|
|
|
|
//get range between min and max
|
|
|
|
|
|
|
|
float range = maxDamage - minDamage;
|
|
|
|
|
|
|
|
//Damage is calculated twice to average a more central point
|
|
|
|
|
|
|
|
float damage = ThreadLocalRandom.current().nextFloat() * range;
|
|
|
|
damage = (damage + (ThreadLocalRandom.current().nextFloat() * range)) * .5f;
|
|
|
|
|
|
|
|
//put it back between min and max
|
|
|
|
|
|
|
|
damage += minDamage;
|
|
|
|
|
|
|
|
//calculate resists in if any
|
|
|
|
|
|
|
|
if (resists != null)
|
|
|
|
return resists.getResistedDamage(source, target, damageType, damage, 0);
|
|
|
|
else
|
|
|
|
return damage;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void sendPassiveDefenseMessage(AbstractCharacter source, ItemBase wb, AbstractWorldObject target, int passiveType, DeferredPowerJob dpj, boolean mainHand) {
|
|
|
|
|
|
|
|
int swingAnimation = getSwingAnimation(wb, dpj, mainHand);
|
|
|
|
|
|
|
|
if (dpj != null)
|
|
|
|
if (PowersManager.AnimationOverrides.containsKey(dpj.getAction().getEffectID()))
|
|
|
|
swingAnimation = PowersManager.AnimationOverrides.get(dpj.getAction().getEffectID());
|
|
|
|
|
|
|
|
TargetedActionMsg cmm = new TargetedActionMsg(source, swingAnimation, target, passiveType);
|
|
|
|
DispatchMessage.sendToAllInRange(target, cmm);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void sendCombatMessage(AbstractCharacter source, AbstractWorldObject target, float damage, ItemBase wb, DeferredPowerJob dpj, boolean mainHand) {
|
|
|
|
|
|
|
|
int swingAnimation = getSwingAnimation(wb, dpj, mainHand);
|
|
|
|
|
|
|
|
if (dpj != null)
|
|
|
|
if (PowersManager.AnimationOverrides.containsKey(dpj.getAction().getEffectID()))
|
|
|
|
swingAnimation = PowersManager.AnimationOverrides.get(dpj.getAction().getEffectID());
|
|
|
|
|
|
|
|
if (source.getObjectType() == GameObjectType.PlayerCharacter)
|
|
|
|
for (Effect eff : source.getEffects().values())
|
|
|
|
if (eff.getPower() != null && (eff.getPower().getToken() == 429506943 || eff.getPower().getToken() == 429408639 || eff.getPower().getToken() == 429513599 || eff.getPower().getToken() == 429415295))
|
|
|
|
swingAnimation = 0;
|
|
|
|
|
|
|
|
TargetedActionMsg cmm = new TargetedActionMsg(source, target, damage, swingAnimation);
|
|
|
|
DispatchMessage.sendToAllInRange(target, cmm);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static int getSwingAnimation(ItemBase 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 (CombatManager.animation != 0)
|
|
|
|
return CombatManager.animation;
|
|
|
|
|
|
|
|
if (wb == null)
|
|
|
|
return 75;
|
|
|
|
|
|
|
|
if (mainHand) {
|
|
|
|
if (wb.getAnimations().size() > 0) {
|
|
|
|
|
|
|
|
int animation;
|
|
|
|
|
|
|
|
int random = ThreadLocalRandom.current().nextInt(wb.getAnimations().size());
|
|
|
|
|
|
|
|
try {
|
|
|
|
animation = wb.getAnimations().get(random);
|
|
|
|
return animation;
|
|
|
|
} catch (Exception e) {
|
|
|
|
Logger.error(e.getMessage());
|
|
|
|
return wb.getAnimations().get(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
} else if (wb.getOffHandAnimations().size() > 0) {
|
|
|
|
|
|
|
|
int animation;
|
|
|
|
int random = ThreadLocalRandom.current().nextInt(wb.getOffHandAnimations().size());
|
|
|
|
|
|
|
|
try {
|
|
|
|
animation = wb.getOffHandAnimations().get(random);
|
|
|
|
return animation;
|
|
|
|
} catch (Exception e) {
|
|
|
|
Logger.error(e.getMessage());
|
|
|
|
