forked from MagicBane/Server
Unified Combat System
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@@ -1237,7 +1237,22 @@ public class ClientMessagePump implements NetMsgHandler {
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&& (msg.getTargetType() == GameObjectType.PlayerCharacter.ordinal()))
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return;
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CombatManager.setAttackTarget(msg, conn);
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//CombatManager.setAttackTarget(msg, conn);
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if(msg.getTargetType() == GameObjectType.Building.ordinal()){
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conn.getPlayerCharacter().getPet().setCombatTarget(PlayerCharacter.getPlayerCharacter(msg.getTargetID()));
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}
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switch(msg.getTargetType()) {
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case 53: //player character
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conn.getPlayerCharacter().getPet().setCombatTarget(PlayerCharacter.getPlayerCharacter(msg.getTargetID()));
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break;
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case 37://mob
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conn.getPlayerCharacter().getPet().setCombatTarget(Mob.getMob(msg.getTargetID()));
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break;
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case 8://mob
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conn.getPlayerCharacter().getPet().setCombatTarget(BuildingManager.getBuilding(msg.getTargetID()));
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break;
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}
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if (pet.getCombatTarget() == null)
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return;
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}
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@@ -1430,10 +1445,10 @@ public class ClientMessagePump implements NetMsgHandler {
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social((SocialMsg) msg, origin);
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break;
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case COMBATMODE:
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CombatManager.toggleCombat((ToggleCombatMsg) msg, origin);
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FinalCombatManager.toggleCombat(((ToggleCombatMsg) msg).toggleCombat(),origin);
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break;
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case ARCCOMBATMODEATTACKING:
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CombatManager.toggleCombat((SetCombatModeMsg) msg, origin);
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FinalCombatManager.toggleCombat(((SetCombatModeMsg) msg).getToggle(),origin);
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break;
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case MODIFYGUILDSTATE:
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ToggleLfgRecruitingMsg tlrm = (ToggleLfgRecruitingMsg) msg;
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@@ -3,7 +3,7 @@ package engine.net.client.handlers;
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import engine.Enum;
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import engine.exception.MsgSendException;
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import engine.gameManager.BuildingManager;
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import engine.gameManager.CombatManager;
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import engine.gameManager.FinalCombatManager;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.AttackCmdMsg;
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import engine.net.client.msg.ClientNetMsg;
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@@ -70,15 +70,16 @@ public class AttackCmdMsgHandler extends AbstractClientMsgHandler {
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//put in combat if not already
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if (!playerCharacter.isCombat())
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CombatManager.toggleCombat(true, origin);
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if (!playerCharacter.isCombat()) {
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//CombatManager.toggleCombat(true, origin);
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FinalCombatManager.toggleCombat(true,origin);
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}
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//make character stand if sitting
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if (playerCharacter.isSit())
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CombatManager.toggleSit(false, origin);
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FinalCombatManager.toggleSit(false, origin);
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CombatManager.AttackTarget(playerCharacter, target);
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FinalCombatManager.combatCycle(playerCharacter,target);
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return true;
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}
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