2026-01-09 15:29:00 -05:00
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package noppes.npcs;
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import kamkeel.npcs.controllers.data.ability.Ability;
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import kamkeel.npcs.controllers.data.ability.AbilityPhase;
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import kamkeel.npcs.controllers.data.ability.AbilityController;
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import kamkeel.npcs.controllers.data.ability.telegraph.TelegraphInstance;
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import kamkeel.npcs.network.packets.data.ability.TelegraphRemovePacket;
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import kamkeel.npcs.network.packets.data.ability.TelegraphSpawnPacket;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.nbt.NBTTagList;
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import net.minecraft.util.DamageSource;
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import noppes.npcs.controllers.AnimationController;
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import noppes.npcs.controllers.data.Animation;
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import noppes.npcs.entity.EntityNPCInterface;
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import noppes.npcs.scripted.NpcAPI;
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import noppes.npcs.scripted.event.AbilityEvent;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Random;
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/**
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* Manages NPC abilities - storage, selection, execution, and cooldowns.
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* Follows the DataStats/DataAI pattern for NPC data management.
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*/
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public class DataAbilities {
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private final EntityNPCInterface npc;
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private final Random random = new Random();
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// ═══════════════════════════════════════════════════════════════════
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// CONFIGURATION (saved to NBT)
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// ═══════════════════════════════════════════════════════════════════
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/** List of abilities this NPC can use */
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private List<Ability> abilities = new ArrayList<>();
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/** Whether the ability system is enabled for this NPC */
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public boolean enabled = false;
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/** Minimum ticks between ability selections (global cooldown) */
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public int globalCooldown = 20;
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// ═══════════════════════════════════════════════════════════════════
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// RUNTIME STATE (not saved)
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// ═══════════════════════════════════════════════════════════════════
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/** Currently executing ability (null if none) */
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private transient Ability currentAbility;
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/** Per-ability cooldown timers (ability ID -> world time when cooldown ends) */
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private transient Map<String, Long> cooldowns = new HashMap<>();
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/** Ticks until next ability can be selected (global cooldown timer) */
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private transient int globalCooldownTimer = 0;
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/** Last target used for ability execution */
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private transient EntityLivingBase lastTarget;
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/** Recent hit timestamps for hit count condition */
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private transient List<Long> recentHitTimes = new ArrayList<>();
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// ═══════════════════════════════════════════════════════════════════
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// CONSTRUCTOR
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// ═══════════════════════════════════════════════════════════════════
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public DataAbilities(EntityNPCInterface npc) {
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this.npc = npc;
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}
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// ═══════════════════════════════════════════════════════════════════
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// TICK - Called from EntityNPCInterface.onLivingUpdate()
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// ═══════════════════════════════════════════════════════════════════
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/**
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* Main tick method - handles ability execution and cooldown management.
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* Should be called every tick from onLivingUpdate().
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*/
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public void tick() {
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if (!enabled || npc.worldObj.isRemote || npc.isKilled()) {
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return;
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}
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// Tick global cooldown
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if (globalCooldownTimer > 0) {
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globalCooldownTimer--;
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}
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// Tick current ability if executing
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if (currentAbility != null && currentAbility.isExecuting()) {
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tickCurrentAbility();
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}
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}
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/**
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* Tick the currently executing ability.
