forked from MagicBane/Server
MagicBot
7 months ago
4 changed files with 91 additions and 121 deletions
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.objects; |
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import engine.math.Vector3f; |
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public class Formation { |
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// Offsets are as follows.
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// X determines left/right offset
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// Y not used
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// Z determines front/back offset
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private static final Vector3f[] COLUMN = {new Vector3f(0, 0, 0), // Group
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// Lead
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new Vector3f(6, 0, 0), // Player 1 offset
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new Vector3f(0, 0, -6), // Player 2 offset
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new Vector3f(6, 0, -6), // Player 3 offset
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new Vector3f(0, 0, -12), // Player 4 offset
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new Vector3f(6, 0, -12), // Player 5 offset
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new Vector3f(0, 0, -18), // Player 6 offset
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new Vector3f(6, 0, -18), // Player 7 offset
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new Vector3f(0, 0, -24), // Player 8 offset
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new Vector3f(6, 0, -24)}; // Player 9 offset
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private static final Vector3f[] LINE = {new Vector3f(0, 0, 0), |
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new Vector3f(0, 0, -6), new Vector3f(0, 0, -12), |
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new Vector3f(0, 0, -18), new Vector3f(0, 0, -24), |
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new Vector3f(0, 0, -30), new Vector3f(0, 0, -36), |
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new Vector3f(0, 0, -42), new Vector3f(0, 0, -48), |
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new Vector3f(0, 0, -54)}; |
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private static final Vector3f[] BOX = {new Vector3f(0, 0, 0), |
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new Vector3f(-6, 0, 0), new Vector3f(6, 0, 0), |
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new Vector3f(-6, 0, -6), new Vector3f(0, 0, -6), |
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new Vector3f(6, 0, -6), new Vector3f(-6, 0, -12), |
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new Vector3f(0, 0, -12), new Vector3f(5, 0, -12), |
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new Vector3f(0, 0, -18)}; |
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private static final Vector3f[] TRIANGLE = {new Vector3f(0, 0, 0), |
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new Vector3f(-6, 0, -6), new Vector3f(6, 0, -6), |
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new Vector3f(-12, 0, -12), new Vector3f(0, 0, -12), |
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new Vector3f(12, 0, -12), new Vector3f(-18, 0, -18), |
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new Vector3f(-6, 0, -18), new Vector3f(6, 0, -18), |
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new Vector3f(18, 0, -18)}; |
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private static final Vector3f[] CIRCLE = {new Vector3f(0, 0, 0), |
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new Vector3f(-12, 0, -3), new Vector3f(12, 0, -3), |
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new Vector3f(-18, 0, -12), new Vector3f(18, 0, -12), |
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new Vector3f(-18, 0, -21), new Vector3f(18, 0, -21), |
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new Vector3f(-12, 0, -30), new Vector3f(12, 0, -30), |
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new Vector3f(0, 0, -33)}; |
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private static final Vector3f[] RANKS = {new Vector3f(0, 0, 0), |
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new Vector3f(0, 0, -6), new Vector3f(-6, 0, 0), |
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new Vector3f(-6, 0, -6), new Vector3f(6, 0, 0), |
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new Vector3f(6, 0, -6), new Vector3f(-12, 0, 0), |
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new Vector3f(-12, 0, -6), new Vector3f(12, 0, 0), |
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new Vector3f(12, 0, -6)}; |
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private static final Vector3f[] WEDGE = {new Vector3f(0, 0, 0), |
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new Vector3f(6, 0, 0), new Vector3f(-6, 0, -6), |
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new Vector3f(12, 0, -6), new Vector3f(-12, 0, -12), |
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new Vector3f(18, 0, -12), new Vector3f(-18, 0, -18), |
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new Vector3f(24, 0, -18), new Vector3f(-24, 0, -24), |
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new Vector3f(30, 0, -24)}; |
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private static final Vector3f[] INVERSEWEDGE = {new Vector3f(0, 0, 0), |
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new Vector3f(6, 0, 0), new Vector3f(-6, 0, 6), |
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new Vector3f(12, 0, 6), new Vector3f(-12, 0, 12), |
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new Vector3f(18, 0, 12), new Vector3f(-18, 0, 18), |
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new Vector3f(24, 0, 18), new Vector3f(-24, 0, 24), |
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new Vector3f(30, 0, 24)}; |
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private static final Vector3f[] T = {new Vector3f(0, 0, 0), |
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new Vector3f(-6, 0, 0), new Vector3f(6, 0, 0), |
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new Vector3f(0, 0, -6), new Vector3f(-12, 0, 0), |
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new Vector3f(12, 0, 0), new Vector3f(0, 0, -12), |
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new Vector3f(-18, 0, 0), new Vector3f(18, 0, 0), |
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new Vector3f(0, 0, -18)}; |
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public static Vector3f getOffset(int formation, int position) { |
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if (position > 9 || position < 0) { |
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// TODO log error here
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position = 0; |
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} |
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switch (formation) { |
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case 0: |
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return Formation.COLUMN[position]; |
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case 1: |
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return Formation.LINE[position]; |
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case 2: |
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return Formation.BOX[position]; |
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case 3: |
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return Formation.TRIANGLE[position]; |
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case 4: |
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return Formation.CIRCLE[position]; |
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case 5: |
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return Formation.RANKS[position]; |
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case 6: |
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return Formation.WEDGE[position]; |
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case 7: |
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return Formation.INVERSEWEDGE[position]; |
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case 9: |
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return Formation.T[position]; |
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default: // default to box
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return Formation.BOX[position]; |
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} |
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} |
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} |
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