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.AbilityController;
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import kamkeel.npcs.controllers.data.ability.AbilityPhase;
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2026-01-30 05:01:54 -05:00
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import kamkeel.npcs.controllers.data.ability.AbilitySlot;
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2026-01-25 20:39:01 -05:00
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import kamkeel.npcs.controllers.data.ability.type.AbilityGuard;
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2026-01-24 02:35:26 -05:00
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import kamkeel.npcs.controllers.data.telegraph.TelegraphInstance;
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import kamkeel.npcs.network.packets.data.telegraph.TelegraphRemovePacket;
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import kamkeel.npcs.network.packets.data.telegraph.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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2026-02-04 14:48:54 -05:00
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2026-01-09 15:29:00 -05:00
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import java.util.ArrayList;
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import java.util.List;
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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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/**
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* List of ability slots this NPC can use (inline or reference).
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*/
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private List<AbilitySlot> abilitySlots = new ArrayList<>();
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/**
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* Whether the ability system is enabled for this NPC
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*/
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public boolean enabled = true;
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/**
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* Minimum cooldown ticks between abilities (global minimum)
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*/
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public int minCooldown = 80;
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/**
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* Maximum cooldown ticks between abilities (global maximum)
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*/
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public int maxCooldown = 200;
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// ═══════════════════════════════════════════════════════════════════
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// RUNTIME STATE (not saved)
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// ═══════════════════════════════════════════════════════════════════
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/**
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* Currently executing ability (null if none)
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*/
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private transient Ability currentAbility;
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/**
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* World time when NPC cooldown ends (can select next ability)
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*/
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private transient long cooldownEndTime = 0;
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/**
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* Last target used for ability execution
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*/
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private transient EntityLivingBase lastTarget;
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/**
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* Recent hit timestamps for hit count condition
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*/
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private transient List<Long> recentHitTimes = new ArrayList<>();
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/**
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* Locked rotation values for ACTIVE phase when movement is locked.
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* Stored when entering ACTIVE phase, applied every tick to prevent rotation changes.
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*/
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private transient boolean rotationLocked = false;
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private transient float lockedYaw = 0;
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private transient float lockedYawHead = 0;
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private transient float lockedRenderYawOffset = 0;
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private transient float lockedPitch = 0;
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/**
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* Locked position values for movement lock.
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* Stored when entering a locked phase, applied after super.onLivingUpdate()
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* to override any position changes from AI/physics.
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*/
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private transient boolean positionLocked = false;
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private transient double lockedPosX = 0;
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private transient double lockedPosY = 0;
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private transient double lockedPosZ = 0;
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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 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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2026-02-04 14:48:54 -05:00
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// Handle rotation lock transition from WINDUP to ACTIVE
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if (currentAbility.isRotationLockedDuringActive()) {
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if (!rotationLocked) {
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captureLockedRotation();
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}
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} else if (rotationLocked) {
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releaseLockedRotation();
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}
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2026-02-04 21:50:39 -05:00
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// Handle position lock transition from WINDUP to ACTIVE
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if (currentAbility.isMovementLockedDuringActive() && !currentAbility.hasAbilityMovement()) {
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if (!positionLocked) {
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captureLockedPosition();
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}
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} else if (positionLocked) {
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releaseLockedPosition();
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}
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// Play active sound and animation
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playAbilitySound(currentAbility.getActiveSound());
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playAbilityAnimation(currentAbility.getActiveAnimation());
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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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// Check if ability completed during onExecute (signalCompletion was called)
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if (currentAbility.getPhase() == AbilityPhase.IDLE) {
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handleAbilityCompletion(target);
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return;
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}
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}
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currentAbility.onActiveTick(npc, target, npc.worldObj, currentAbility.getCurrentTick());
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// Check if ability completed during onActiveTick (signalCompletion was called)
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if (currentAbility.getPhase() == AbilityPhase.IDLE) {
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handleAbilityCompletion(target);
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return;
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}
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break;
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case DAZED:
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// Dazed phase - NPC cannot attack, just wait for daze to end
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break;
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case IDLE:
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// Ability completed (reached via tick() phase transition from DAZED)
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handleAbilityCompletion(target);
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break;
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}
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2026-01-28 15:16:28 -05:00
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// Apply movement control if ability is still executing
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if (currentAbility != null && currentAbility.isExecuting()) {
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applyMovementControl();
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}
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}
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/**
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* Apply movement control based on lock movement settings.
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* Called every tick during ability execution.
