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@ -86,9 +86,9 @@ public enum CombatManager {
@@ -86,9 +86,9 @@ public enum CombatManager {
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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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//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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@ -114,19 +114,19 @@ public enum CombatManager {
@@ -114,19 +114,19 @@ public enum CombatManager {
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boolean inRange = false; |
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float attackerHitbox = attacker.calcHitBox(); |
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attackRange += attacker.calcHitBox(); |
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switch(target.getObjectType()){ |
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case PlayerCharacter: |
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case Mob: |
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float targetHitbox = ((AbstractCharacter)target).calcHitBox(); |
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if(distanceSquared < ((attackRange + attackerHitbox + targetHitbox) * 2)) |
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attackRange += ((AbstractCharacter)target).calcHitBox(); |
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if(distanceSquared < attackRange * 2) |
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inRange = true; |
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break; |
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case Building: |
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float locX = target.loc.x - target.getBounds().getHalfExtents().x; |
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float locZ = target.loc.z - target.getBounds().getHalfExtents().y; |
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float sizeX = (target.getBounds().getHalfExtents().x + attackRange + attackerHitbox) * 2; |
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float sizeZ = (target.getBounds().getHalfExtents().y + attackRange + attackerHitbox) * 2; |
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float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2; |
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float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2; |
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Rectangle2D.Float rect = new Rectangle2D.Float(locX,locZ,sizeX,sizeZ); |
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if(rect.contains(new Point2D.Float(attacker.loc.x,attacker.loc.z))) |
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inRange = true; |
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@ -134,8 +134,7 @@ public enum CombatManager {
@@ -134,8 +134,7 @@ public enum CombatManager {
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} |
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if (!inRange) |
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return; |
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if (inRange) { |
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// take stamina away from attacker
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@ -343,6 +342,7 @@ public enum CombatManager {
@@ -343,6 +342,7 @@ public enum CombatManager {
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((PlayerCharacter) attacker).setWeaponPower(dpj); |
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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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long delay = 20 * 100; |
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