forked from MagicBane/Server
				
			
				 10 changed files with 481 additions and 1762 deletions
			
			
		
									
										
											File diff suppressed because it is too large
											Load Diff
										
									
								
							
						@ -0,0 +1,427 @@
				@@ -0,0 +1,427 @@
					 | 
				
			||||
package engine.gameManager; | 
				
			||||
 | 
				
			||||
import engine.Enum; | 
				
			||||
import engine.job.JobContainer; | 
				
			||||
import engine.job.JobScheduler; | 
				
			||||
import engine.jobs.AttackJob; | 
				
			||||
import engine.jobs.DeferredPowerJob; | 
				
			||||
import engine.net.DispatchMessage; | 
				
			||||
import engine.net.client.ClientConnection; | 
				
			||||
import engine.net.client.msg.TargetedActionMsg; | 
				
			||||
import engine.net.client.msg.UpdateStateMsg; | 
				
			||||
import engine.objects.*; | 
				
			||||
import engine.powers.DamageShield; | 
				
			||||
import engine.powers.effectmodifiers.AbstractEffectModifier; | 
				
			||||
import engine.server.MBServerStatics; | 
				
			||||
import org.pmw.tinylog.Logger; | 
				
			||||
 | 
				
			||||
import java.util.concurrent.ConcurrentHashMap; | 
				
			||||
import java.util.concurrent.ThreadLocalRandom; | 
				
			||||
 | 
				
			||||
public class FinalCombatManager { | 
				
			||||
    public static void combatCycle(AbstractCharacter attacker, AbstractWorldObject target) { | 
				
			||||
        //early exit checks
 | 
				
			||||
        if(attacker == null || target == null || !attacker.isAlive() || !target.isAlive()) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        switch(target.getObjectType()){ | 
				
			||||
            case Building: | 
				
			||||
                if(((Building)target).isVulnerable() == false) | 
				
			||||
                    return; | 
				
			||||
                break; | 
				
			||||
            case PlayerCharacter: | 
				
			||||
            case Mob: | 
				
			||||
                PlayerBonuses bonuses = ((AbstractCharacter)target).getBonuses(); | 
				
			||||
                if(bonuses != null && bonuses.getBool(Enum.ModType.ImmuneToAttack, Enum.SourceType.NONE)) | 
				
			||||
                    return; | 
				
			||||
                break; | 
				
			||||
            case NPC: | 
				
			||||
                return; | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        Item mainWeapon = attacker.getCharItemManager().getEquipped().get(Enum.EquipSlotType.RHELD); | 
				
			||||
        Item offWeapon = attacker.getCharItemManager().getEquipped().get(Enum.EquipSlotType.LHELD); | 
				
			||||
        if(mainWeapon == null && offWeapon == null){ | 
				
			||||
            //no weapons equipped, punch with both fists
 | 
				
			||||
            processAttack(attacker,target,Enum.EquipSlotType.RHELD); | 
				
			||||
            processAttack(attacker,target,Enum.EquipSlotType.LHELD); | 
				
			||||
        }else if(mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")){ | 
				
			||||
            //no weapon equipped with a shield, punch with one hand
 | 
				
			||||
            processAttack(attacker,target,Enum.EquipSlotType.RHELD); | 
				
			||||
        }else if(mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")){ | 
				
			||||
            //one weapon equipped with a shield, swing with one hand
 | 
				
			||||
            processAttack(attacker,target,Enum.EquipSlotType.RHELD); | 
				
			||||
        }else if(mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block") == false){ | 
				
			||||
            //two weapons equipped, swing both hands
 | 
				
			||||
            processAttack(attacker,target,Enum.EquipSlotType.RHELD); | 
				
			||||
            processAttack(attacker,target,Enum.EquipSlotType.LHELD); | 
				
			||||
        } else if(mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block") == false){ | 
				
			||||
            //swing left hand only
 | 
				
			||||
            processAttack(attacker,target,Enum.EquipSlotType.LHELD); | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, Enum.EquipSlotType slot){ | 
				
			||||
        //check if character can even attack yet
 | 
				
			||||
        if(attacker.getTimestamps().containsKey("Attack" + slot.name())) | 
				
			||||
            if(System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name())) | 
				
