mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2025-12-20 10:55:08 +01:00
[Anime Game Version update] Support 2.7 (#1072)
* feature(2.7 version): support 2.7 version & upload new protos 1. Support GC in GI 2.7.0; 2. Upload new protos; 3. Fix some bugs cuz by new protos. BREAKING CHANGE: all * fix(database helper): fix player uid issues * fix(ability embryo): uint32 to fixed32 * fix(proto): map mark rename MAP_MARK_FROM_TYPE_NOE to MAP_MARK_FROM_TYPE_NONE * fix(game version): change game version to 2.7.0 * perf(proto): remove unused protos 1. Remove unused protos; 2. Temporarily commented out some of the proto fields. * fix(proto): uint32 to fixed32
This commit is contained in:
@@ -253,7 +253,7 @@ public class EnergyManager {
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float elementBonus = (ballElement == null) ? 2.0f : (avatarElement == ballElement) ? 3.0f : 1.0f;
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// Add the energy.
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entity.addEnergy(baseEnergy * elementBonus * offFieldPenalty * elemBall.getCount(), PropChangeReason.PROP_CHANGE_ENERGY_BALL);
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entity.addEnergy(baseEnergy * elementBonus * offFieldPenalty * elemBall.getCount(), PropChangeReason.PROP_CHANGE_REASON_ENERGY_BALL);
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}
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}
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@@ -268,7 +268,7 @@ public class EnergyManager {
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// If the cast skill was a burst, consume energy.
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if (avatar.getSkillDepot() != null && skillId == avatar.getSkillDepot().getEnergySkill()) {
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avatar.getAsEntity().clearEnergy(PropChangeReason.PROP_CHANGE_ABILITY);
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avatar.getAsEntity().clearEnergy(PropChangeReason.PROP_CHANGE_REASON_ABILITY);
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}
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}
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@@ -24,7 +24,7 @@ public class MapMarksManager {
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public void handleMapMarkReq(MarkMapReq req) {
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Operation op = req.getOp();
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switch (op) {
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case ADD -> {
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case OPERATION_ADD -> {
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MapMark createMark = new MapMark(req.getMark());
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// keep teleporting functionality on fishhook mark.
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if (createMark.getMapMarkPointType() == MapMarkPointType.MAP_MARK_POINT_TYPE_FISH_POOL) {
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@@ -33,18 +33,18 @@ public class MapMarksManager {
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}
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addMapMark(createMark);
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}
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case MOD -> {
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case OPERATION_MOD -> {
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MapMark oldMark = new MapMark(req.getOld());
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removeMapMark(oldMark.getPosition());
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MapMark newMark = new MapMark(req.getMark());
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addMapMark(newMark);
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}
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case DEL -> {
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case OPERATION_DEL -> {
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MapMark deleteMark = new MapMark(req.getMark());
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removeMapMark(deleteMark.getPosition());
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}
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}
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if (op != Operation.GET) {
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if (op != Operation.OPERATION_GET) {
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saveMapMarks();
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}
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player.getSession().send(new PacketMarkMapRsp(getMapMarks()));
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@@ -27,7 +27,7 @@ public class MultiplayerManager {
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public void applyEnterMp(Player player, int targetUid) {
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Player target = getServer().getPlayerByUid(targetUid);
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if (target == null) {
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player.sendPacket(new PacketPlayerApplyEnterMpResultNotify(targetUid, "", false, PlayerApplyEnterMpResultNotifyOuterClass.PlayerApplyEnterMpResultNotify.Reason.PLAYER_CANNOT_ENTER_MP));
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player.sendPacket(new PacketPlayerApplyEnterMpResultNotify(targetUid, "", false, PlayerApplyEnterMpResultNotifyOuterClass.PlayerApplyEnterMpResultNotify.Reason.REASON_PLAYER_CANNOT_ENTER_MP));
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return;
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}
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@@ -72,12 +72,12 @@ public class MultiplayerManager {
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// Sanity checks - Dont let the requesting player join if they are already in multiplayer
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if (requester.getWorld().isMultiplayer()) {
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request.getRequester().sendPacket(new PacketPlayerApplyEnterMpResultNotify(hostPlayer, false, PlayerApplyEnterMpResultNotifyOuterClass.PlayerApplyEnterMpResultNotify.Reason.PLAYER_CANNOT_ENTER_MP));
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request.getRequester().sendPacket(new PacketPlayerApplyEnterMpResultNotify(hostPlayer, false, PlayerApplyEnterMpResultNotifyOuterClass.PlayerApplyEnterMpResultNotify.Reason.REASON_PLAYER_CANNOT_ENTER_MP));