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*/
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private void tickCurrentAbility() {
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EntityLivingBase target = lastTarget != null ? lastTarget : npc.getAttackTarget();
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AbilityPhase oldPhase = currentAbility.getPhase();
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// Tick advances time and possibly changes phase
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boolean phaseChanged = currentAbility.tick();
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// Fire tick event for scripts
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fireTickEvent(currentAbility, target);
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// Handle phase-specific logic
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switch (currentAbility.getPhase()) {
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case WINDUP:
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currentAbility.onWindUpTick(npc, target, npc.worldObj, currentAbility.getCurrentTick());
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break;
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case ACTIVE:
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if (phaseChanged && oldPhase == AbilityPhase.WINDUP) {
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// Just entered ACTIVE phase - lock telegraph position if it was following
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// This commits the ability to its current target position
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TelegraphInstance telegraph = currentAbility.getTelegraphInstance();
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if (telegraph != null) {
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telegraph.lockPosition();
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}
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// Remove telegraph - it has served its purpose
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removeTelegraph(currentAbility);
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// Play active sound and animation
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playAbilitySound(currentAbility.getActiveSound());
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playAbilityAnimation(currentAbility.getActiveAnimationId());
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// Fire execute event (cancelable)
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AbilityEvent.ExecuteEvent executeEvent = new AbilityEvent.ExecuteEvent(
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npc.wrappedNPC, currentAbility, target);
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if (NpcAPI.EVENT_BUS.post(executeEvent)) {
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// Event was cancelled - skip execution but continue to recovery
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return;
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}
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// Call onExecute
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currentAbility.onExecute(npc, target, npc.worldObj);
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}
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currentAbility.onActiveTick(npc, target, npc.worldObj, currentAbility.getCurrentTick());
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break;
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case RECOVERY:
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// Recovery phase - just wait
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break;
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case IDLE:
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// Ability completed
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currentAbility.onComplete(npc, target);
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// Fire complete event
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AbilityEvent.CompleteEvent completeEvent = new AbilityEvent.CompleteEvent(
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npc.wrappedNPC, currentAbility, target);
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NpcAPI.EVENT_BUS.post(completeEvent);
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onAbilityComplete();
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break;
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}
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// Clear AI pathfinding if ability is controlling movement
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// But DON'T zero motion - let the ability set it if needed
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if (currentAbility != null && currentAbility.isExecuting()) {
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if (isAbilityControllingMovement()) {
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// Clear navigator so AI doesn't fight with ability movement
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npc.getNavigator().clearPathEntity();
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// Only zero motion if lockMovement is true AND ability doesn't have its own movement
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// This allows stationary abilities to freeze the NPC, while movement abilities can set their own motion
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if (currentAbility.isLockMovement() && !currentAbility.hasAbilityMovement()) {
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npc.motionX = 0;
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npc.motionZ = 0;
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}
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}
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}
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}
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/**
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* Called when an ability completes.
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*/
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private void onAbilityComplete() {
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if (currentAbility != null) {
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// Stop any ability animation
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stopAbilityAnimation();
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// Start per-ability cooldown
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startCooldown(currentAbility);
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currentAbility = null;
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lastTarget = null;
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// Start global cooldown
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globalCooldownTimer = globalCooldown;
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}
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}
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// ═══════════════════════════════════════════════════════════════════
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// ABILITY SELECTION - Called from CombatHandler
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// ═══════════════════════════════════════════════════════════════════
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/**
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* Try to select and start an ability for the given target.
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* Called by CombatHandler when NPC is in combat and ready for an ability.
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*
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* @param target The combat target
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* @return true if an ability was started
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*/
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public boolean trySelectAndStart(EntityLivingBase target) {
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if (!canSelectAbility()) {
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return false;
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}
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Ability selected = selectAbility(target);
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if (selected == null) {
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return false;
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}
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return startAbility(selected, target);
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}
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/**
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* Check if an ability can be selected right now.
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*/
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public boolean canSelectAbility() {
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if (!enabled || abilities.isEmpty()) {
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return false;
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}
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if (currentAbility != null && currentAbility.isExecuting()) {
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return false;
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}
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if (globalCooldownTimer > 0) {
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return false;
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}
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return true;
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}
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/**
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* Select an ability using weighted random from eligible abilities.
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*/
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private Ability selectAbility(EntityLivingBase target) {
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List<Ability> eligible = new ArrayList<>();
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int totalWeight = 0;
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for (Ability ability : abilities) {
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if (isAbilityEligible(ability, target)) {
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eligible.add(ability);
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totalWeight += ability.getWeight();
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}
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}
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if (eligible.isEmpty() || totalWeight <= 0) {
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return null;
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}
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// Weighted random selection
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int roll = random.nextInt(totalWeight);
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int cumulative = 0;
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for (Ability ability : eligible) {
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cumulative += ability.getWeight();
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if (roll < cumulative) {
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return ability;
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}
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}
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return eligible.get(eligible.size() - 1);
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}
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/**
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* Check if a specific ability is eligible for use.