			||||
                return; | 
				
			||||
 | 
				
			||||
        //check if character is in range to attack target
 | 
				
			||||
        PlayerBonuses bonus = attacker.getBonuses(); | 
				
			||||
        float rangeMod = 1.0f; | 
				
			||||
        float attackRange = MBServerStatics.NO_WEAPON_RANGE; | 
				
			||||
        Item weapon = attacker.getCharItemManager().getEquipped(slot); | 
				
			||||
        if (weapon != null) { | 
				
			||||
            if (bonus != null) | 
				
			||||
                rangeMod += bonus.getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.NONE); | 
				
			||||
 | 
				
			||||
            attackRange = weapon.template.item_weapon_max_range * rangeMod; | 
				
			||||
        } | 
				
			||||
        if(attacker.getObjectType().equals(Enum.GameObjectType.Mob)) | 
				
			||||
            if(((Mob)attacker).isSiege()) | 
				
			||||
                attackRange = 300; | 
				
			||||
 | 
				
			||||
        float distanceSquared = attacker.loc.distanceSquared(target.loc); | 
				
			||||
        if(distanceSquared > attackRange * attackRange) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        //take stamina away from attacker
 | 
				
			||||
        if (weapon == null) | 
				
			||||
            attacker.modifyStamina(-0.5f, attacker, true); | 
				
			||||
        else { | 
				
			||||
            float stam = weapon.template.item_wt / 3f; | 
				
			||||
            stam = (stam < 1) ? 1 : stam; | 
				
			||||
            attacker.modifyStamina(-(stam), attacker, true); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        //cancel things that are cancelled by an attack
 | 
				
			||||
        attacker.cancelOnAttackSwing(); | 
				
			||||
 | 
				
			||||
        //declare relevant variables
 | 
				
			||||
        int min = attacker.minDamageHandOne; | 
				
			||||
        int max = attacker.maxDamageHandOne; | 
				
			||||
        int atr = attacker.atrHandOne; | 
				
			||||
 | 
				
			||||
        //get the proper stats based on which slot is attacking
 | 
				
			||||
        if(slot == Enum.EquipSlotType.LHELD){ | 
				
			||||
            min = attacker.minDamageHandTwo; | 
				
			||||
            max = attacker.maxDamageHandTwo; | 
				
			||||
            atr = attacker.atrHandTwo; | 
				
			||||
        } | 
				
			||||
        int def = 0; | 
				
			||||
        if(AbstractCharacter.IsAbstractCharacter(target)) | 
				
			||||
            def = ((AbstractCharacter)target).defenseRating; | 
				
			||||
 | 
				
			||||
        //calculate hit chance based off ATR and DEF
 | 
				
			||||
        int hitChance; | 
				
			||||
        float dif = atr / def; | 
				
			||||
        if (dif <= 0.8f) | 
				
			||||
            hitChance = 4; | 
				
			||||
        else | 
				
			||||
            hitChance = ((int) (450 * (dif - 0.8f)) + 4); | 
				
			||||
        if (target.getObjectType() == Enum.GameObjectType.Building) | 
				
			||||
            hitChance = 100; | 
				
			||||
 | 
				
			||||
        int passiveAnim = getSwingAnimation(attacker.getCharItemManager().getEquipped().get(slot).template, null, true); | 
				
			||||
 | 
				
			||||
        if(ThreadLocalRandom.current().nextInt(100) > hitChance) { | 
				
			||||
            TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); | 
				
			||||
 | 
				
			||||
            if (target.getObjectType() == Enum.GameObjectType.PlayerCharacter) | 
				
			||||
                DispatchMessage.dispatchMsgToInterestArea(target, msg, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			||||
            else | 
				
			||||
                DispatchMessage.sendToAllInRange(attacker, msg); | 
				
			||||
 | 
				
			||||
            return; | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        //calculate passive chances only if target is AbstractCharacter
 | 
				
			||||
        if(AbstractCharacter.IsAbstractCharacter(target)){ | 
				
			||||
            int hitRoll = ThreadLocalRandom.current().nextInt(100); | 
				
			||||
            float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true); | 
				
			||||
            float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true); | 
				
			||||
            float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true); | 
				
			||||
            if(hitRoll > dodgeChance || hitRoll > parryChance || hitRoll > blockChance){ | 
				
			||||
                TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, MBServerStatics.COMBAT_SEND_BLOCK); | 
				
			||||
 | 
				
			||||
                if (target.getObjectType() == Enum.GameObjectType.PlayerCharacter) | 
				
			||||
                    DispatchMessage.dispatchMsgToInterestArea(target, msg, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			||||
                else | 
				
			||||
                    DispatchMessage.sendToAllInRange(attacker, msg); | 
				
			||||
 | 
				
			||||
                return; | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        //calculate the base damage
 | 
				
