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https://github.com/ProjectSWGCore/NGECore2.git
synced 2026-10-03 18:13:11 -04:00
Added collidable areas which can trigger a script, started work on AI, fixed position secured, updated engine
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/*******************************************************************************
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* Copyright (c) 2013 <Project SWG>
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*
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* This File is part of NGECore2.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* Using NGEngine to work with NGECore2 is making a combined work based on NGEngine.
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* Therefore all terms and conditions of the GNU Lesser General Public License cover the combination.
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******************************************************************************/
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package services.ai;
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import java.util.Vector;
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import net.engio.mbassy.listener.Handler;
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import resources.objects.creature.CreatureObject;
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import resources.objects.tangible.TangibleObject;
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import services.combat.CombatEvents.DamageTaken;
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public class LairActor {
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private Vector<AIActor> creatures = new Vector<AIActor>();
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private TangibleObject lairObject;
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private int maxSpawns;
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private String creatureTemplate;
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private volatile int spawnWave = 0;
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public LairActor(TangibleObject lairObject, String creatureTemplate) {
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this.lairObject = lairObject;
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this.creatureTemplate = creatureTemplate;
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lairObject.getEventBus().subscribe(this);
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}
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public LairActor(TangibleObject lairObject, String creatureTemplate, int maxSpawns) {
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this.lairObject = lairObject;
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this.creatureTemplate = creatureTemplate;
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this.maxSpawns = maxSpawns;
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lairObject.getEventBus().subscribe(this);
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}
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public Vector<AIActor> getCreatures() {
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return creatures;
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}
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public TangibleObject getLairObject() {
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return lairObject;
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}
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public void setLairObject(TangibleObject lairObject) {
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this.lairObject = lairObject;
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}
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@Handler
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public void handleLairDamageEvent(DamageTaken event) {
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for(AIActor ai : creatures) {
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ai.doAggro(event.attacker);
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}
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spawnNewCreatures();
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}
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private void spawnNewCreatures() {
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if(creatures.size() >= maxSpawns)
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return;
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int currentCondition = lairObject.getConditionDamage();
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int maxCondition = lairObject.getMaxDamage();
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switch(spawnWave) {
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// TODO: play damage effect
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case 0:
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spawnWave++;
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break;
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case 1:
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if((currentCondition / maxCondition) < 0.7) {
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spawnWave++;
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} else {
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return;
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}
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case 2:
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if((currentCondition / maxCondition) < 0.3) {
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spawnWave++;
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} else {
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return;
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}
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break;
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case 3:
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return;
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default:
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return;
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}
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// TODO: spawn creatures
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healLair();
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}
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private void healLair() {
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}
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public int getMaxSpawns() {
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return maxSpawns;
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}
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public void setMaxSpawns(int maxSpawns) {
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this.maxSpawns = maxSpawns;
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}
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public String getCreatureTemplate() {
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return creatureTemplate;
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}
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public void setCreatureTemplate(String creatureTemplate) {
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this.creatureTemplate = creatureTemplate;
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}
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}
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