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*/
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private boolean isAbilityEligible(Ability ability, EntityLivingBase target) {
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// Check enabled
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if (!ability.isEnabled()) {
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return false;
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}
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// Check cooldown
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if (isOnCooldown(ability)) {
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return false;
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}
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// Check if already executing
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if (ability.isExecuting()) {
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return false;
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}
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// Check range
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if (target != null) {
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float distance = npc.getDistanceToEntity(target);
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if (distance < ability.getMinRange() || distance > ability.getMaxRange()) {
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return false;
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}
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}
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// Check conditions
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if (!ability.checkConditions(npc, target)) {
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return false;
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}
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return true;
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}
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/**
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* Start executing an ability.
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*/
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private boolean startAbility(Ability ability, EntityLivingBase target) {
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// Fire start event (cancelable)
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AbilityEvent.StartEvent startEvent = new AbilityEvent.StartEvent(
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npc.wrappedNPC, ability, target);
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if (NpcAPI.EVENT_BUS.post(startEvent)) {
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// Event was cancelled - don't start the ability
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return false;
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}
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currentAbility = ability;
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lastTarget = target;
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ability.start(target);
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// Spawn telegraph and send to clients
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spawnTelegraph(ability, target);
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// Play wind up sound if configured
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playAbilitySound(ability.getWindUpSound());
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// Play wind up animation if configured
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playAbilityAnimation(ability.getWindUpAnimationId());
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return true;
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}
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/**
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* Play a sound at the NPC's location.
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*/
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private void playAbilitySound(String sound) {
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if (sound != null && !sound.isEmpty()) {
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npc.worldObj.playSoundAtEntity(npc, sound, 1.0f, 1.0f);
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}
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}
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/**
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* Play an animation on the NPC by ID.
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*/
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private void playAbilityAnimation(int animationId) {
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if (animationId < 0) return;
|
|
|
|
|
if (AnimationController.Instance == null) return;
|
|
|
|
|
|
|
|
|
|
Animation animation = AnimationController.Instance.animations.get(animationId);
|
|
|
|
|
if (animation != null) {
|
|
|
|
|
npc.display.animationData.setEnabled(true);
|
|
|
|
|
npc.display.animationData.setAnimation(animation);
|
|
|
|
|
npc.display.animationData.updateClient();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Stop any currently playing ability animation.
|
|
|
|
|
*/
|
|
|
|
|
private void stopAbilityAnimation() {
|
|
|
|
|
npc.display.animationData.setAnimation(null);
|
|
|
|
|
npc.display.animationData.updateClient();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Spawn and send telegraph for an ability.
|
|
|
|
|
*/
|
|
|
|
|
private void spawnTelegraph(Ability ability, EntityLivingBase target) {
|
|
|
|
|
TelegraphInstance telegraph = ability.createTelegraph(npc, target);
|
|
|
|
|
if (telegraph != null) {
|
|
|
|
|
ability.setTelegraphInstance(telegraph);
|
|
|
|
|
// Send to all nearby players
|
|
|
|
|
TelegraphSpawnPacket.sendToTracking(telegraph, npc);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Remove telegraph when ability ends or is interrupted.
|
|
|
|
|
*/
|
|
|
|
|
private void removeTelegraph(Ability ability) {
|
|
|
|
|
TelegraphInstance telegraph = ability.getTelegraphInstance();
|
|
|
|
|
if (telegraph != null) {
|
|
|
|
|
TelegraphRemovePacket.sendToTracking(telegraph.getInstanceId(), npc);
|
|
|
|
|
ability.setTelegraphInstance(null);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// COOLDOWN MANAGEMENT
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if an ability is on cooldown.