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*/
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private void applyMovementControl() {
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if (currentAbility == null) return;
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// Check if movement should be locked for the current phase
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if (currentAbility.isMovementLockedForCurrentPhase()) {
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// Clear navigator to prevent AI pathfinding
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npc.getNavigator().clearPathEntity();
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// Zero motion if ability doesn't have its own movement
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// This allows abilities like Charge/Slam to control their own motion
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if (!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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* Handle ability completion - called when ability phase becomes IDLE.
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* This can happen from:
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* - signalCompletion() called in onExecute() or onActiveTick()
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* - tick() transitioning from DAZED to IDLE
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*/
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private void handleAbilityCompletion(EntityLivingBase target) {
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if (currentAbility == null) return;
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// Call onComplete callback
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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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// Release locks before cleanup
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releaseLockedRotation();
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releaseLockedPosition();
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2026-01-26 04:42:23 -05:00
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// Clean up and roll cooldown (this sets currentAbility to null)
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onAbilityComplete();
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}
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/**
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* Called when an ability completes.
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* Calculates cooldown as: random(minCooldown, maxCooldown) + ability's cooldown offset
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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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// Release locks
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releaseLockedRotation();
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releaseLockedPosition();
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// Calculate cooldown: random(min, max) + ability offset
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int abilityCooldownOffset = currentAbility.getCooldownTicks();
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rollCooldown();
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// Add ability-specific cooldown offset
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cooldownEndTime += abilityCooldownOffset;
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currentAbility = null;
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lastTarget = null;
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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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|
/**
|
|
|
|
|
* Try to select and start an ability for the given target.
|
|
|
|
|
* Called by CombatHandler when NPC is in combat and ready for an ability.
|
|
|
|
|
*
|
|
|
|
|
* @param target The combat target
|
|
|
|
|
* @return true if an ability was started
|
|
|
|
|
*/
|
|
|
|
|
public boolean trySelectAndStart(EntityLivingBase target) {
|
|
|
|
|
if (!canSelectAbility()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Ability selected = selectAbility(target);
|
|
|
|
|
if (selected == null) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return startAbility(selected, target);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if an ability can be selected right now.
|
|
|
|
|
*/
|
|
|
|
|
public boolean canSelectAbility() {
|
2026-01-30 05:01:54 -05:00
|
|
|
if (!enabled || abilitySlots.isEmpty()) {
|
2026-01-09 15:29:00 -05:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (currentAbility != null && currentAbility.isExecuting()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
2026-01-26 04:42:23 -05:00
|
|
|
// Check if still on cooldown
|
|
|
|
|
if (npc.worldObj.getTotalWorldTime() < cooldownEndTime) {
|
2026-01-09 15:29:00 -05:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Select an ability using weighted random from eligible abilities.
|
|
|
|
|
*/
|
|
|
|
|
private Ability selectAbility(EntityLivingBase target) {
|
|
|
|
|
List<Ability> eligible = new ArrayList<>();
|
|
|
|
|
int totalWeight = 0;
|
|
|
|
|
|
2026-01-30 05:01:54 -05:00
|
|
|
for (Ability ability : getAbilities()) {
|
2026-01-09 15:29:00 -05:00
|
|
|
if (isAbilityEligible(ability, target)) {
|
|
|
|
|
eligible.add(ability);
|
|
|
|
|
totalWeight += ability.getWeight();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (eligible.isEmpty() || totalWeight <= 0) {
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Weighted random selection
|
|
|
|
|
int roll = random.nextInt(totalWeight);
|
|
|
|
|
int cumulative = 0;
|
|
|
|
|
for (Ability ability : eligible) {
|
|
|
|
|
cumulative += ability.getWeight();
|
|
|
|
|
if (roll < cumulative) {
|
|
|
|
|
return ability;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return eligible.get(eligible.size() - 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if a specific ability is eligible for use.
|
|
|
|
|
*/
|
|
|
|
|
private boolean isAbilityEligible(Ability ability, EntityLivingBase target) {
|
2026-02-05 22:49:40 -05:00
|
|
|
// Check UserType allows NPCs
|
|
|
|
|
if (!ability.getAllowedBy().allowsNpc()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-09 15:29:00 -05:00
|
|
|
// Check enabled
|
|
|
|
|
if (!ability.isEnabled()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Check if already executing
|
|
|
|
|
if (ability.isExecuting()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Check range
|
|
|
|
|
if (target != null) {
|
|
|
|
|
float distance = npc.getDistanceToEntity(target);
|
|
|
|
|
if (distance < ability.getMinRange() || distance > ability.getMaxRange()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Check conditions
|
|
|
|
|
if (!ability.checkConditions(npc, target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Start executing an ability.
