Uppercase enum.

This commit is contained in:
2024-02-26 15:12:23 -05:00
parent e1e9bc026a
commit 2e5fa69942
27 changed files with 373 additions and 412 deletions
+60 -60
View File
@@ -3110,7 +3110,7 @@ public class PlayerCharacter extends AbstractCharacter {
if (this.bonuses != null)
// get rune and effect bonuses
bonus += this.bonuses.getFloatPercentNullZero(ModType.Speed, SourceType.None);
bonus += this.bonuses.getFloatPercentNullZero(ModType.Speed, SourceType.NONE);
// TODO get equip bonus
this.update();
@@ -3614,8 +3614,8 @@ public class PlayerCharacter extends AbstractCharacter {
//calculateModifiedStats();
//update hide and seeInvis levels
if (this.bonuses != null) {
this.hidden = (int) bonuses.getFloat(ModType.Invisible, SourceType.None);
this.seeInvis = (int) bonuses.getFloat(ModType.SeeInvisible, SourceType.None);
this.hidden = (int) bonuses.getFloat(ModType.Invisible, SourceType.NONE);
this.seeInvis = (int) bonuses.getFloat(ModType.SeeInvisible, SourceType.NONE);
} else {
this.hidden = (byte) 0;
this.seeInvis = (byte) 0;
@@ -3683,21 +3683,21 @@ public class PlayerCharacter extends AbstractCharacter {
// TODO modify for equipment
if (this.bonuses != null) {
// modify for effects
strVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Strength));
dexVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Dexterity));
conVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Constitution));
intVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Intelligence));
spiVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Spirit));
strVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.STRENGTH));
dexVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.DEXTERITY));
conVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.CONSTITUTION));
intVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.INTELLIGENCE));
spiVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.SPIRIT));
// apply dex penalty for armor
dexVal *= this.dexPenalty;
// modify percent amounts. DO THIS LAST!
strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength));
dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity));
conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution));
intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence));
spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit));
strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.STRENGTH));
dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.DEXTERITY));
conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.CONSTITUTION));
intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.INTELLIGENCE));
spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.SPIRIT));
} else
// apply dex penalty for armor
@@ -3823,10 +3823,10 @@ public class PlayerCharacter extends AbstractCharacter {
if (this.bonuses != null) {
// add any bonuses
defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.None);
defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.NONE);
// Finally multiply any percent modifiers. DO THIS LAST!
float pos_Bonus = this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.None);
float pos_Bonus = this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.NONE);
defense = (short) (defense * (1 + pos_Bonus));
//Lucky rune applies next
@@ -3835,7 +3835,7 @@ public class PlayerCharacter extends AbstractCharacter {
//and negative percent modifiers
//already done...
float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.None);
float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE);
defense = (short) (defense * (1 + neg_Bonus));
} else
@@ -3907,7 +3907,7 @@ public class PlayerCharacter extends AbstractCharacter {
this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (this.statStrBase / 600));
if (this.bonuses != null) {
float range_bonus = 1 + this.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.None);
float range_bonus = 1 + this.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.NONE);
if (mainHand)
this.rangeHandOne *= range_bonus;
@@ -3958,10 +3958,10 @@ public class PlayerCharacter extends AbstractCharacter {
// add in any bonuses to atr
if (this.bonuses != null) {
// Add any base bonuses
atr += this.bonuses.getFloat(ModType.OCV, SourceType.None);
atr += this.bonuses.getFloat(ModType.OCV, SourceType.NONE);
// Finally use any multipliers. DO THIS LAST!
float pos_Bonus = (1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.None));
float pos_Bonus = (1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.NONE));
atr *= pos_Bonus;
// next precise
@@ -3969,7 +3969,7 @@ public class PlayerCharacter extends AbstractCharacter {
// atr *= (1 + ((float) this.bonuses.getShort("rune.Attack") / 100));
//and negative percent modifiers
float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.None);
float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE);
atr *= (1 + neg_Bonus);
}
@@ -3989,8 +3989,8 @@ public class PlayerCharacter extends AbstractCharacter {
else
speed = 20f; //unarmed attack speed
if (weapon != null)
speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.None));
speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.None));
speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.NONE));
speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.NONE));
if (speed < 10)
speed = 10;
@@ -3998,21 +3998,21 @@ public class PlayerCharacter extends AbstractCharacter {
if (weapon != null) {
// Add any base bonuses
min += weapon.getBonus(ModType.MinDamage, SourceType.None);
max += weapon.getBonus(ModType.MaxDamage, SourceType.None);
min += weapon.getBonus(ModType.MinDamage, SourceType.NONE);
max += weapon.getBonus(ModType.MaxDamage, SourceType.NONE);
min += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.None);
max += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.None);
min += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.NONE);
max += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.NONE);
// Finally use any multipliers. DO THIS LAST!
float percentMinDamage = 1;
float percentMaxDamage = 1;
percentMinDamage += weapon.getBonusPercent(ModType.MinDamage, SourceType.None);
percentMinDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.None);
percentMinDamage += weapon.getBonusPercent(ModType.MinDamage, SourceType.NONE);
percentMinDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE);
percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.None);
percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.None);
percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.NONE);
percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE);
min *= percentMinDamage;
@@ -4047,21 +4047,21 @@ public class PlayerCharacter extends AbstractCharacter {
// add in any bonuses to damage
if (this.bonuses != null) {
// Add any base bonuses
minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.None);
maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.None);
minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.NONE);
maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.NONE);
minDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.None);
maxDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.None);
minDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
maxDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
// Finally use any multipliers. DO THIS LAST!