			||||
        int damage = ThreadLocalRandom.current().nextInt(min,max + 1); | 
				
			||||
        if(damage == 0) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        //get the damage type
 | 
				
			||||
        Enum.SourceType damageType; | 
				
			||||
        if(attacker.getCharItemManager().getEquipped().get(slot) == null) { | 
				
			||||
            damageType = Enum.SourceType.CRUSHING; | 
				
			||||
            if(attacker.getObjectType().equals(Enum.GameObjectType.Mob)) | 
				
			||||
                if(((Mob)attacker).isSiege()) | 
				
			||||
                    damageType = Enum.SourceType.SIEGE; | 
				
			||||
        }else { | 
				
			||||
            damageType = (Enum.SourceType) attacker.getCharItemManager().getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0]; | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        //get resists
 | 
				
			||||
        Resists resists; | 
				
			||||
        if(AbstractCharacter.IsAbstractCharacter(target) == false){ | 
				
			||||
            //this is a building
 | 
				
			||||
            resists = ((Building) target).getResists(); | 
				
			||||
        }else{ | 
				
			||||
            //this is a character
 | 
				
			||||
            resists = ((AbstractCharacter) target).getResists(); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        if(AbstractCharacter.IsAbstractCharacter(target)) { | 
				
			||||
            AbstractCharacter absTarget = (AbstractCharacter) target; | 
				
			||||
            //check damage shields
 | 
				
			||||
            PlayerBonuses bonuses = absTarget.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
 | 
				
			||||
                    if (resists != null) | 
				
			||||
                        amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0); | 
				
			||||
                    total += amount; | 
				
			||||
                } | 
				
			||||
 | 
				
			||||
                if (total > 0) { | 
				
			||||
                    //apply Damage back
 | 
				
			||||
                    attacker.modifyHealth(-total, absTarget, true); | 
				
			||||
                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0); | 
				
			||||
                    DispatchMessage.sendToAllInRange(target, cmm); | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
            if (resists != null) { | 
				
			||||
                //check for damage type immunities
 | 
				
			||||
                if (resists.immuneTo(damageType)) | 
				
			||||
                    return; | 
				
			||||
                //calculate resisted damage including fortitude
 | 
				
			||||
                damage = (int) resists.getResistedDamage(attacker,(AbstractCharacter)target,damageType,damage,0); | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        //remove damage from target health
 | 
				
			||||
        if(damage > 0){ | 
				
			||||
            if(AbstractCharacter.IsAbstractCharacter(target)){ | 
				
			||||
                ((AbstractCharacter)target).modifyHealth(-damage, attacker, true); | 
				
			||||
            }else{ | 
				
			||||
                ((Building)target).setCurrentHitPoints(target.getCurrentHitpoints() - damage); | 
				
			||||
            } | 
				
			||||
            TargetedActionMsg cmm = new TargetedActionMsg(attacker,target, (float) damage,0); | 
				
			||||
            DispatchMessage.sendToAllInRange(target, cmm); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        //calculate next allowed attack and update the timestamp
 | 
				
			||||
        long delay = 20 * 100; | 
				
			||||
        if (weapon != null){ | 
				
			||||
            int wepSpeed = (int) (weapon.template.item_weapon_wepspeed); | 
				
			||||
 | 
				
			||||
            if (weapon.getBonusPercent(Enum.ModType.WeaponSpeed, Enum.SourceType.NONE) != 0f) //add weapon speed bonus
 | 
				
			||||
                wepSpeed *= (1 + weapon.getBonus(Enum.ModType.WeaponSpeed, Enum.SourceType.NONE)); | 
				
			||||
 | 
				
			||||
            if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(Enum.ModType.AttackDelay, Enum.SourceType.NONE) != 0f) //add effects speed bonus
 | 
				
			||||
                wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(Enum.ModType.AttackDelay, Enum.SourceType.NONE)); | 
				
			||||
 | 
				
			||||
            if (wepSpeed < 10) | 
				
			||||
                wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
 | 
				
			||||
 | 
				
			||||
            delay = wepSpeed * 100; | 
				
			||||
        } | 
				
			||||
        attacker.getTimestamps().put("Attack" + slot.name(),System.currentTimeMillis() + delay); | 
				
