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https://github.com/Grasscutters/Grasscutter.git
synced 2025-12-20 10:55:08 +01:00
Refactor WeaponType and MonsterType into enums
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@@ -16,6 +16,8 @@ import emu.grasscutter.game.inventory.GameItem;
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import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.props.ElementType;
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import emu.grasscutter.game.props.FightProperty;
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import emu.grasscutter.game.props.MonsterType;
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import emu.grasscutter.game.props.WeaponType;
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import emu.grasscutter.net.proto.AbilityActionGenerateElemBallOuterClass.AbilityActionGenerateElemBall;
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import emu.grasscutter.net.proto.AbilityIdentifierOuterClass.AbilityIdentifier;
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import emu.grasscutter.net.proto.AbilityInvokeEntryOuterClass.AbilityInvokeEntry;
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@@ -244,21 +246,6 @@ public class EnergyManager {
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/**********
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Energy generation for NAs/CAs.
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**********/
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private final static Map<String, Integer> initialNormalProbability = Map.ofEntries(
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entry("WEAPON_SWORD_ONE_HAND", 10),
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entry("WEAPON_BOW", 0),
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entry("WEAPON_CLAYMORE", 0),
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entry("WEAPON_POLE", 0),
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entry("WEAPON_CATALYST", 0)
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);
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private final static Map<String, Integer> increaseNormalProbability = Map.ofEntries(
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entry("WEAPON_SWORD_ONE_HAND", 5),
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entry("WEAPON_BOW", 5),
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entry("WEAPON_CLAYMORE", 10),
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entry("WEAPON_POLE", 4),
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entry("WEAPON_CATALYST", 10)
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);
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private void generateEnergyForNormalAndCharged(EntityAvatar avatar) {
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// This logic is based on the descriptions given in
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// https://genshin-impact.fandom.com/wiki/Energy#Energy_Generated_by_Normal_Attacks
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@@ -270,14 +257,11 @@ public class EnergyManager {
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// - Does this really count every individual hit separately?
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// Make sure the avatar's weapon type makes sense.
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String weaponType = avatar.getAvatar().getAvatarData().getWeaponType();
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if (!initialNormalProbability.containsKey(weaponType)) {
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return;
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}
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WeaponType weaponType = avatar.getAvatar().getAvatarData().getWeaponType();
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// Check if we already have probability data for this avatar. If not, insert it.
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if (!this.avatarNormalProbabilities.containsKey(avatar)) {
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this.avatarNormalProbabilities.put(avatar, initialNormalProbability.get(weaponType));
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this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability());
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}
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// Roll for energy.
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@@ -287,11 +271,11 @@ public class EnergyManager {
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// If the player wins the roll, we increase the avatar's energy and reset the probability.
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if (roll < currentProbability) {
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avatar.addEnergy(1.0f, PropChangeReason.PROP_CHANGE_REASON_ABILITY, true);
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this.avatarNormalProbabilities.put(avatar, initialNormalProbability.get(weaponType));
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this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability());
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}
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// Otherwise, we increase the probability for the next hit.
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else {
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this.avatarNormalProbabilities.put(avatar, currentProbability + increaseNormalProbability.get(weaponType));
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this.avatarNormalProbabilities.put(avatar, currentProbability + weaponType.getEnergyGainIncreaseProbability());
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}
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}
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@@ -312,8 +296,8 @@ public class EnergyManager {
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}
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EntityMonster targetMonster = (EntityMonster)targetEntity;
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String targetType = targetMonster.getMonsterData().getType();
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if (!targetType.equals("MONSTER_ORDINARY") && !targetType.equals("MONSTER_BOSS")) {
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MonsterType targetType = targetMonster.getMonsterData().getType();
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if (targetType != MonsterType.MONSTER_ORDINARY && targetType != MonsterType.MONSTER_BOSS) {
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return;
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}
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@@ -385,8 +369,8 @@ public class EnergyManager {
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public void handleMonsterEnergyDrop(EntityMonster monster, float hpBeforeDamage, float hpAfterDamage) {
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// Make sure this is actually a monster.
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// Note that some wildlife also has that type, like boars or birds.