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return;
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}
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// Response packet
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request.getRequester().sendPacket(new PacketPlayerApplyEnterMpResultNotify(hostPlayer, isAgreed, PlayerApplyEnterMpResultNotifyOuterClass.PlayerApplyEnterMpResultNotify.Reason.PLAYER_JUDGE));
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request.getRequester().sendPacket(new PacketPlayerApplyEnterMpResultNotify(hostPlayer, isAgreed, PlayerApplyEnterMpResultNotifyOuterClass.PlayerApplyEnterMpResultNotify.Reason.REASON_PLAYER_JUDGE));
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// Declined
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if (!isAgreed) {
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@@ -93,7 +93,7 @@ public class MultiplayerManager {
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world.addPlayer(hostPlayer);
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// Rejoin packet
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hostPlayer.sendPacket(new PacketPlayerEnterSceneNotify(hostPlayer, hostPlayer, EnterType.ENTER_SELF, EnterReason.HostFromSingleToMp, hostPlayer.getScene().getId(), hostPlayer.getPos()));
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hostPlayer.sendPacket(new PacketPlayerEnterSceneNotify(hostPlayer, hostPlayer, EnterType.ENTER_TYPE_SELF, EnterReason.HostFromSingleToMp, hostPlayer.getScene().getId(), hostPlayer.getPos()));
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}
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// Set scene pos and id of requester to the host player's
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@@ -105,7 +105,7 @@ public class MultiplayerManager {
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hostPlayer.getWorld().addPlayer(requester);
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// Packet
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requester.sendPacket(new PacketPlayerEnterSceneNotify(requester, hostPlayer, EnterType.ENTER_OTHER, EnterReason.TeamJoin, hostPlayer.getScene().getId(), hostPlayer.getPos()));
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requester.sendPacket(new PacketPlayerEnterSceneNotify(requester, hostPlayer, EnterType.ENTER_TYPE_OTHER, EnterReason.TeamJoin, hostPlayer.getScene().getId(), hostPlayer.getPos()));
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}
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public boolean leaveCoop(Player player) {
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@@ -126,7 +126,7 @@ public class MultiplayerManager {
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world.addPlayer(player);
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// Packet
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player.sendPacket(new PacketPlayerEnterSceneNotify(player, EnterType.ENTER_SELF, EnterReason.TeamBack, player.getScene().getId(), player.getPos()));
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player.sendPacket(new PacketPlayerEnterSceneNotify(player, EnterType.ENTER_TYPE_SELF, EnterReason.TeamBack, player.getScene().getId(), player.getPos()));
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return true;
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}
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@@ -153,7 +153,7 @@ public class MultiplayerManager {
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World world = new World(victim);
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world.addPlayer(victim);
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victim.sendPacket(new PacketPlayerEnterSceneNotify(victim, EnterType.ENTER_SELF, EnterReason.TeamKick, victim.getScene().getId(), victim.getPos()));
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victim.sendPacket(new PacketPlayerEnterSceneNotify(victim, EnterType.ENTER_TYPE_SELF, EnterReason.TeamKick, victim.getScene().getId(), victim.getPos()));
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return true;
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}
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}
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@@ -158,8 +158,8 @@ public class SotSManager {
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logger.trace("Healing avatar " + entity.getAvatar().getAvatarData().getName() + " +" + needHP);
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player.getTeamManager().healAvatar(entity.getAvatar(), 0, needHP);
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player.getSession().send(new PacketEntityFightPropChangeReasonNotify(entity, FightProperty.FIGHT_PROP_CUR_HP,
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((float) needHP / 100), List.of(3), PropChangeReason.PROP_CHANGE_STATUE_RECOVER,
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ChangeHpReason.ChangeHpAddStatue));
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((float) needHP / 100), List.of(3), PropChangeReason.PROP_CHANGE_REASON_STATUE_RECOVER,
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ChangeHpReason.CHANGE_HP_REASON_CHANGE_HP_ADD_STATUE));
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player.getSession().send(new PacketEntityFightPropUpdateNotify(entity, FightProperty.FIGHT_PROP_CUR_HP));
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}
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@@ -31,81 +31,81 @@ public class StaminaManager {
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private final Player player;
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private static final HashMap<String, HashSet<MotionState>> MotionStatesCategorized = new HashMap<>() {{
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put("CLIMB", new HashSet<>(List.of(
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MotionState.MOTION_CLIMB, // sustained, when not moving no cost no recover
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MotionState.MOTION_STANDBY_TO_CLIMB // NOT OBSERVED, see MOTION_JUMP_UP_WALL_FOR_STANDBY
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MotionState.MOTION_STATE_CLIMB, // sustained, when not moving no cost no recover
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MotionState.MOTION_STATE_STANDBY_TO_CLIMB // NOT OBSERVED, see MOTION_JUMP_UP_WALL_FOR_STANDBY