|
|
|
|
|
*/
|
|
|
|
|
private boolean startAbility(Ability ability, EntityLivingBase target) {
|
|
|
|
|
// Fire start event (cancelable)
|
|
|
|
|
AbilityEvent.StartEvent startEvent = new AbilityEvent.StartEvent(
|
|
|
|
|
npc.wrappedNPC, ability, target);
|
|
|
|
|
if (NpcAPI.EVENT_BUS.post(startEvent)) {
|
|
|
|
|
// Event was cancelled - don't start the ability
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
currentAbility = ability;
|
|
|
|
|
lastTarget = target;
|
|
|
|
|
ability.start(target);
|
|
|
|
|
|
2026-02-03 15:52:46 -05:00
|
|
|
if (ability.getPhase() == AbilityPhase.ACTIVE) {
|
|
|
|
|
// Windup was 0 — skip telegraph/windup and go straight to active
|
|
|
|
|
executeImmediate(ability, target);
|
|
|
|
|
} else {
|
|
|
|
|
// Normal windup flow
|
2026-02-04 14:48:54 -05:00
|
|
|
if (ability.isRotationLockedDuringWindup()) {
|
|
|
|
|
captureLockedRotation();
|
|
|
|
|
}
|
2026-02-04 21:50:39 -05:00
|
|
|
if (ability.isMovementLockedDuringWindup() && !ability.hasAbilityMovement()) {
|
|
|
|
|
captureLockedPosition();
|
|
|
|
|
}
|
2026-02-03 15:52:46 -05:00
|
|
|
spawnTelegraph(ability, target);
|
|
|
|
|
playAbilitySound(ability.getWindUpSound());
|
|
|
|
|
playAbilityAnimation(ability.getWindUpAnimation());
|
|
|
|
|
}
|
2026-01-09 15:29:00 -05:00
|
|
|
|
2026-02-03 15:52:46 -05:00
|
|
|
return true;
|
|
|
|
|
}
|
2026-01-09 15:29:00 -05:00
|
|
|
|
2026-02-03 15:52:46 -05:00
|
|
|
/**
|
|
|
|
|
* Execute an ability immediately (no windup).
|
|
|
|
|
* Called when windUpTicks is 0.
|
|
|
|
|
*/
|
|
|
|
|
private void executeImmediate(Ability ability, EntityLivingBase target) {
|
2026-02-04 14:48:54 -05:00
|
|
|
// Lock rotation if rotation is locked during ACTIVE phase
|
|
|
|
|
if (ability.isRotationLockedDuringActive()) {
|
2026-02-03 15:52:46 -05:00
|
|
|
captureLockedRotation();
|
|
|
|
|
}
|
2026-02-04 21:50:39 -05:00
|
|
|
if (ability.isMovementLockedDuringActive() && !ability.hasAbilityMovement()) {
|
|
|
|
|
captureLockedPosition();
|
|
|
|
|
}
|
2026-01-09 15:29:00 -05:00
|
|
|
|
2026-02-03 15:52:46 -05:00
|
|
|
// Play active sound and animation
|
|
|
|
|
playAbilitySound(ability.getActiveSound());
|
|
|
|
|
playAbilityAnimation(ability.getActiveAnimation());
|
|
|
|
|
|
|
|
|
|
// Fire execute event (cancelable)
|
|
|
|
|
AbilityEvent.ExecuteEvent executeEvent = new AbilityEvent.ExecuteEvent(
|
|
|
|
|
npc.wrappedNPC, ability, target);
|
|
|
|
|
if (NpcAPI.EVENT_BUS.post(executeEvent)) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Call onExecute
|
|
|
|
|
ability.onExecute(npc, target, npc.worldObj);
|
|
|
|
|
|
|
|
|
|
// Check if ability completed during onExecute
|
|
|
|
|
if (ability.getPhase() == AbilityPhase.IDLE) {
|
|
|
|
|
handleAbilityCompletion(target);
|
|
|
|
|
}
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Play a sound at the NPC's location.
|
|
|
|
|
*/
|
|
|
|
|
private void playAbilitySound(String sound) {
|
|
|
|
|
if (sound != null && !sound.isEmpty()) {
|
|
|
|
|
npc.worldObj.playSoundAtEntity(npc, sound, 1.0f, 1.0f);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Play an animation on the NPC by ID.