return wb.getOffHandAnimations().get(0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (wb.getOffHandAnimations().size() > 0) {
|
|
|
|
int animation;
|
|
|
|
int random = ThreadLocalRandom.current().nextInt(wb.getOffHandAnimations().size());
|
|
|
|
|
|
|
|
try {
|
|
|
|
animation = wb.getOffHandAnimations().get(random);
|
|
|
|
return animation;
|
|
|
|
} catch (Exception e) {
|
|
|
|
Logger.error(e.getMessage());
|
|
|
|
return wb.getOffHandAnimations().get(0);
|
|
|
|
|
|
|
|
}
|
|
|
|
} else if (wb.getAnimations().size() > 0) {
|
|
|
|
|
|
|
|
int animation;
|
|
|
|
int random = ThreadLocalRandom.current().nextInt(wb.getAnimations().size());
|
|
|
|
|
|
|
|
try {
|
|
|
|
animation = wb.getAnimations().get(random);
|
|
|
|
return animation;
|
|
|
|
} catch (Exception e) {
|
|
|
|
Logger.error(e.getMessage());
|
|
|
|
return wb.getAnimations().get(0);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
String required = wb.getSkillRequired();
|
|
|
|
String mastery = wb.getMastery();
|
|
|
|
|
|
|
|
if (required.equals("Unarmed Combat"))
|
|
|
|
return 75;
|
|
|
|
else if (required.equals("Sword")) {
|
|
|
|
|
|
|
|
if (wb.isTwoHanded())
|
|
|
|
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 (wb.isTwoHanded()) {
|
|
|
|
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 (wb.isTwoHanded()) {
|
|
|
|
return 105;
|
|
|
|
} else {
|
|
|
|
return 100;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static boolean testPassive(AbstractCharacter source, AbstractCharacter target, String type) {
|
|
|
|
|
|
|
|
float chance = target.getPassiveChance(type, source.getLevel(), true);
|
|
|
|
|
|
|
|
if (chance == 0f)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
//max 75% chance of passive to fire
|
|
|
|
|
|
|
|
if (chance > 75f)
|
|
|
|
chance = 75f;
|
|
|
|
|
|
|
|
int roll = ThreadLocalRandom.current().nextInt(100);
|
|
|
|
|
|
|
|
return roll < chance;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void updateAttackTimers(PlayerCharacter pc, AbstractWorldObject target, boolean attack) {
|
|
|
|
|
|
|
|
//Set Attack Timers
|
|
|
|
|
|
|
|
if (target.getObjectType().equals(GameObjectType.PlayerCharacter))
|
|
|
|
pc.setLastPlayerAttackTime();
|
|
|
|
}
|
|
|
|
|
|
|
|
public static float getWeaponRange(ItemBase weapon, PlayerBonuses bonus) {
|
|
|
|
|
|
|
|
float rangeMod = 1.0f;
|
|
|
|
|
|
|
|
if (weapon == null)
|
|
|
|
return 0f;
|
|
|
|
|
|
|
|
if (bonus != null)
|
|
|
|
rangeMod += bonus.getFloatPercentAll(ModType.WeaponRange, SourceType.None);
|
|
|
|
|
|
|
|
return weapon.getRange() * rangeMod;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void toggleCombat(ToggleCombatMsg msg, ClientConnection origin) {
|
|
|
|
toggleCombat(msg.toggleCombat(), origin);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void toggleCombat(SetCombatModeMsg msg, ClientConnection origin) {
|
|
|
|
toggleCombat(msg.getToggle(), origin);
|
|
|
|
}
|
|
|
|
|
|
|
|
private 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, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
private 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, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static boolean NotInRange(AbstractCharacter ac, AbstractWorldObject target, float range) {
|
|
|
|
|
|
|
|
Vector3fImmutable sl = ac.getLoc();
|
|
|
|
Vector3fImmutable tl = target.getLoc();
|
|
|
|
|
|
|
|
//add Hitbox to range.