			||||
 | 
				
			||||
        //handle auto attack job creation
 | 
				
			||||
        ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); | 
				
			||||
 | 
				
			||||
        if (timers != null) { | 
				
			||||
            AttackJob aj = new AttackJob(attacker, slot.ordinal(), true); | 
				
			||||
            JobContainer job; | 
				
			||||
            job = JobScheduler.getInstance().scheduleJob(aj, (delay + 1)); // offset 1 millisecond so no overlap issue
 | 
				
			||||
            timers.put("Attack" + slot, job); | 
				
			||||
        } else { | 
				
			||||
            Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public 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, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false); | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public 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, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    //Called when character takes damage.
 | 
				
			||||
    public static void handleRetaliate(AbstractCharacter target, AbstractCharacter attacker) { | 
				
			||||
 | 
				
			||||
        if (attacker == null || target == null) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        if (attacker.equals(target)) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        if (target.isMoving() && target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        if (!target.isAlive() || !attacker.isAlive()) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        boolean isCombat = target.isCombat(); | 
				
			||||
 | 
				
			||||
        //If target in combat and has no target, then attack back
 | 
				
			||||
        if(isCombat && target.combatTarget == null) | 
				
			||||
            target.setCombatTarget(attacker); | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static int getSwingAnimation(ItemTemplate 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 (wb == null) | 
				
			||||
            return 75; | 
				
			||||
 | 
				
			||||
        ItemTemplate template = wb; | 
				
			||||
 | 
				
			||||
        if (mainHand) { | 
				
			||||
            if (template.weapon_attack_anim_right.size() > 0) { | 
				
			||||
 | 
				
			||||
                int animation; | 
				
			||||
 | 
				
			||||
                int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_right.size()); | 
				
			||||
 | 
				
			||||
                try { | 
				
			||||
                    animation = template.weapon_attack_anim_right.get(random)[0]; | 
				
			||||
                    return animation; | 
				
			||||
                } catch (Exception e) { | 
				
			||||
                    Logger.error(e.getMessage()); | 
				
			||||
                    return template.weapon_attack_anim_right.get(0)[0]; | 
				
			||||
                } | 
				
			||||
 | 
				
			||||
            } else if (template.weapon_attack_anim_left.size() > 0) { | 
				
			||||
 | 
				
			||||
                int animation; | 
				
			||||
                int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_left.size()); | 
				
			||||
 | 
				
			||||
                try { | 
				
			||||
                    animation = template.weapon_attack_anim_left.get(random)[0]; | 
				
			||||
                    return animation; | 
				
			||||
                } catch (Exception e) { | 
				
			||||
                    Logger.error(e.getMessage()); | 
				
			||||
                    return template.weapon_attack_anim_right.get(0)[0]; | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
        } else { | 
				
			||||
            if (template.weapon_attack_anim_left.size() > 0) { | 
				
			||||
                int animation; | 
				
			||||
                int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_left.size()); | 
				
			||||
 | 
				
			||||
                try { | 
				
			||||
                    animation = template.weapon_attack_anim_left.get(random)[0]; | 
				
			||||
                    return animation; | 
				
			||||
                } catch (Exception e) { | 
				
			||||
                    Logger.error(e.getMessage()); | 
				
			||||
                    return template.weapon_attack_anim_right.get(0)[0]; | 
				
			||||
 | 
				
			||||
                } | 
				
			||||
            } else if (template.weapon_attack_anim_left.size() > 0) { | 
				
			||||
 | 
				
			||||
                int animation; | 
				
			||||
                int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_left.size()); | 
				
			||||
 | 
				
			||||
                try { | 
				
			||||
                    animation = template.weapon_attack_anim_left.get(random)[0]; | 
				
			||||
                    return animation; | 
				
			||||
                } catch (Exception e) { | 
				
			||||
                    Logger.error(e.getMessage()); | 
				
			||||
                    return template.weapon_attack_anim_right.get(0)[0]; | 
				
			||||
 | 
				
			||||
                } | 
				
			||||
 | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        String required = template.item_skill_used; | 
				
			||||
        String mastery = wb.item_skill_mastery_used; | 
				
			||||
 | 
				
			||||
        if (required.equals("Unarmed Combat")) | 
				
			||||
            return 75; | 
				
			||||
        else if (required.equals("Sword")) { | 
				
			||||
 | 
				
			||||
            if (ItemTemplate.isTwoHanded(template)) | 
				
			||||
                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 (ItemTemplate.isTwoHanded(template)) { | 
				
			||||
                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 (ItemTemplate.isTwoHanded(template)) { | 
				
			||||
            return 105; | 
				
			||||
        } else { | 
				
			||||
            return 100; | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
} | 
				
