Class CombatManager
java.lang.Object
zombie.CombatManager
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Field Summary
FieldsModifier and TypeFieldDescriptionfinal ObjectPool<HitInfo> static final intstatic final intstatic final floatstatic final intstatic intstatic final float -
Method Summary
Modifier and TypeMethodDescriptionvoidapplyDamage(BodyPart bodyPart, float damageAmount) voidapplyDamage(IsoGameCharacter isoGameCharacter, float damageAmount) floatapplyGlobalDamageReductionMultipliers(HandWeapon handWeapon, float damage) voidapplyMeleeEnduranceLoss(IsoGameCharacter attacker, IsoGameCharacter target, HandWeapon handWeapon, float damage) floatapplyOneHandedDamagePenalty(IsoGameCharacter isoGameCharacter, HandWeapon weapon, float damage) floatapplyPlayerReceivedDamageModifier(IsoGameCharacter isoGameCharacter, float damage) floatapplyWeaponLevelDamageModifier(IsoGameCharacter isoGameCharacter, float damage) voidattackCollisionCheck(IsoGameCharacter owner, HandWeapon weapon, SwipeStatePlayer swipeStatePlayer, AttackType in_attackTypeModifier) voidcalculateAttackVars(IsoLivingCharacter isoLivingCharacter) floatcalculateDamageToVehicle(IsoGameCharacter isoGameCharacter, float vehicleDurability, float damage, int doorDamage) voidcalculateHitInfoList(IsoGameCharacter isoGameCharacter) voidcalcValidTargets(IsoLivingCharacter owner, HandWeapon weapon, PZArrayList<HitInfo> targetsProne, PZArrayList<HitInfo> targetsStanding) static booleancheckPVP(IsoGameCharacter owner, IsoMovingObject obj) floatgetAimDelayPenalty(float delay, float dist, float min, float max) floatgetAimDelayPenaltySightless(float aimDelay, float dist) static Vector3getBoneWorldPos(IsoMovingObject target, String boneName, Vector3 bonePos) floatgetDistanceModifier(float dist, float min, float max, boolean prone) floatgetDistanceModifierSightless(float dist, boolean prone) static CombatManagerfloatgetMoodlesPenalty(IsoGameCharacter character, float distance) static floatgetMovePenalty(IsoGameCharacter character, float dist) floatgetPainPenalty(IsoGameCharacter character) getWeapon(IsoGameCharacter owner) floatgetWeatherPenalty(IsoGameCharacter character, HandWeapon weapon, IsoGridSquare square, float distance) voidhighlightTarget(IsoGameCharacter isoGameCharacter, Color color, float alpha) booleanhitIsoGridSquare(IsoGridSquare isoGridSquare, org.joml.Vector3f hitLocation) booleanisProneTargetBetter(IsoGameCharacter owner, HitInfo bestStanding, HitInfo bestProne) voidpostUpdate(boolean doUpdate) voidpressedAttack(IsoPlayer isoPlayer) intprocessHit(HandWeapon weapon, IsoGameCharacter wielder, IsoGameCharacter target) voidprocessInstantExplosion(IsoGameCharacter target, IsoTrap isoTrap) voidprocessMaintenanceCheck(IsoGameCharacter owner, HandWeapon weapon, IsoObject isoObject) voidprocessWeaponEndurance(IsoGameCharacter isoGameCharacter, HandWeapon handWeapon) voidreleaseBallisticsTargets(IsoGameCharacter isoGameCharacter) voidReset()voidsetAimingDelay(IsoPlayer isoPlayer, HandWeapon handWeapon) voidsplash(IsoMovingObject obj, HandWeapon weapon, IsoGameCharacter owner) voidupdate(boolean doUpdate) voidupdateReticle(IsoPlayer isoPlayer)
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Field Details
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hitInfoPool
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StrengthLevelOffset
public static final int StrengthLevelOffset- See Also:
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StrengthLevelMuscleStrainModifier
public static final float StrengthLevelMuscleStrainModifier- See Also:
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TwoHandedWeaponMuscleStrainModifier
public static final float TwoHandedWeaponMuscleStrainModifier- See Also:
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ISOCURSOR
public static final int ISOCURSOR- See Also:
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ISORETICLE
public static final int ISORETICLE- See Also:
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targetReticleMode
public static int targetReticleMode
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Method Details
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getCombatConfig
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getInstance
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calculateDamageToVehicle
public float calculateDamageToVehicle(IsoGameCharacter isoGameCharacter, float vehicleDurability, float damage, int doorDamage) -
getWeapon
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splash
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processMaintenanceCheck
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attackCollisionCheck
public void attackCollisionCheck(IsoGameCharacter owner, HandWeapon weapon, SwipeStatePlayer swipeStatePlayer, AttackType in_attackTypeModifier) -
processWeaponEndurance
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releaseBallisticsTargets
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applyDamage
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applyDamage
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calculateAttackVars
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calcValidTargets
public void calcValidTargets(IsoLivingCharacter owner, HandWeapon weapon, PZArrayList<HitInfo> targetsProne, PZArrayList<HitInfo> targetsStanding) -
isProneTargetBetter
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checkPVP
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calculateHitInfoList
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getBoneWorldPos
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getDistanceModifierSightless
public float getDistanceModifierSightless(float dist, boolean prone) -
getAimDelayPenaltySightless
public float getAimDelayPenaltySightless(float aimDelay, float dist) -
getDistanceModifier
public float getDistanceModifier(float dist, float min, float max, boolean prone) -
getMovePenalty
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getAimDelayPenalty
public float getAimDelayPenalty(float delay, float dist, float min, float max) -
getMoodlesPenalty
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getWeatherPenalty
public float getWeatherPenalty(IsoGameCharacter character, HandWeapon weapon, IsoGridSquare square, float distance) -
getPainPenalty
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Reset
public void Reset() -
processHit
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highlightTarget
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pressedAttack
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update
public void update(boolean doUpdate) -
postUpdate
public void postUpdate(boolean doUpdate) -
updateReticle
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hitIsoGridSquare
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processInstantExplosion
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applyGlobalDamageReductionMultipliers
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applyWeaponLevelDamageModifier
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applyPlayerReceivedDamageModifier
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applyOneHandedDamagePenalty
public float applyOneHandedDamagePenalty(IsoGameCharacter isoGameCharacter, HandWeapon weapon, float damage) -
applyMeleeEnduranceLoss
public void applyMeleeEnduranceLoss(IsoGameCharacter attacker, IsoGameCharacter target, HandWeapon handWeapon, float damage) -
setAimingDelay
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