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)));
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put("DASH", new HashSet<>(List.of(
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MotionState.MOTION_DANGER_DASH, // sustained
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MotionState.MOTION_DASH // sustained
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MotionState.MOTION_STATE_DANGER_DASH, // sustained
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MotionState.MOTION_STATE_DASH // sustained
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)));
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put("FLY", new HashSet<>(List.of(
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MotionState.MOTION_FLY, // sustained
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MotionState.MOTION_FLY_FAST, // sustained
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MotionState.MOTION_FLY_SLOW, // sustained
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MotionState.MOTION_POWERED_FLY // sustained, recover
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MotionState.MOTION_STATE_FLY, // sustained
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MotionState.MOTION_STATE_FLY_FAST, // sustained
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MotionState.MOTION_STATE_FLY_SLOW, // sustained
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MotionState.MOTION_STATE_POWERED_FLY // sustained, recover
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)));
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put("RUN", new HashSet<>(List.of(
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MotionState.MOTION_DANGER_RUN, // sustained, recover
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MotionState.MOTION_RUN // sustained, recover
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MotionState.MOTION_STATE_DANGER_RUN, // sustained, recover
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MotionState.MOTION_STATE_RUN // sustained, recover
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)));
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put("SKIFF", new HashSet<>(List.of(
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MotionState.MOTION_SKIFF_BOARDING, // NOT OBSERVED even when boarding
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MotionState.MOTION_SKIFF_DASH, // sustained, observed with waverider entity ID.
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MotionState.MOTION_SKIFF_NORMAL, // sustained, OBSERVED when both normal and dashing
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MotionState.MOTION_SKIFF_POWERED_DASH // sustained, recover
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MotionState.MOTION_STATE_SKIFF_BOARDING, // NOT OBSERVED even when boarding
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MotionState.MOTION_STATE_SKIFF_DASH, // sustained, observed with waverider entity ID.
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MotionState.MOTION_STATE_SKIFF_NORMAL, // sustained, OBSERVED when both normal and dashing
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MotionState.MOTION_STATE_SKIFF_POWERED_DASH // sustained, recover
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)));
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put("STANDBY", new HashSet<>(List.of(
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MotionState.MOTION_DANGER_STANDBY_MOVE, // sustained, recover
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MotionState.MOTION_DANGER_STANDBY, // sustained, recover
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MotionState.MOTION_LADDER_TO_STANDBY, // NOT OBSERVED
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MotionState.MOTION_STANDBY_MOVE, // sustained, recover
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MotionState.MOTION_STANDBY // sustained, recover
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MotionState.MOTION_STATE_DANGER_STANDBY_MOVE, // sustained, recover
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MotionState.MOTION_STATE_DANGER_STANDBY, // sustained, recover
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MotionState.MOTION_STATE_LADDER_TO_STANDBY, // NOT OBSERVED
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MotionState.MOTION_STATE_STANDBY_MOVE, // sustained, recover
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MotionState.MOTION_STATE_STANDBY // sustained, recover
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)));
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put("SWIM", new HashSet<>(List.of(
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MotionState.MOTION_SWIM_IDLE, // sustained
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MotionState.MOTION_SWIM_DASH, // immediate and sustained
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MotionState.MOTION_SWIM_JUMP, // NOT OBSERVED
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MotionState.MOTION_SWIM_MOVE // sustained
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MotionState.MOTION_STATE_SWIM_IDLE, // sustained
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MotionState.MOTION_STATE_SWIM_DASH, // immediate and sustained
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MotionState.MOTION_STATE_SWIM_JUMP, // NOT OBSERVED
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MotionState.MOTION_STATE_SWIM_MOVE // sustained
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)));
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put("WALK", new HashSet<>(List.of(
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MotionState.MOTION_DANGER_WALK, // sustained, recover
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MotionState.MOTION_WALK // sustained, recover
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MotionState.MOTION_STATE_DANGER_WALK, // sustained, recover
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MotionState.MOTION_STATE_WALK // sustained, recover
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)));
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put("OTHER", new HashSet<>(List.of(
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MotionState.MOTION_CLIMB_JUMP, // cost only once if repeated without switching state
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MotionState.MOTION_DASH_BEFORE_SHAKE, // immediate one time sprint charge.