|
|
|
|
|
*/
|
|
|
|
|
public boolean isOnCooldown(Ability ability) {
|
|
|
|
|
Long endTime = cooldowns.get(ability.getId());
|
|
|
|
|
if (endTime == null) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return npc.worldObj.getTotalWorldTime() < endTime;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Start cooldown for an ability.
|
|
|
|
|
*/
|
|
|
|
|
private void startCooldown(Ability ability) {
|
|
|
|
|
long endTime = npc.worldObj.getTotalWorldTime() + ability.getCooldownTicks();
|
|
|
|
|
cooldowns.put(ability.getId(), endTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Reset cooldown for a specific ability.
|
|
|
|
|
*/
|
|
|
|
|
public void resetCooldown(String abilityId) {
|
|
|
|
|
cooldowns.remove(abilityId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Reset all cooldowns.
|
|
|
|
|
*/
|
|
|
|
|
public void resetAllCooldowns() {
|
|
|
|
|
cooldowns.clear();
|
|
|
|
|
globalCooldownTimer = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// INTERRUPTION - Called from CombatHandler on damage
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Handle damage taken - may interrupt current ability.
|
|
|
|
|
*
|
|
|
|
|
* @param source The damage source
|
|
|
|
|
* @param amount The damage amount
|
|
|
|
|
* @return true if ability was interrupted
|
|
|
|
|
*/
|
|
|
|
|
public boolean onDamage(DamageSource source, float amount) {
|
|
|
|
|
// Track hit for hit count condition
|
|
|
|
|
recordHit();
|
|
|
|
|
|
|
|
|
|
if (currentAbility == null || !currentAbility.isExecuting()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-10 10:32:24 +00:00
|
|
|
if (currentAbility.canInterrupt(source)) {
|
2026-01-09 15:29:00 -05:00
|
|
|
interruptCurrentAbility(source, amount);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Record a hit for the hit count condition.
|
|
|
|
|
*/
|
|
|
|
|
private void recordHit() {
|
|
|
|
|
recentHitTimes.add(npc.worldObj.getTotalWorldTime());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get the number of hits received within the specified tick window.
|
|
|
|
|
*
|
|
|
|
|
* @param withinTicks The time window in ticks
|
|
|
|
|
* @return Number of hits in that window
|
|
|
|
|
*/
|
|
|
|
|
public int getRecentHitCount(int withinTicks) {
|
|
|
|
|
long currentTime = npc.worldObj.getTotalWorldTime();
|
|
|
|
|
long cutoff = currentTime - withinTicks;
|
|
|
|
|
|
|
|
|
|
// Clean up old entries and count
|
|
|
|
|
int count = 0;
|
|
|
|
|
recentHitTimes.removeIf(time -> time < cutoff);
|
|
|
|
|
for (Long time : recentHitTimes) {
|
|
|
|
|
if (time >= cutoff) {
|
|
|
|
|
count++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return count;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Interrupt the currently executing ability.
|
|
|
|
|
*/
|
|
|
|
|
public void interruptCurrentAbility(DamageSource source, float damage) {
|
|
|
|
|
if (currentAbility != null) {
|
|
|
|
|
// Remove telegraph early
|
|
|
|
|
removeTelegraph(currentAbility);
|
|
|
|
|
|
|
|
|
|
// Stop any ability animation
|
|
|
|
|
stopAbilityAnimation();
|
|
|
|
|
|
|
|
|
|
// Fire interrupt event
|
|
|
|
|
AbilityEvent.InterruptEvent interruptEvent = new AbilityEvent.InterruptEvent(
|
|
|
|
|
npc.wrappedNPC, currentAbility, lastTarget, source, damage);
|
|
|
|
|
NpcAPI.EVENT_BUS.post(interruptEvent);
|
|
|
|
|
|
|
|
|
|
currentAbility.onInterrupt(npc, source, damage);
|
|
|
|
|
currentAbility.interrupt();
|
|
|
|
|
currentAbility = null;
|
|
|
|
|
lastTarget = null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Force stop the current ability (no interrupt event).
