Class CombatManager

java.lang.Object
zombie.CombatManager

public final class CombatManager extends Object
  • Field Details

    • hitInfoPool

      public final ObjectPool<HitInfo> hitInfoPool
    • StrengthLevelOffset

      public static final int StrengthLevelOffset
      See Also:
    • StrengthLevelMuscleStrainModifier

      public static final float StrengthLevelMuscleStrainModifier
      See Also:
    • TwoHandedWeaponMuscleStrainModifier

      public static final float TwoHandedWeaponMuscleStrainModifier
      See Also:
    • ISOCURSOR

      public static final int ISOCURSOR
      See Also:
    • ISORETICLE

      public static final int ISORETICLE
      See Also:
    • targetReticleMode

      public static int targetReticleMode
  • Method Details

    • getCombatConfig

      public CombatConfig getCombatConfig()
    • getInstance

      public static CombatManager getInstance()
    • calculateDamageToVehicle

      public float calculateDamageToVehicle(IsoGameCharacter isoGameCharacter, float vehicleDurability, float damage, int doorDamage)
    • getWeapon

      public HandWeapon getWeapon(IsoGameCharacter owner)
    • splash

      public void splash(IsoMovingObject obj, HandWeapon weapon, IsoGameCharacter owner)
    • processMaintenanceCheck

      public void processMaintenanceCheck(IsoGameCharacter owner, HandWeapon weapon, IsoObject isoObject)
    • attackCollisionCheck

      public void attackCollisionCheck(IsoGameCharacter owner, HandWeapon weapon, SwipeStatePlayer swipeStatePlayer, AttackType in_attackTypeModifier)
    • processWeaponEndurance

      public void processWeaponEndurance(IsoGameCharacter isoGameCharacter, HandWeapon handWeapon)
    • releaseBallisticsTargets

      public void releaseBallisticsTargets(IsoGameCharacter isoGameCharacter)
    • applyDamage

      public void applyDamage(IsoGameCharacter isoGameCharacter, float damageAmount)
    • applyDamage

      public void applyDamage(BodyPart bodyPart, float damageAmount)
    • calculateAttackVars

      public void calculateAttackVars(IsoLivingCharacter isoLivingCharacter)
    • calcValidTargets

      public void calcValidTargets(IsoLivingCharacter owner, HandWeapon weapon, PZArrayList<HitInfo> targetsProne, PZArrayList<HitInfo> targetsStanding)
    • isProneTargetBetter

      public boolean isProneTargetBetter(IsoGameCharacter owner, HitInfo bestStanding, HitInfo bestProne)
    • checkPVP

      public static boolean checkPVP(IsoGameCharacter owner, IsoMovingObject obj)
    • calculateHitInfoList

      public void calculateHitInfoList(IsoGameCharacter isoGameCharacter)
    • getBoneWorldPos

      public static Vector3 getBoneWorldPos(IsoMovingObject target, String boneName, Vector3 bonePos)
    • 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

      public static float getMovePenalty(IsoGameCharacter character, float dist)
    • getAimDelayPenalty

      public float getAimDelayPenalty(float delay, float dist, float min, float max)
    • getMoodlesPenalty

      public float getMoodlesPenalty(IsoGameCharacter character, float distance)
    • getWeatherPenalty

      public float getWeatherPenalty(IsoGameCharacter character, HandWeapon weapon, IsoGridSquare square, float distance)
    • getPainPenalty

      public float getPainPenalty(IsoGameCharacter character)
    • Reset

      public void Reset()
    • processHit

      public int processHit(HandWeapon weapon, IsoGameCharacter wielder, IsoGameCharacter target)
    • highlightTarget

      public void highlightTarget(IsoGameCharacter isoGameCharacter, Color color, float alpha)
    • pressedAttack

      public void pressedAttack(IsoPlayer isoPlayer)
    • update

      public void update(boolean doUpdate)
    • postUpdate

      public void postUpdate(boolean doUpdate)
    • updateReticle

      public void updateReticle(IsoPlayer isoPlayer)
    • hitIsoGridSquare

      public boolean hitIsoGridSquare(IsoGridSquare isoGridSquare, org.joml.Vector3f hitLocation)
    • processInstantExplosion

      public void processInstantExplosion(IsoGameCharacter target, IsoTrap isoTrap)
    • applyGlobalDamageReductionMultipliers

      public float applyGlobalDamageReductionMultipliers(HandWeapon handWeapon, float damage)
    • applyWeaponLevelDamageModifier

      public float applyWeaponLevelDamageModifier(IsoGameCharacter isoGameCharacter, float damage)
    • applyPlayerReceivedDamageModifier

      public float applyPlayerReceivedDamageModifier(IsoGameCharacter isoGameCharacter, float damage)
    • applyOneHandedDamagePenalty

      public float applyOneHandedDamagePenalty(IsoGameCharacter isoGameCharacter, HandWeapon weapon, float damage)
    • applyMeleeEnduranceLoss

      public void applyMeleeEnduranceLoss(IsoGameCharacter attacker, IsoGameCharacter target, HandWeapon handWeapon, float damage)
    • setAimingDelay

      public void setAimingDelay(IsoPlayer isoPlayer, HandWeapon handWeapon)