float percentMinDamage = 1;
float percentMaxDamage = 1;
percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.None);
percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.NONE);
percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.None);
percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE);
percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
minDamage *= percentMinDamage;
maxDamage *= percentMaxDamage;
@@ -4099,8 +4099,8 @@ public class PlayerCharacter extends AbstractCharacter {
float def = ab.getDefense();
//apply item defense bonuses
if (shield != null) {
def += shield.getBonus(ModType.DR, SourceType.None);
def *= (1 + shield.getBonusPercent(ModType.DR, SourceType.None));
def += shield.getBonus(ModType.DR, SourceType.NONE);
def *= (1 + shield.getBonusPercent(ModType.DR, SourceType.NONE));
}
@@ -4121,24 +4121,24 @@ public class PlayerCharacter extends AbstractCharacter {
wbOff = off.getItemBase();
//set block if block found
this.bonuses.setBool(ModType.Block, SourceType.None, false);
this.bonuses.setBool(ModType.Block, SourceType.NONE, false);
if (this.baseClass != null && (this.baseClass.getObjectUUID() == 2500 || this.baseClass.getObjectUUID() == 2501))
if (off != null && off.getItemBase() != null && off.getItemBase().isShield())
this.bonuses.setBool(ModType.Block, SourceType.None, true);
this.bonuses.setBool(ModType.Block, SourceType.NONE, true);
//set dodge if rogue
if (this.baseClass != null && this.baseClass.getObjectUUID() == 2502)
this.bonuses.setBool(ModType.Dodge, SourceType.None, true);
this.bonuses.setBool(ModType.Dodge, SourceType.NONE, true);
else
this.bonuses.setBool(ModType.Dodge, SourceType.None, false);
this.bonuses.setBool(ModType.Dodge, SourceType.NONE, false);
//set parry if fighter or thief and no invalid weapon found
this.bonuses.setBool(ModType.Parry, SourceType.None, false);
this.bonuses.setBool(ModType.Parry, SourceType.NONE, false);
if ((this.baseClass != null && this.baseClass.getObjectUUID() == 2500)
|| (this.promotionClass != null && this.promotionClass.getObjectUUID() == 2520))
if (wbMain == null || wbMain.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
if (wbOff == null || wbOff.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
this.bonuses.setBool(ModType.Parry, SourceType.None, true);
this.bonuses.setBool(ModType.Parry, SourceType.NONE, true);
}
@@ -4171,8 +4171,8 @@ public class PlayerCharacter extends AbstractCharacter {
float def = ib.getDefense();
//apply item defense bonuses
if (armor != null) {
def += armor.getBonus(ModType.DR, SourceType.None);
def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.None));
def += armor.getBonus(ModType.DR, SourceType.NONE);
def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.NONE));
}
@@ -4354,13 +4354,13 @@ public class PlayerCharacter extends AbstractCharacter {
//apply effects
h += this.bonuses.getFloat(ModType.HealthFull, SourceType.None);
m += this.bonuses.getFloat(ModType.ManaFull, SourceType.None);
s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.None);
h += this.bonuses.getFloat(ModType.HealthFull, SourceType.NONE);
m += this.bonuses.getFloat(ModType.ManaFull, SourceType.NONE);
s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.NONE);
h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None));
m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None));
s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None));
h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.NONE));
m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.NONE));
s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.NONE));
}
@@ -4395,11 +4395,11 @@ public class PlayerCharacter extends AbstractCharacter {
ModType modType = ModType.GetModType(type);
// must be allowed to use this passive
if (!this.bonuses.getBool(modType, SourceType.None))
if (!this.bonuses.getBool(modType, SourceType.NONE))
return 0f;
// must not be stunned
if (this.bonuses.getBool(ModType.Stunned, SourceType.None))
if (this.bonuses.getBool(ModType.Stunned, SourceType.NONE))
return 0f;
// Get base skill amount
@@ -4411,7 +4411,7 @@ public class PlayerCharacter extends AbstractCharacter {
amount = sk.getModifiedAmount();
// Add bonuses
amount += this.bonuses.getFloat(modType, SourceType.None);
amount += this.bonuses.getFloat(modType, SourceType.NONE);
// Add item bonuses and return
if (type.equals(ModType.Dodge) && !fromCombat)
@@ -4429,7 +4429,7 @@ public class PlayerCharacter extends AbstractCharacter {
return 0f;
// must not be stunned
if (this.bonuses.getBool(ModType.Stunned, SourceType.None))
if (this.bonuses.getBool(ModType.Stunned, SourceType.NONE))
return 0f;
// Get base skill amount
@@ -4444,7 +4444,7 @@ public class PlayerCharacter extends AbstractCharacter {
amount += this.bonuses.getFloat(modType, sourceType);
// Add item bonuses and return
if (sourceType.equals(SourceType.Dodge) && !fromCombat)
if (sourceType.equals(SourceType.DODGE) && !fromCombat)
return ((amount / 4) - attackerLevel + this.getLevel()) / 4;
else
return (amount - attackerLevel + this.getLevel()) / 4;
@@ -4913,7 +4913,7 @@ public class PlayerCharacter extends AbstractCharacter {
Vector3fImmutable newLoc = this.getMovementLoc();
if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.None) || this.getBonuses().getBool(ModType.CannotMove, SourceType.None)) {
if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.NONE) || this.getBonuses().getBool(ModType.CannotMove, SourceType.NONE)) {
//Target is stunned or rooted. Don't move
this.stopMovement(newLoc);
return;