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Simplified deathblow code and renamed fields in DeathblowIntent and CreatureKilledIntent
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@@ -376,40 +376,44 @@ public class CombatManager extends Manager {
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Log.i(this, "% was revived", revivedCreature);
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}
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private void killCreature(CreatureObject killerCreature, CreatureObject killedCreature) {
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killedCreature.setPosture(Posture.DEAD);
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Log.i(this, "%s was killed", killedCreature);
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new CreatureKilledIntent(killerCreature, killedCreature).broadcast();
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private void killCreature(CreatureObject killer, CreatureObject corpse) {
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corpse.setPosture(Posture.DEAD);
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Log.i(this, "%s was killed", corpse);
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new CreatureKilledIntent(killer, corpse).broadcast();
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}
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private void procesDeathblow(DeathblowIntent i) {
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CreatureObject killerCreature = i.getKillerCreature();
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CreatureObject killedCreature = i.getKilledCreature();
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CreatureObject killer = i.getKiller();
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CreatureObject corpse = i.getCorpse();
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// Only players may deathblow eachother
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if (killerCreature.isPlayer() && killedCreature.isPlayer()) {
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// They must be enemies
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if (killedCreature.isEnemy(killerCreature)) {
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// The target of the deathblow must be incapacitated!
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if (killedCreature.getPosture() == Posture.INCAPACITATED) {
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// If this happens, they obviously can't get back up
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synchronized (incapacitatedCreatures) {
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Future<?> incapacitationTimer = incapacitatedCreatures.remove(killedCreature);
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// Only deathblowing players is allowed!
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if (!corpse.isPlayer()) {
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return;
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}
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// They must be enemies
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if (!corpse.isEnemy(killer)) {
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return;
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}
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// The target of the deathblow must be incapacitated!
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if (corpse.getPosture() != Posture.INCAPACITATED) {
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return;
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}
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// If they're deathblown while incapacitated, their incapacitation expiration timer should cancel
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synchronized (incapacitatedCreatures) {
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Future<?> incapacitationTimer = incapacitatedCreatures.remove(corpse);
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if (incapacitationTimer != null) {
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if (incapacitationTimer.cancel(false)) { // If the task is running, let them get back up
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killCreature(killerCreature, killedCreature);
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Log.i(this, "%s was deathblown by %s", killedCreature, killerCreature);
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}
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} else {
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// Can't happen with the current code, but in case it's ever refactored...
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Log.e(this, "Incapacitation timer for player %s being deathblown unexpectedly didn't exist!", "");
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}
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}
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if (incapacitationTimer != null) {
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if (incapacitationTimer.cancel(false)) { // If the task is running, let them get back up
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killCreature(killer, corpse);
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Log.i(this, "%s was deathblown by %s", corpse, killer);
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}
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} else {
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// Can't happen with the current code, but in case it's ever refactored...
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Log.e(this, "Incapacitation timer for player %s being deathblown unexpectedly didn't exist!", "");
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}
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} else {
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Log.i(this, "%s tried to deathblow NPC %s", killerCreature, killedCreature);
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}
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}
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