|
|
|
|
|
*/
|
|
|
|
|
public void stopCurrentAbility() {
|
|
|
|
|
if (currentAbility != null) {
|
|
|
|
|
removeTelegraph(currentAbility);
|
|
|
|
|
stopAbilityAnimation();
|
|
|
|
|
currentAbility.interrupt();
|
|
|
|
|
currentAbility = null;
|
|
|
|
|
lastTarget = null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// SCRIPT EVENTS
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Fire the ability tick event for scripts.
|
|
|
|
|
*/
|
|
|
|
|
private void fireTickEvent(Ability ability, EntityLivingBase target) {
|
|
|
|
|
AbilityEvent.TickEvent event = new AbilityEvent.TickEvent(
|
|
|
|
|
npc.wrappedNPC, ability, target,
|
|
|
|
|
ability.getPhase().ordinal(), ability.getCurrentTick());
|
|
|
|
|
NpcAPI.EVENT_BUS.post(event);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Fire an ability hit event. Called by abilities when they hit an entity.
|
|
|
|
|
* Returns null if the event was cancelled, otherwise returns the (possibly modified) event.
|
|
|
|
|
*
|
|
|
|
|
* @param ability The ability doing the hit
|
|
|
|
|
* @param target The original target of the ability
|
|
|
|
|
* @param hitEntity The entity being hit
|
|
|
|
|
* @param damage The damage amount
|
|
|
|
|
* @param knockback The horizontal knockback
|
|
|
|
|
* @param knockbackUp The vertical knockback
|
|
|
|
|
* @return The event (with possibly modified values), or null if cancelled
|
|
|
|
|
*/
|
|
|
|
|
public AbilityEvent.HitEvent fireHitEvent(Ability ability, EntityLivingBase target,
|
|
|
|
|
EntityLivingBase hitEntity, float damage,
|
|
|
|
|
float knockback, float knockbackUp) {
|
|
|
|
|
AbilityEvent.HitEvent event = new AbilityEvent.HitEvent(
|
|
|
|
|
npc.wrappedNPC, ability, target, hitEntity, damage, knockback, knockbackUp);
|
|
|
|
|
if (NpcAPI.EVENT_BUS.post(event)) {
|
|
|
|
|
return null; // Cancelled
|
|
|
|
|
}
|
|
|
|
|
return event;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get the NPC this DataAbilities belongs to.
|
|
|
|
|
*/
|
|
|
|
|
public EntityNPCInterface getNpc() {
|
|
|
|
|
return npc;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// RESET - Called on NPC death/respawn
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Reset all runtime state (cooldowns, current ability).
|
|
|
|
|
* Called when NPC respawns or combat ends.
|
|
|
|
|
*/
|
|
|
|
|
public void reset() {
|
|
|
|
|
stopCurrentAbility();
|
|
|
|
|
resetAllCooldowns();
|
|
|
|
|
|
|
|
|
|
// Reset execution state on all abilities
|
|
|
|
|
for (Ability ability : abilities) {
|
|
|
|
|
ability.reset();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// ABILITY LIST MANAGEMENT
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
|
|
|
|
public List<Ability> getAbilities() {
|
|
|
|
|
return abilities;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void addAbility(Ability ability) {
|
|
|
|
|
abilities.add(ability);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void removeAbility(int index) {
|
|
|
|
|
if (index >= 0 && index < abilities.size()) {
|
|
|
|
|
abilities.remove(index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void removeAbility(String id) {
|
|
|
|
|
abilities.removeIf(a -> a.getId().equals(id));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public Ability getAbility(String id) {
|
|
|
|
|
for (Ability ability : abilities) {
|
|
|
|
|
if (ability.getId().equals(id)) {
|
|
|
|
|
return ability;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void clearAbilities() {
|
|
|
|
|
abilities.clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public boolean isEmpty() {
|
|
|
|
|
return abilities.isEmpty();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// STATE QUERIES
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if NPC is currently executing an ability.