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MotionState.MOTION_FIGHT, // immediate, if sustained then subsequent will be MOTION_NOTIFY
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MotionState.MOTION_JUMP_UP_WALL_FOR_STANDBY, // immediate, observed when RUN/WALK->CLIMB
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MotionState.MOTION_NOTIFY, // can be either cost or recover - check previous state and check skill casting
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MotionState.MOTION_SIT_IDLE, // sustained, recover
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MotionState.MOTION_JUMP // recover
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MotionState.MOTION_STATE_CLIMB_JUMP, // cost only once if repeated without switching state
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MotionState.MOTION_STATE_DASH_BEFORE_SHAKE, // immediate one time sprint charge.
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MotionState.MOTION_STATE_FIGHT, // immediate, if sustained then subsequent will be MOTION_NOTIFY
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MotionState.MOTION_STATE_JUMP_UP_WALL_FOR_STANDBY, // immediate, observed when RUN/WALK->CLIMB
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MotionState.MOTION_STATE_NOTIFY, // can be either cost or recover - check previous state and check skill casting
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MotionState.MOTION_STATE_SIT_IDLE, // sustained, recover
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MotionState.MOTION_STATE_JUMP // recover
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)));
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put("NOCOST_NORECOVER", new HashSet<>(List.of(
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MotionState.MOTION_LADDER_SLIP, // NOT OBSERVED
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MotionState.MOTION_SLIP, // sustained, no cost no recover
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MotionState.MOTION_FLY_IDLE // NOT OBSERVED
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MotionState.MOTION_STATE_LADDER_SLIP, // NOT OBSERVED
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MotionState.MOTION_STATE_SLIP, // sustained, no cost no recover
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MotionState.MOTION_STATE_FLY_IDLE // NOT OBSERVED
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)));
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put("IGNORE", new HashSet<>(List.of(
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// these states have no impact on stamina
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MotionState.MOTION_CROUCH_IDLE,
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MotionState.MOTION_CROUCH_MOVE,
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MotionState.MOTION_CROUCH_ROLL,
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MotionState.MOTION_DESTROY_VEHICLE,
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MotionState.MOTION_FALL_ON_GROUND,
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MotionState.MOTION_FOLLOW_ROUTE,
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MotionState.MOTION_FORCE_SET_POS,
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MotionState.MOTION_GO_UPSTAIRS,
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MotionState.MOTION_JUMP_OFF_WALL,
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MotionState.MOTION_LADDER_IDLE,
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MotionState.MOTION_LADDER_MOVE,
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MotionState.MOTION_LAND_SPEED,
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MotionState.MOTION_MOVE_FAIL_ACK,
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MotionState.MOTION_NONE,
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MotionState.MOTION_NUM,
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MotionState.MOTION_QUEST_FORCE_DRAG,
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MotionState.MOTION_RESET,
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MotionState.MOTION_STANDBY_TO_LADDER,
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MotionState.MOTION_WATERFALL
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MotionState.MOTION_STATE_CROUCH_IDLE,
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MotionState.MOTION_STATE_CROUCH_MOVE,
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MotionState.MOTION_STATE_CROUCH_ROLL,
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MotionState.MOTION_STATE_DESTROY_VEHICLE,
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MotionState.MOTION_STATE_FALL_ON_GROUND,
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MotionState.MOTION_STATE_FOLLOW_ROUTE,
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MotionState.MOTION_STATE_FORCE_SET_POS,
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MotionState.MOTION_STATE_GO_UPSTAIRS,
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MotionState.MOTION_STATE_JUMP_OFF_WALL,
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MotionState.MOTION_STATE_LADDER_IDLE,
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MotionState.MOTION_STATE_LADDER_MOVE,
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MotionState.MOTION_STATE_LAND_SPEED,