			||||
@ -1,360 +0,0 @@
				@@ -1,360 +0,0 @@
					 | 
				
			||||
// • ▌ ▄ ·.  ▄▄▄·  ▄▄ • ▪   ▄▄· ▄▄▄▄·  ▄▄▄·  ▐▄▄▄  ▄▄▄ .
 | 
				
			||||
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
 | 
				
			||||
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
 | 
				
			||||
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
 | 
				
			||||
// ▀▀  █▪▀▀▀ ▀  ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀  ▀  ▀ ▀▀  █▪ ▀▀▀
 | 
				
			||||
//      Magicbane Emulator Project © 2013 - 2022
 | 
				
			||||
//                www.magicbane.com
 | 
				
			||||
 | 
				
			||||
 | 
				
			||||
package engine.mobileAI.utilities; | 
				
			||||
 | 
				
			||||
import engine.Enum.DispatchChannel; | 
				
			||||
import engine.Enum.GameObjectType; | 
				
			||||
import engine.Enum.ModType; | 
				
			||||
import engine.Enum.SourceType; | 
				
			||||
import engine.gameManager.ChatManager; | 
				
			||||
import engine.gameManager.CombatManager; | 
				
			||||
import engine.math.Vector3fImmutable; | 
				
			||||
import engine.net.DispatchMessage; | 
				
			||||
import engine.net.client.msg.TargetedActionMsg; | 
				
			||||
import engine.objects.*; | 
				
			||||
import engine.server.MBServerStatics; | 
				
			||||
import org.pmw.tinylog.Logger; | 
				
			||||
 | 
				
			||||
import java.util.concurrent.ThreadLocalRandom; | 
				
			||||
 | 
				
			||||
import static engine.math.FastMath.sqr; | 
				
			||||
 | 
				
			||||
public class CombatUtilities { | 
				
			||||
 | 
				
			||||
    public static boolean inRangeToAttack(Mob agent, AbstractWorldObject target) { | 
				
			||||
 | 
				
			||||
        if (Float.isNaN(agent.getLoc().x)) | 
				
			||||
            return false; | 
				
			||||
 | 
				
			||||
        try { | 
				
			||||
            Vector3fImmutable sl = agent.getLoc(); | 
				
			||||
            Vector3fImmutable tl = target.getLoc(); | 
				
			||||
 | 
				
			||||
            //add Hitbox's to range.
 | 
				
			||||
            float range = agent.getRange(); | 
				
			||||
            range += CombatManager.calcHitBox(target) + CombatManager.calcHitBox(agent); | 
				
			||||
 | 
				
			||||
            return !(sl.distanceSquared(tl) > sqr(range)); | 
				
			||||
        } catch (Exception e) { | 
				
			||||
            Logger.error(e.toString()); | 
				
			||||
            return false; | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static boolean inRange2D(AbstractWorldObject entity1, AbstractWorldObject entity2, double range) { | 
				
			||||
        return entity1.getLoc().distanceSquared2D(entity2.getLoc()) < range * range; | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static void swingIsBlock(Mob agent, AbstractWorldObject target, int animation) { | 
				
			||||
 | 
				
			||||
        if (!target.isAlive()) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        TargetedActionMsg msg = new TargetedActionMsg(agent, animation, target, MBServerStatics.COMBAT_SEND_BLOCK); | 
				
			||||
 | 
				
			||||
        if (target.getObjectType() == GameObjectType.PlayerCharacter) | 
				
			||||
            DispatchMessage.dispatchMsgToInterestArea(target, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			||||
        else | 
				
			||||
            DispatchMessage.sendToAllInRange(agent, msg); | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static void swingIsParry(Mob agent, AbstractWorldObject target, int animation) { | 
				
			||||
 | 
				
			||||
        if (!target.isAlive()) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        TargetedActionMsg msg = new TargetedActionMsg(agent, animation, target, MBServerStatics.COMBAT_SEND_PARRY); | 
				
			||||
 | 
				
			||||
        if (target.getObjectType() == GameObjectType.PlayerCharacter) | 
				
			||||
            DispatchMessage.dispatchMsgToInterestArea(target, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			||||
        else | 
				
			||||
            DispatchMessage.sendToAllInRange(agent, msg); | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static void swingIsDodge(Mob agent, AbstractWorldObject target, int animation) { | 
				
			||||
 | 
				
			||||
        if (!target.isAlive()) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        TargetedActionMsg msg = new TargetedActionMsg(agent, animation, target, MBServerStatics.COMBAT_SEND_DODGE); | 
				