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String type = monster.getMonsterData().getType();
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if (!type.equals("MONSTER_ORDINARY") && !type.equals("MONSTER_BOSS")) {
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MonsterType type = monster.getMonsterData().getType();
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if (type != MonsterType.MONSTER_ORDINARY && type != MonsterType.MONSTER_BOSS) {
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return;
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}
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@@ -4,12 +4,14 @@ import ch.qos.logback.classic.Logger;
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import emu.grasscutter.Grasscutter;
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import emu.grasscutter.command.commands.NoStaminaCommand;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.game.avatar.Avatar;
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import emu.grasscutter.game.entity.EntityAvatar;
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import emu.grasscutter.game.entity.GameEntity;
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import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.props.FightProperty;
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import emu.grasscutter.game.props.LifeState;
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import emu.grasscutter.game.props.PlayerProperty;
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import emu.grasscutter.game.props.WeaponType;
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import emu.grasscutter.net.proto.EntityMoveInfoOuterClass.EntityMoveInfo;
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import emu.grasscutter.net.proto.MotionInfoOuterClass.MotionInfo;
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import emu.grasscutter.net.proto.MotionStateOuterClass.MotionState;
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@@ -158,24 +160,8 @@ public class StaminaManager {
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put(542301, 0.8f);
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}};
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public static final HashSet<Integer> BowAvatars = new HashSet<>();
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public static final HashSet<Integer> CatalystAvatars = new HashSet<>();
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public static final HashSet<Integer> ClaymoreAvatars = new HashSet<>();
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public static final HashSet<Integer> PolearmAvatars = new HashSet<>();
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public static final HashSet<Integer> SwordAvatars = new HashSet<>();
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public static void initialize() {
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// Initialize skill categories
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GameData.getAvatarDataMap().forEach((avatarId, avatarData) -> {
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switch (avatarData.getWeaponType()) {
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case "WEAPON_BOW" -> BowAvatars.add(avatarId);
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case "WEAPON_CLAYMORE" -> ClaymoreAvatars.add(avatarId);
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case "WEAPON_CATALYST" -> CatalystAvatars.add(avatarId);
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case "WEAPON_POLE" -> PolearmAvatars.add(avatarId);
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case "WEAPON_SWORD_ONE_HAND" -> SwordAvatars.add(avatarId);
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}
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});
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// TODO: Initialize foods etc.
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// TODO: Initialize foods etc.
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}
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public StaminaManager(Player player) {
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@@ -358,13 +344,14 @@ public class StaminaManager {
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}
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setSkillCast(skillId, casterId);
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// Handle immediate stamina cost
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int currentAvatarId = player.getTeamManager().getCurrentAvatarEntity().getAvatar().getAvatarId();
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if (ClaymoreAvatars.contains(currentAvatarId)) {
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Avatar currentAvatar = player.getTeamManager().getCurrentAvatarEntity().getAvatar();
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if (currentAvatar.getAvatarData().getWeaponType() == WeaponType.WEAPON_CLAYMORE) {
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// Exclude claymore as their stamina cost starts when MixinStaminaCost gets in
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return;
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}
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// TODO: Differentiate normal attacks from charged attacks and exclude
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// TODO: Temporary: Exclude non-claymore attacks for now
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/*
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if (BowAvatars.contains(currentAvatarId)
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|| SwordAvatars.contains(currentAvatarId)
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|| PolearmAvatars.contains(currentAvatarId)
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@@ -372,7 +359,8 @@ public class StaminaManager {
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) {
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return;
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}
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handleImmediateStamina(session, skillId);
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*/
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//handleImmediateStamina(session, skillId);
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}
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public void handleMixinCostStamina(boolean isSwim) {
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@@ -543,26 +531,21 @@ public class StaminaManager {
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return getTalentMovingSustainedCost(skillCasting);
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}
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// Bow avatar charged attack
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int currentAvatarId = player.getTeamManager().getCurrentAvatarEntity().getAvatar().getAvatarId();
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if (BowAvatars.contains(currentAvatarId)) {
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return getBowSustainedCost(skillCasting);
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}
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// Claymore avatar charged attack
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if (ClaymoreAvatars.contains(currentAvatarId)) {
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return getClaymoreSustainedCost(skillCasting);
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}
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// Catalyst avatar charged attack
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if (CatalystAvatars.contains(currentAvatarId)) {
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return getCatalystCost(skillCasting);
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}
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// Polearm avatar charged attack
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if (PolearmAvatars.contains(currentAvatarId)) {
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return getPolearmCost(skillCasting);
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}
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// Sword avatar charged attack
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if (SwordAvatars.contains(skillCasting)) {
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return getSwordCost(skillCasting);
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Avatar currentAvatar = player.getTeamManager().getCurrentAvatarEntity().getAvatar();
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switch (currentAvatar.getAvatarData().getWeaponType()) {
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case WEAPON_BOW:
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return getBowSustainedCost(skillCasting);
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case WEAPON_CLAYMORE:
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return getClaymoreSustainedCost(skillCasting);
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case WEAPON_CATALYST:
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return getCatalystCost(skillCasting);
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case WEAPON_POLE:
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return getPolearmCost(skillCasting);
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case WEAPON_SWORD_ONE_HAND:
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return getSwordCost(skillCasting);
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}
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return new Consumption();
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}
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