forked from MagicBane/Server
animation work
This commit is contained in:
@@ -278,16 +278,7 @@ public enum CombatManager {
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if (target.getObjectType() == mbEnums.GameObjectType.Building)
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hitChance = 100;
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int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
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if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)){
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if (weapon != null) {
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passiveAnim = getSwingAnimation(weapon.template, null, true);
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}
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}else {
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if (attacker.charItemManager.getEquipped().get(slot) != null) {
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passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true);
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}
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}
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int passiveAnim = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def
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if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
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TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
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@@ -326,6 +317,7 @@ public enum CombatManager {
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if (!passiveType.equals(mbEnums.PassiveType.None)) {
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passiveAnim = getPassiveAnimation(passiveType);
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TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
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@@ -430,13 +422,13 @@ public enum CombatManager {
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else
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((Building) target).modifyHealth(-damage, attacker);
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int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
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int attackAnim = getSwingAnimation(null, null, slot);
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if (attacker.charItemManager.getEquipped().get(slot) != null) {
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower();
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attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, weaponPower, slot.equals(mbEnums.EquipSlotType.RHELD));
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attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, weaponPower, slot);
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} else {
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attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD));
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attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot);
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}
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}
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TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
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@@ -518,7 +510,11 @@ public enum CombatManager {
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target.setCombatTarget(attacker);
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}
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public static int getSwingAnimation(ItemTemplate wb, DeferredPowerJob dpj, boolean mainHand) {
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public static int getSwingAnimation(ItemTemplate wb, DeferredPowerJob dpj, mbEnums.EquipSlotType slot) {
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//No weapon, return default animation
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if (wb == null)
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return 75;
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int token;
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@@ -528,28 +524,61 @@ public enum CombatManager {
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if (token == 563721004) //kick animation
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return 79;
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if (wb != null) {
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if (mainHand) {
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int random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size());
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int anim = wb.weapon_attack_anim_right.get(random)[0];
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return anim;
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} else {
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int random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size());
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return wb.weapon_attack_anim_left.get(random)[0];
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}
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}
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}
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if (wb == null)
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//Item has no equipment slots and should not try to return an animation, return default instead
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if(wb.item_eq_slots_or == null || wb.item_eq_slots_or.size() == 0){
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return 75;
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if(wb.item_skill_used.equals("Bow") || wb.obj_name.equals("Siege Bow"))
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return wb.weapon_attack_anim_left.get(0)[0];
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if (mainHand)
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return wb.weapon_attack_anim_right.get(0)[0];
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else
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return wb.weapon_attack_anim_left.get(0)[0];
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}
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//declare variables
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int anim;
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int random;
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//Item can only be equipped in one slot, return animation for that slot
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if(wb.item_eq_slots_or.size() == 1){
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if (wb.item_eq_slots_or.iterator().next().equals(mbEnums.EquipSlotType.RHELD)) {
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anim = wb.weapon_attack_anim_right.get(0)[0];
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if (dpj != null) {
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random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size());
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anim = wb.weapon_attack_anim_right.get(random)[0];
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}
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}else {
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anim = wb.weapon_attack_anim_left.get(0)[0];
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if (dpj != null) {
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random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size());
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anim = wb.weapon_attack_anim_left.get(random)[0];
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}
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}
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return anim;
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}
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//Item can be equipped in either hand, and should have animation sets for each hand
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if (slot.equals(mbEnums.EquipSlotType.RHELD)) {
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anim = wb.weapon_attack_anim_right.get(0)[0];
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if (dpj != null) {
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random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size());
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anim = wb.weapon_attack_anim_right.get(random)[0];
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}
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}else {
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anim = wb.weapon_attack_anim_left.get(0)[0];
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if (dpj != null) {
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random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size());
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anim = wb.weapon_attack_anim_left.get(random)[0];
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}
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}
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return anim;
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}
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public static int getPassiveAnimation(mbEnums.PassiveType passiveType){
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switch(passiveType){
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case Block:
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return 298;
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case Parry:
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return 299;
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default:
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return 0;
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}
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}
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public static void setAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot, long delay) {
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