			||||
 | 
				
			||||
        if (target.getObjectType() == GameObjectType.PlayerCharacter) | 
				
			||||
            DispatchMessage.dispatchMsgToInterestArea(target, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			||||
        else | 
				
			||||
            DispatchMessage.sendToAllInRange(agent, msg); | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static void swingIsDamage(Mob agent, AbstractWorldObject target, float damage, int animation) { | 
				
			||||
        if (agent.isSiege() == true) { | 
				
			||||
            damage = ThreadLocalRandom.current().nextInt(1000) + 1500; | 
				
			||||
        } | 
				
			||||
        float trueDamage = damage; | 
				
			||||
 | 
				
			||||
        if (!target.isAlive()) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        if (AbstractWorldObject.IsAbstractCharacter(target)) | 
				
			||||
            trueDamage = ((AbstractCharacter) target).modifyHealth(-damage, agent, false); | 
				
			||||
        else if (target.getObjectType() == GameObjectType.Building) | 
				
			||||
            trueDamage = ((Building) target).modifyHealth(-damage, agent); | 
				
			||||
 | 
				
			||||
        //Don't send 0 damage kay thanx.
 | 
				
			||||
 | 
				
			||||
        if (trueDamage == 0) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        TargetedActionMsg msg = new TargetedActionMsg(agent, target, damage, animation); | 
				
			||||
 | 
				
			||||
        if (target.getObjectType() == GameObjectType.PlayerCharacter) | 
				
			||||
            DispatchMessage.dispatchMsgToInterestArea(target, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			||||
        else | 
				
			||||
            DispatchMessage.sendToAllInRange(agent, msg); | 
				
			||||
 | 
				
			||||
        //check damage shields
 | 
				
			||||
        if (AbstractWorldObject.IsAbstractCharacter(target) && target.isAlive() && target.getObjectType() != GameObjectType.Mob) | 
				
			||||
            CombatManager.handleDamageShields(agent, (AbstractCharacter) target, damage); | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static boolean canSwing(Mob agent) { | 
				
			||||
        return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.NONE)); | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static void swingIsMiss(Mob agent, AbstractWorldObject target, int animation) { | 
				
			||||
 | 
				
			||||
        TargetedActionMsg msg = new TargetedActionMsg(agent, target, 0f, animation); | 
				
			||||
 | 
				
			||||
        if (target.getObjectType() == GameObjectType.PlayerCharacter) | 
				
			||||
            DispatchMessage.dispatchMsgToInterestArea(target, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			||||
        else | 
				
			||||
            DispatchMessage.sendToAllInRange(agent, msg); | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static boolean triggerDefense(Mob agent, AbstractWorldObject target) { | 
				
			||||
        int defenseScore = 0; | 
				
			||||
        int attackScore = agent.getAtrHandOne(); | 
				
			||||
        switch (target.getObjectType()) { | 
				
			||||
            case PlayerCharacter: | 
				
			||||
                defenseScore = ((AbstractCharacter) target).getDefenseRating(); | 
				
			||||
                break; | 
				
			||||
            case Mob: | 
				
			||||
 | 
				
			||||
                Mob mob = (Mob) target; | 
				
			||||
                if (mob.isSiege()) | 
				
			||||
                    defenseScore = attackScore; | 
				
			||||
                break; | 
				
			||||
            case Building: | 
				
			||||
                return false; | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        int hitChance; | 
				
			||||
        if (attackScore > defenseScore || defenseScore == 0) | 
				
			||||
            hitChance = 94; | 
				
			||||
        else if (attackScore == defenseScore && target.getObjectType() == GameObjectType.Mob) | 
				
			||||
            hitChance = 10; | 
				
			||||
        else { | 
				
			||||
            float dif = attackScore / defenseScore; | 
				
			||||
            if (dif <= 0.8f) | 
				
			||||
                hitChance = 4; | 
				
			||||
            else | 
				
			||||
                hitChance = ((int) (450 * (dif - 0.8f)) + 4); | 
				
			||||
            if (target.getObjectType() == GameObjectType.Building) | 
				
			||||
                hitChance = 100; | 
				
			||||
        } | 
				
			||||
        return ThreadLocalRandom.current().nextInt(100) > hitChance; | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static boolean triggerBlock(Mob agent, AbstractWorldObject ac) { | 
				
			||||
        return triggerPassive(agent, ac, "Block"); | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static boolean triggerParry(Mob agent, AbstractWorldObject ac) { | 
				