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MotionState.MOTION_STATE_MOVE_FAIL_ACK,
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MotionState.MOTION_STATE_NONE,
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MotionState.MOTION_STATE_NUM,
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MotionState.MOTION_STATE_QUEST_FORCE_DRAG,
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MotionState.MOTION_STATE_RESET,
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MotionState.MOTION_STATE_STANDBY_TO_LADDER,
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MotionState.MOTION_STATE_WATERFALL
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)));
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}};
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@@ -114,8 +114,8 @@ public class StaminaManager {
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public final static int GlobalVehicleMaxStamina = 24000;
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private Position currentCoordinates = new Position(0, 0, 0);
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private Position previousCoordinates = new Position(0, 0, 0);
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private MotionState currentState = MotionState.MOTION_STANDBY;
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private MotionState previousState = MotionState.MOTION_STANDBY;
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private MotionState currentState = MotionState.MOTION_STATE_STANDBY;
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private MotionState previousState = MotionState.MOTION_STATE_STANDBY;
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private Timer sustainedStaminaHandlerTimer;
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private GameSession cachedSession = null;
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private GameEntity cachedEntity = null;
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@@ -406,7 +406,7 @@ public class StaminaManager {
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}
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public void handleVehicleInteractReq(GameSession session, int vehicleId, VehicleInteractType vehicleInteractType) {
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if (vehicleInteractType == VehicleInteractType.VEHICLE_INTERACT_IN) {
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if (vehicleInteractType == VehicleInteractType.VEHICLE_INTERACT_TYPE_IN) {
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this.vehicleId = vehicleId;
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// Reset character stamina here to prevent falling into water immediately on ejection if char stamina is
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// close to empty when boarding.
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@@ -421,23 +421,23 @@ public class StaminaManager {
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private void handleImmediateStamina(GameSession session, @NotNull MotionState motionState) {
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switch (motionState) {
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case MOTION_CLIMB:
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if (currentState != MotionState.MOTION_CLIMB) {
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case MOTION_STATE_CLIMB:
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if (currentState != MotionState.MOTION_STATE_CLIMB) {
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updateStaminaRelative(session, new Consumption(ConsumptionType.CLIMB_START), true);
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}
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break;
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case MOTION_DASH_BEFORE_SHAKE:
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if (previousState != MotionState.MOTION_DASH_BEFORE_SHAKE) {
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case MOTION_STATE_DASH_BEFORE_SHAKE:
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if (previousState != MotionState.MOTION_STATE_DASH_BEFORE_SHAKE) {
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updateStaminaRelative(session, new Consumption(ConsumptionType.SPRINT), true);
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}
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break;
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case MOTION_CLIMB_JUMP:
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if (previousState != MotionState.MOTION_CLIMB_JUMP) {
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case MOTION_STATE_CLIMB_JUMP:
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if (previousState != MotionState.MOTION_STATE_CLIMB_JUMP) {
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updateStaminaRelative(session, new Consumption(ConsumptionType.CLIMB_JUMP), true);
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}
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break;
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case MOTION_SWIM_DASH:
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if (previousState != MotionState.MOTION_SWIM_DASH) {
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case MOTION_STATE_SWIM_DASH:
