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@ -41,6 +41,10 @@ public enum CombatManager { |
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if (attacker == null || target == null || !attacker.isAlive() || !target.isAlive()) |
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if (attacker == null || target == null || !attacker.isAlive() || !target.isAlive()) |
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return; |
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return; |
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) |
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if (((Mob) attacker).nextAttackTime > System.currentTimeMillis()) |
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return; |
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switch (target.getObjectType()) { |
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switch (target.getObjectType()) { |
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case Building: |
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case Building: |
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if (((Building) target).isVulnerable() == false) |
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if (((Building) target).isVulnerable() == false) |
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@ -85,12 +89,6 @@ public enum CombatManager { |
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public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) { |
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public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) { |
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// heck if character can even attack yet
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//if (attacker.getTimestamps().containsKey("Attack" + slot.name()))
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// if (System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name()))
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// return;
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// check if character is in range to attack target
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// check if character is in range to attack target
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PlayerBonuses bonus = attacker.getBonuses(); |
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PlayerBonuses bonus = attacker.getBonuses(); |
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@ -141,13 +139,36 @@ public enum CombatManager { |
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break; |
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break; |
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} |
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} |
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//get delay for the auto attack job
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long delay = 5000; |
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if (weapon != null) { |
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int wepSpeed = (int) (weapon.template.item_weapon_wepspeed); |
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if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
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wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None)); |
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if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
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wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None)); |
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if (wepSpeed < 10) |
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wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
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delay = wepSpeed * 100; |
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} |
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) |
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((Mob)attacker).nextAttackTime = System.currentTimeMillis() + delay; |
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if (inRange) { |
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if (inRange) { |
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//handle retaliate
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//handle retaliate
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if(AbstractCharacter.IsAbstractCharacter(target)){ |
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if(AbstractCharacter.IsAbstractCharacter(target)){ |
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if(((AbstractCharacter)target).combatTarget == null){ |
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if(((AbstractCharacter)target).combatTarget == null || ((AbstractCharacter)target).combatTarget.isAlive() == false){ |
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((AbstractCharacter)target).combatTarget = attacker; |
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((AbstractCharacter)target).combatTarget = attacker; |
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if(target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat()) |
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combatCycle((AbstractCharacter) target, attacker); |
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} |
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} |
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} |
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} |
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@ -225,6 +246,19 @@ public enum CombatManager { |
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else |
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else |
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DispatchMessage.sendToAllInRange(attacker, msg); |
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DispatchMessage.sendToAllInRange(attacker, msg); |
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//calculate next allowed attack and update the timestamp
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attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); |
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//handle auto attack job creation
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ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); |
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if (timers != null) { |
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AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); |
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JobContainer job; |
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job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
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timers.put("Attack" + slot, job); |
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} else |
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Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); |
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return; |
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return; |
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} |
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} |
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@ -260,15 +294,41 @@ public enum CombatManager { |
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else |
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else |
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DispatchMessage.sendToAllInRange(attacker, msg); |
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DispatchMessage.sendToAllInRange(attacker, msg); |
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//calculate next allowed attack and update the timestamp
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attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); |
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//handle auto attack job creation
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ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); |
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if (timers != null) { |
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AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); |
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JobContainer job; |
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job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
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timers.put("Attack" + slot, job); |
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} else |
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Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); |
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return; |
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return; |
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} |
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} |
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} |
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} |
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//calculate the base damage
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//calculate the base damage
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int damage = ThreadLocalRandom.current().nextInt(min, max + 1); |
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int damage = ThreadLocalRandom.current().nextInt(min, max + 1); |
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if (damage == 0) |
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if (damage == 0) { |
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//calculate next allowed attack and update the timestamp
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attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); |
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//handle auto attack job creation
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ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); |
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if (timers != null) { |
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AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); |
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JobContainer job; |
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job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
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timers.put("Attack" + slot, job); |
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} else |
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Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); |
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return; |
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return; |
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} |
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//get the damage type
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//get the damage type
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mbEnums.DamageType damageType; |
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mbEnums.DamageType damageType; |
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@ -333,9 +393,22 @@ public enum CombatManager { |
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//check for damage type immunities
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//check for damage type immunities
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if (resists.immuneTo(damageType)) |
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if (resists.immuneTo(damageType)) { |
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return; |
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//calculate next allowed attack and update the timestamp
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attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); |
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//handle auto attack job creation
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ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); |
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if (timers != null) { |
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AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); |
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JobContainer job; |
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job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
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timers.put("Attack" + slot, job); |
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} else |
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Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); |
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return; |
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} |
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//calculate resisted damage including fortitude
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//calculate resisted damage including fortitude
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damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0); |
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damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0); |
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@ -360,29 +433,9 @@ public enum CombatManager { |
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} |
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} |
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} |
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} |
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//calculate next allowed attack and update the timestamp
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//calculate next allowed attack and update the timestamp
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long delay = 20 * 100; |
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if (weapon != null) { |
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int wepSpeed = (int) (weapon.template.item_weapon_wepspeed); |
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if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
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wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None)); |
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if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
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wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None)); |
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if (wepSpeed < 10) |
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wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
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delay = wepSpeed * 100; |
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} |
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attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); |
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attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); |
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//handle auto attack job creation
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//handle auto attack job creation
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ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); |
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ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); |
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if (timers != null) { |
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if (timers != null) { |
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