			||||
        return triggerPassive(agent, ac, "Parry"); | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static boolean triggerDodge(Mob agent, AbstractWorldObject ac) { | 
				
			||||
        return triggerPassive(agent, ac, "Dodge"); | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static boolean triggerPassive(Mob agent, AbstractWorldObject ac, String type) { | 
				
			||||
        float chance = 0; | 
				
			||||
        if (AbstractWorldObject.IsAbstractCharacter(ac)) | 
				
			||||
            chance = ((AbstractCharacter) ac).getPassiveChance(type, agent.getLevel(), true); | 
				
			||||
 | 
				
			||||
        if (chance > 75f) | 
				
			||||
            chance = 75f; | 
				
			||||
        if (agent.isSiege() && AbstractWorldObject.IsAbstractCharacter(ac)) | 
				
			||||
            chance = 100; | 
				
			||||
 | 
				
			||||
        return ThreadLocalRandom.current().nextInt(100) < chance; | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static void combatCycle(Mob agent, AbstractWorldObject target, boolean mainHand, ItemBase wb) { | 
				
			||||
 | 
				
			||||
        ItemTemplate template = ItemTemplate.templates.get(wb.getUUID()); | 
				
			||||
 | 
				
			||||
        if (!agent.isAlive() || !target.isAlive()) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        if (target.getObjectType() == GameObjectType.PlayerCharacter) | 
				
			||||
            if (!((PlayerCharacter) target).isActive()) | 
				
			||||
                return; | 
				
			||||
 | 
				
			||||
        int anim = 75; | 
				
			||||
        float speed; | 
				
			||||
 | 
				
			||||
        if (mainHand) | 
				
			||||
            speed = agent.getSpeedHandOne(); | 
				
			||||
        else | 
				
			||||
            speed = agent.getSpeedHandTwo(); | 
				
			||||
 | 
				
			||||
        SourceType dt = SourceType.CRUSHING; | 
				
			||||
 | 
				
			||||
        if (agent.isSiege()) | 
				
			||||
            dt = SourceType.SIEGE; | 
				
			||||
        if (wb != null) { | 
				
			||||
            anim = CombatManager.getSwingAnimation(template, null, mainHand); | 
				
			||||
            dt = wb.getDamageType(); | 
				
			||||
        } else if (!mainHand) | 
				
			||||
            return; | 
				
			||||
 | 
				
			||||
        Resists res = null; | 
				
			||||
        PlayerBonuses bonus = null; | 
				
			||||
 | 
				
			||||
        switch (target.getObjectType()) { | 
				
			||||
            case Building: | 
				
			||||
                res = ((Building) target).getResists(); | 
				
			||||
                break; | 
				
			||||
            case PlayerCharacter: | 
				
			||||
                res = ((PlayerCharacter) target).getResists(); | 
				
			||||
                bonus = ((PlayerCharacter) target).getBonuses(); | 
				
			||||
                break; | 
				
			||||
            case Mob: | 
				
			||||
                Mob mob = (Mob) target; | 
				
			||||
                res = mob.getResists(); | 
				
			||||
                bonus = ((Mob) target).getBonuses(); | 
				
			||||
                break; | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        //must not be immune to all or immune to attack
 | 
				
			||||
 | 
				
			||||
        if (bonus != null && !bonus.getBool(ModType.NoMod, SourceType.IMMUNETOATTACK)) | 
				
			||||
            if (res != null && (res.immuneToAll() || res.immuneToAttacks() || res.immuneTo(dt))) | 
				
			||||
                return; | 
				
			||||
 | 
				
			||||
        int passiveAnim = CombatManager.getSwingAnimation(template, null, mainHand); | 
				
			||||
 | 
				
			||||
        if (canSwing(agent)) { | 
				
			||||
            if (triggerDefense(agent, target)) { | 
				
			||||
                swingIsMiss(agent, target, passiveAnim); | 
				
			||||
                return; | 
				
			||||
            } else if (triggerDodge(agent, target)) { | 
				
			||||
                swingIsDodge(agent, target, passiveAnim); | 
				
			||||
                return; | 
				
			||||
            } else if (triggerParry(agent, target)) { | 
				
			||||
                swingIsParry(agent, target, passiveAnim); | 
				
			||||
 | 
				
			||||
                return; | 
				
			||||
            } else if (triggerBlock(agent, target)) { | 
				
			||||
                swingIsBlock(agent, target, passiveAnim); | 
				
			||||
                return; | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            swingIsDamage(agent, target, determineDamage(agent), anim); | 
				