|
|
|
|
|
|
|
|
range += (calcHitBox(ac) + calcHitBox(target));
|
|
|
|
|
|
|
|
float magnitudeSquared = tl.distanceSquared(sl);
|
|
|
|
|
|
|
|
return magnitudeSquared > range * range;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//Called when character takes damage.
|
|
|
|
public static void handleRetaliate(AbstractCharacter tarAc, AbstractCharacter ac) {
|
|
|
|
|
|
|
|
if (ac == null || tarAc == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (ac.equals(tarAc))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (tarAc.isMoving() && tarAc.getObjectType().equals(GameObjectType.PlayerCharacter))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!tarAc.isAlive() || !ac.isAlive())
|
|
|
|
return;
|
|
|
|
|
|
|
|
boolean isCombat = tarAc.isCombat();
|
|
|
|
|
|
|
|
//If target in combat and has no target, then attack back
|
|
|
|
|
|
|
|
AbstractWorldObject awoCombTar = tarAc.getCombatTarget();
|
|
|
|
|
|
|
|
if ((tarAc.isCombat() && awoCombTar == null) || (isCombat && awoCombTar != null && (!awoCombTar.isAlive() || tarAc.isCombat() && NotInRange(tarAc, awoCombTar, tarAc.getRange()))) || (tarAc != null && tarAc.getObjectType() == GameObjectType.Mob && ((Mob) tarAc).isSiege()))
|
|
|
|
if (tarAc.getObjectType().equals(GameObjectType.PlayerCharacter)) { // we are in combat with no valid target
|
|
|
|
|
|
|
|
PlayerCharacter pc = (PlayerCharacter) tarAc;
|
|
|
|
tarAc.setCombatTarget(ac);
|
|
|
|
pc.setLastTarget(ac.getObjectType(), ac.getObjectUUID());
|
|
|
|
|
|
|
|
if (tarAc.getTimers() != null)
|
|
|
|
if (!tarAc.getTimers().containsKey("Attack" + MBServerStatics.SLOT_MAINHAND))
|
|
|
|
CombatManager.AttackTarget((PlayerCharacter) tarAc, tarAc.getCombatTarget());
|
|
|
|
}
|
|
|
|
|
|
|
|
//Handle pet retaliate if assist is on and pet doesn't have a target.
|
|
|
|
|
|
|
|
if (tarAc.getObjectType().equals(GameObjectType.PlayerCharacter)) {
|
|
|
|
|
|
|
|
Mob pet = ((PlayerCharacter) tarAc).getPet();
|
|
|
|
|
|
|
|
if (pet != null && pet.assist && pet.getCombatTarget() == null)
|
|
|
|
pet.setCombatTarget(ac);
|
|
|
|
}
|
|
|
|
|
|
|
|
//Handle Mob Retaliate.
|
|
|
|
|
|
|
|
if (tarAc.getObjectType() == GameObjectType.Mob) {
|
|
|
|
|
|
|
|
Mob retaliater = (Mob) tarAc;
|
|
|
|
|
|
|
|
if (retaliater.getCombatTarget() != null && !retaliater.isSiege())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (ac.getObjectType() == GameObjectType.Mob && retaliater.isSiege())
|
|
|
|
return;
|
|
|
|
|
|
|
|
retaliater.setCombatTarget(ac);
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void handleDamageShields(AbstractCharacter ac, AbstractCharacter target, float damage) {
|
|
|
|
|
|
|
|
if (ac == null || target == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
PlayerBonuses bonuses = target.getBonuses();
|
|
|
|
|
|
|
|
if (bonuses != null) {
|
|
|
|
|
|
|
|
ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields();
|
|
|
|
float total = 0;
|
|
|
|
|
|
|
|
for (DamageShield ds : damageShields.values()) {
|
|
|
|
|
|
|
|
//get amount to damage back
|
|
|
|
|
|
|
|
float amount;
|
|
|
|
|
|
|
|
if (ds.usePercent())
|
|
|
|
amount = damage * ds.getAmount() / 100;