|
|
|
|
|
*/
|
|
|
|
|
public boolean isExecutingAbility() {
|
|
|
|
|
return currentAbility != null && currentAbility.isExecuting();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get the currently executing ability.
|
|
|
|
|
*/
|
|
|
|
|
public Ability getCurrentAbility() {
|
|
|
|
|
return currentAbility;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if ability is controlling NPC movement (AI pathfinding should be blocked).
|
|
|
|
|
* Called by AI tasks to determine if they should try to path.
|
|
|
|
|
*
|
|
|
|
|
* Rules:
|
|
|
|
|
* - WINDUP phase: Block AI if lockMovement is true
|
|
|
|
|
* - ACTIVE phase: Block AI if lockMovement OR hasAbilityMovement is true
|
|
|
|
|
* - RECOVERY phase: Block AI if lockMovement is true
|
|
|
|
|
*/
|
|
|
|
|
public boolean isAbilityControllingMovement() {
|
|
|
|
|
if (currentAbility == null || !currentAbility.isExecuting()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AbilityPhase phase = currentAbility.getPhase();
|
|
|
|
|
|
|
|
|
|
switch (phase) {
|
|
|
|
|
case WINDUP:
|
|
|
|
|
// During windup, only block if lockMovement is set
|
|
|
|
|
// This allows NPC to keep chasing while winding up if lockMovement=false
|
|
|
|
|
return currentAbility.isLockMovement();
|
|
|
|
|
|
|
|
|
|
case ACTIVE:
|
|
|
|
|
// During active phase, block if either:
|
|
|
|
|
// - lockMovement is true (stationary ability)
|
|
|
|
|
// - hasAbilityMovement is true (ability is moving the NPC itself)
|
|
|
|
|
return currentAbility.isLockMovement() || currentAbility.hasAbilityMovement();
|
|
|
|
|
|
|
|
|
|
case RECOVERY:
|
|
|
|
|
// During recovery, block if lockMovement is set
|
|
|
|
|
return currentAbility.isLockMovement();
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if NPC movement should be blocked due to ability execution.
|
|
|
|
|
* @deprecated Use isAbilityControllingMovement() instead
|
|
|
|
|
*/
|
|
|
|
|
@Deprecated
|
|
|
|
|
public boolean isMovementBlocked() {
|
|
|
|
|
return isAbilityControllingMovement();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if NPC should skip normal attacks during ability execution.
|
|
|
|
|
*/
|
|
|
|
|
public boolean shouldBlockAttack() {
|
|
|
|
|
if (currentAbility == null || !currentAbility.isExecuting()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
AbilityPhase phase = currentAbility.getPhase();
|
|
|
|
|
return phase == AbilityPhase.WINDUP || phase == AbilityPhase.ACTIVE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// NBT SERIALIZATION
|
|
|
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// ═══════════════════════════════════════════════════════════════════
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public NBTTagCompound writeToNBT(NBTTagCompound compound) {
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compound.setBoolean("AbilitiesEnabled", enabled);
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compound.setInteger("AbilityGlobalCooldown", globalCooldown);
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NBTTagList abilityList = new NBTTagList();
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for (Ability ability : abilities) {
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abilityList.appendTag(ability.writeNBT());
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}
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compound.setTag("Abilities", abilityList);
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return compound;
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}
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public void readFromNBT(NBTTagCompound compound) {
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enabled = compound.getBoolean("AbilitiesEnabled");
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globalCooldown = compound.hasKey("AbilityGlobalCooldown") ?
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compound.getInteger("AbilityGlobalCooldown") : 20;
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abilities.clear();
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NBTTagList abilityList = compound.getTagList("Abilities", 10);
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for (int i = 0; i < abilityList.tagCount(); i++) {
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NBTTagCompound abilityNBT = abilityList.getCompoundTagAt(i);
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Ability ability = AbilityController.Instance.fromNBT(abilityNBT);
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if (ability != null) {
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abilities.add(ability);
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}
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}
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}
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}
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