			||||
 | 
				
			||||
 | 
				
			||||
            if (agent.getWeaponPower() != null) | 
				
			||||
                agent.getWeaponPower().attack(target, MBServerStatics.ONE_MINUTE); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        if (target.getObjectType().equals(GameObjectType.PlayerCharacter)) { | 
				
			||||
            PlayerCharacter player = (PlayerCharacter) target; | 
				
			||||
 | 
				
			||||
            if (player.getDebug(64)) | 
				
			||||
                ChatManager.chatSayInfo(player, "Debug Combat: Mob UUID " + agent.getObjectUUID() + " || Building ID  = " + agent.getBuildingID() + " || Floor = " + agent.getInFloorID() + " || Level = " + agent.getInBuilding());//combat debug
 | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        //SIEGE MONSTERS DO NOT ATTACK GUARDSs
 | 
				
			||||
        if (target.getObjectType() == GameObjectType.Mob) | 
				
			||||
            if (((Mob) target).isSiege()) | 
				
			||||
                return; | 
				
			||||
 | 
				
			||||
        //handle the retaliate
 | 
				
			||||
 | 
				
			||||
        if (AbstractWorldObject.IsAbstractCharacter(target)) | 
				
			||||
            CombatManager.handleRetaliate((AbstractCharacter) target, agent); | 
				
			||||
 | 
				
			||||
        if (target.getObjectType() == GameObjectType.Mob) { | 
				
			||||
            Mob targetMob = (Mob) target; | 
				
			||||
            if (targetMob.isSiege()) | 
				
			||||
                return; | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static float determineDamage(Mob agent) { | 
				
			||||
 | 
				
			||||
        //early exit for null
 | 
				
			||||
 | 
				
			||||
        if (agent == null) | 
				
			||||
            return 0; | 
				
			||||
 | 
				
			||||
        AbstractWorldObject target = agent.getCombatTarget(); | 
				
			||||
 | 
				
			||||
        if (target == null) | 
				
			||||
            return 0; | 
				
			||||
 | 
				
			||||
        int damage = 0; | 
				
			||||
 | 
				
			||||
        SourceType dt = getDamageType(agent); | 
				
			||||
        damage = ThreadLocalRandom.current().nextInt((int)getMinDmg(agent), (int)getMaxDmg(agent) + 1); | 
				
			||||
        if (AbstractWorldObject.IsAbstractCharacter(target)) { | 
				
			||||
            if (((AbstractCharacter) target).isSit()) { | 
				
			||||
                damage *= 2.5f; //increase damage if sitting
 | 
				
			||||
            } | 
				
			||||
            return (int) (((AbstractCharacter) target).getResists().getResistedDamage(agent, (AbstractCharacter) target, dt, damage, 0)); | 
				
			||||
        } | 
				
			||||
        if (target.getObjectType() == GameObjectType.Building) { | 
				
			||||
            Building building = (Building) target; | 
				
			||||
            Resists resists = building.getResists(); | 
				
			||||
            return (int) ((damage * (1 - (resists.getResist(dt, 0) / 100)))); | 
				
			||||
        } | 
				
			||||
        return damage; | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static SourceType getDamageType(Mob agent) { | 
				
			||||
        SourceType dt = SourceType.CRUSHING; | 
				
			||||
        if (agent.getEquip().get(1) != null) { | 
				
			||||
            return agent.getEquip().get(1).getItemBase().getDamageType(); | 
				
			||||
        } | 
				
			||||
        if (agent.getEquip().get(2) != null && ItemTemplate.isShield(agent.getEquip().get(2).template) == false) { | 
				
			||||
            return agent.getEquip().get(2).getItemBase().getDamageType(); | 
				
			||||
        } | 
				
			||||
        return dt; | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static double getMinDmg(Mob agent) { | 
				
			||||
        if (agent.equip.get(2) != null && !ItemTemplate.isShield(agent.equip.get(2).template)) | 
				
			||||
            return agent.minDamageHandTwo; | 
				
			||||
        else | 
				
			||||
            return agent.minDamageHandOne; | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
    public static double getMaxDmg(Mob agent) { | 
				
			||||
        if (agent.equip.get(2) != null && !ItemTemplate.isShield(agent.equip.get(2).template)) | 
				
			||||
            return agent.maxDamageHandTwo; | 
				
			||||
        else | 
				
			||||
            return agent.maxDamageHandOne; | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
} | 
				
			||||
					Loading…
					
					
				
		Reference in new issue