|
|
|
|
else
|
|
|
|
amount = ds.getAmount();
|
|
|
|
|
|
|
|
//get resisted damage for damagetype
|
|
|
|
|
|
|
|
Resists resists = ac.getResists();
|
|
|
|
|
|
|
|
if (resists != null)
|
|
|
|
amount = resists.getResistedDamage(target, ac, ds.getDamageType(), amount, 0);
|
|
|
|
|
|
|
|
total += amount;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (total > 0) {
|
|
|
|
|
|
|
|
//apply Damage back
|
|
|
|
|
|
|
|
ac.modifyHealth(-total, target, true);
|
|
|
|
|
|
|
|
TargetedActionMsg cmm = new TargetedActionMsg(ac, ac, total, 0);
|
|
|
|
DispatchMessage.sendToAllInRange(target, cmm);
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public static float calcHitBox(AbstractWorldObject ac) {
|
|
|
|
|
|
|
|
//TODO Figure out how Str Affects HitBox
|
|
|
|
|
|
|
|
float hitBox = 1;
|
|
|
|
|
|
|
|
switch (ac.getObjectType()) {
|
|
|
|
case PlayerCharacter:
|
|
|
|
PlayerCharacter pc = (PlayerCharacter) ac;
|
|
|
|
if (MBServerStatics.COMBAT_TARGET_HITBOX_DEBUG) {
|
|
|
|
Logger.info("Hit box radius for " + pc.getFirstName() + " is " + ((int) pc.statStrBase / 20f));
|
|
|
|
}
|
|
|
|
hitBox = 1.5f + (int) ((PlayerCharacter) ac).statStrBase / 20f;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Mob:
|
|
|
|
Mob mob = (Mob) ac;
|
|
|
|
if (MBServerStatics.COMBAT_TARGET_HITBOX_DEBUG)
|
|
|
|
Logger.info("Hit box radius for " + mob.getFirstName()
|
|
|
|
+ " is " + ((Mob) ac).getMobBase().getHitBoxRadius());
|
|
|
|
|
|
|
|
hitBox = ((Mob) ac).getMobBase().getHitBoxRadius();
|
|
|
|
break;
|
|
|
|
case Building:
|
|
|
|
Building building = (Building) ac;
|
|
|
|
if (building.getBlueprint() == null)
|
|
|
|
return 32;
|
|
|
|
hitBox = Math.max(building.getBlueprint().getBuildingGroup().getExtents().x,
|
|
|
|
building.getBlueprint().getBuildingGroup().getExtents().y);
|
|
|
|
if (MBServerStatics.COMBAT_TARGET_HITBOX_DEBUG)
|
|
|
|
Logger.info("Hit box radius for " + building.getName() + " is " + hitBox);
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
return hitBox;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void testItemDamage(AbstractCharacter ac, AbstractWorldObject awo, Item weapon, ItemBase wb) {
|
|
|
|
|
|
|
|
if (ac == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
//get chance to damage
|
|
|
|
|
|
|
|
int chance = 4500;
|
|
|
|
|
|
|
|
if (wb != null)
|
|
|
|
if (wb.isGlass()) //glass used weighted so fast weapons don't break faster
|
|
|
|
chance = 9000 / wb.getWeight();
|
|
|
|
|
|
|
|
//test damaging attackers weapon
|
|
|
|
|
|
|
|
int takeDamage = ThreadLocalRandom.current().nextInt(chance);
|
|
|
|
|
|
|
|
if (takeDamage == 0 && wb != null && (ac.getObjectType().equals(GameObjectType.PlayerCharacter)))
|
|
|
|
ac.getCharItemManager().damageItem(weapon, 1);
|
|
|
|
|
|
|
|
|
|
|
|
//test damaging targets gear
|
|
|
|
|
|
|
|
takeDamage = ThreadLocalRandom.current().nextInt(chance);
|
|
|
|
|
|
|
|
if (takeDamage == 0 && awo != null && (awo.getObjectType().equals(GameObjectType.PlayerCharacter)))
|
|
|
|
((AbstractCharacter) awo).getCharItemManager().damageRandomArmor(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|