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if (previousState != MotionState.MOTION_STATE_SWIM_DASH) {
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updateStaminaRelative(session, new Consumption(ConsumptionType.SWIM_DASH_START), true);
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}
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break;
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@@ -526,8 +526,8 @@ public class StaminaManager {
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if (stamina < 10) {
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logger.trace(getCurrentCharacterStamina() + "/" +
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getMaxCharacterStamina() + "\t" + currentState);
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if (currentState != MotionState.MOTION_SWIM_IDLE) {
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killAvatar(cachedSession, cachedEntity, PlayerDieType.PLAYER_DIE_DRAWN);
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if (currentState != MotionState.MOTION_STATE_SWIM_IDLE) {
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killAvatar(cachedSession, cachedEntity, PlayerDieType.PLAYER_DIE_TYPE_DRAWN);
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}
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}
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}
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@@ -568,7 +568,7 @@ public class StaminaManager {
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private Consumption getClimbConsumption() {
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Consumption consumption = new Consumption();
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if (currentState == MotionState.MOTION_CLIMB && isPlayerMoving()) {
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if (currentState == MotionState.MOTION_STATE_CLIMB && isPlayerMoving()) {
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consumption.type = ConsumptionType.CLIMBING;
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consumption.amount = ConsumptionType.CLIMBING.amount;
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}
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@@ -581,11 +581,11 @@ public class StaminaManager {
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private Consumption getSwimConsumptions() {
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handleDrowning();
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Consumption consumption = new Consumption();
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if (currentState == MotionState.MOTION_SWIM_MOVE) {
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if (currentState == MotionState.MOTION_STATE_SWIM_MOVE) {
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consumption.type = ConsumptionType.SWIMMING;
|
||||
consumption.amount = ConsumptionType.SWIMMING.amount;
|
||||
}
|
||||
if (currentState == MotionState.MOTION_SWIM_DASH) {
|
||||
if (currentState == MotionState.MOTION_STATE_SWIM_DASH) {
|
||||
consumption.type = ConsumptionType.SWIM_DASH;
|
||||
consumption.amount = ConsumptionType.SWIM_DASH.amount;
|
||||
}
|
||||
@@ -597,7 +597,7 @@ public class StaminaManager {
|
||||
|
||||
private Consumption getDashConsumption() {
|
||||
Consumption consumption = new Consumption();
|
||||
if (currentState == MotionState.MOTION_DASH) {
|
||||
if (currentState == MotionState.MOTION_STATE_DASH) {
|
||||
consumption.type = ConsumptionType.DASH;
|
||||
consumption.amount = ConsumptionType.DASH.amount;
|
||||
// Dashing specific reductions
|
||||
@@ -608,7 +608,7 @@ public class StaminaManager {
|
||||
|
||||
private Consumption getFlyConsumption() {
|
||||
// POWERED_FLY, e.g. wind tunnel
|
||||
if (currentState == MotionState.MOTION_POWERED_FLY) {
|
||||
if (currentState == MotionState.MOTION_STATE_POWERED_FLY) {
|
||||
return new Consumption(ConsumptionType.POWERED_FLY);
|
||||
}
|
||||
Consumption consumption = new Consumption(ConsumptionType.FLY);
|
||||
@@ -621,21 +621,21 @@ public class StaminaManager {
|
||||
private Consumption getSkiffConsumption() {
|
||||
// No known reduction for skiffing.
|
||||
return switch (currentState) {
|
||||
case MOTION_SKIFF_DASH -> new Consumption(ConsumptionType.SKIFF_DASH);
|
||||
case MOTION_SKIFF_POWERED_DASH -> new Consumption(ConsumptionType.POWERED_SKIFF);
|
||||
case MOTION_SKIFF_NORMAL -> new Consumption(ConsumptionType.SKIFF);
|
||||
case MOTION_STATE_SKIFF_DASH -> new Consumption(ConsumptionType.SKIFF_DASH);
|
||||
case MOTION_STATE_SKIFF_POWERED_DASH -> new Consumption(ConsumptionType.POWERED_SKIFF);
|
||||
case MOTION_STATE_SKIFF_NORMAL -> new Consumption(ConsumptionType.SKIFF);
|
||||
default -> new Consumption();
|
||||
};
|
||||
}
|
||||
|
||||
private Consumption getOtherConsumptions() {
|
||||
switch (currentState) {
|
||||
case MOTION_NOTIFY:
|
||||
case MOTION_STATE_NOTIFY:
|
||||
// if (BowSkills.contains(lastSkillId)) {
|
||||
// return new Consumption(ConsumptionType.FIGHT, 500);
|
||||
// }
|
||||
break;
|
||||
case MOTION_FIGHT:
|
||||
case MOTION_STATE_FIGHT:
|
||||
// TODO: what if charged attack
|
||||
return new Consumption(ConsumptionType.FIGHT, 500);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user