|
2026-01-26 04:42:23 -05:00
|
|
|
* Public so abilities can trigger animations directly if needed.
|
|
|
|
|
*
|
2026-01-27 04:36:12 -03:00
|
|
|
* @param animation The animation to play, or null if none
|
2026-01-09 15:29:00 -05:00
|
|
|
*/
|
2026-01-27 04:36:12 -03:00
|
|
|
public void playAbilityAnimation(Animation animation) {
|
2026-01-28 16:31:26 -05:00
|
|
|
if (animation == null) return;
|
2026-01-09 15:29:00 -05:00
|
|
|
if (AnimationController.Instance == null) return;
|
|
|
|
|
|
2026-01-27 04:36:12 -03:00
|
|
|
npc.display.animationData.setEnabled(true);
|
|
|
|
|
npc.display.animationData.setAnimation(animation);
|
|
|
|
|
npc.display.animationData.updateClient();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void playAbilityAnimation(int animation) {
|
|
|
|
|
if (animation < 0) return;
|
|
|
|
|
if (AnimationController.Instance == null) return;
|
|
|
|
|
if (AnimationController.Instance.get(animation) == null) return;
|
|
|
|
|
|
|
|
|
|
playAbilityAnimation((Animation) AnimationController.Instance.get(animation));
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
2026-02-03 05:43:50 -03:00
|
|
|
public void playAbilityAnimation(String animation) {
|
|
|
|
|
if (animation.isEmpty()) return;
|
|
|
|
|
if (AnimationController.Instance == null) return;
|
|
|
|
|
if (AnimationController.Instance.get(animation, true) == null) return;
|
|
|
|
|
|
|
|
|
|
playAbilityAnimation((Animation) AnimationController.Instance.get(animation, true));
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-09 15:29:00 -05:00
|
|
|
/**
|
|
|
|
|
* 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
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
|
|
|
|
/**
|
2026-01-26 04:42:23 -05:00
|
|
|
* Check if NPC is on cooldown (cannot use any ability).
|
2026-01-09 15:29:00 -05:00
|
|
|
*/
|
2026-01-26 04:42:23 -05:00
|
|
|
public boolean isOnCooldown() {
|
|
|
|
|
return npc.worldObj.getTotalWorldTime() < cooldownEndTime;
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
2026-01-26 04:42:23 -05:00
|
|
|
* Get remaining cooldown ticks.
|
2026-01-09 15:29:00 -05:00
|
|
|
*/
|
2026-01-26 04:42:23 -05:00
|
|
|
public long getRemainingCooldown() {
|
|
|
|
|
long remaining = cooldownEndTime - npc.worldObj.getTotalWorldTime();
|
|
|
|
|
return remaining > 0 ? remaining : 0;
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
2026-01-26 04:42:23 -05:00
|
|
|
* Reset cooldown (allow immediate ability use).
|
2026-01-09 15:29:00 -05:00
|
|
|
*/
|
2026-01-26 04:42:23 -05:00
|
|
|
public void resetCooldown() {
|
|
|
|
|
cooldownEndTime = 0;
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// INTERRUPTION - Called from CombatHandler on damage
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
|
|
|
|
/**
|
2026-01-25 20:39:01 -05:00
|
|
|
* Handle damage taken - may interrupt current ability or trigger guard counter.
|
2026-01-09 15:29:00 -05:00
|
|
|
*
|
|
|
|
|
* @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;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-03 05:43:50 -03:00
|
|
|
currentAbility.onDamageTaken(npc, (EntityLivingBase) source.getEntity(), source, amount);
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-25 20:39:01 -05:00
|
|
|
/**
|
|
|
|
|
* Get the damage reduction factor if a Guard ability is currently active.
|
|
|
|
|
*
|
|
|
|
|
* @return The damage reduction factor (0.0 = no reduction, 1.0 = full immunity), or 0 if not guarding
|
|
|
|
|
*/
|
|
|
|
|
public float getGuardDamageReduction() {
|
|
|
|
|
if (currentAbility instanceof AbilityGuard) {
|
|
|
|
|
return ((AbilityGuard) currentAbility).getDamageReductionFactor();
|
|
|
|
|
}
|
|
|
|
|
return 0.0f;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-09 15:29:00 -05:00
|
|
|
/**
|
|
|
|
|
* Record a hit for the hit count condition.
|
2026-01-26 04:42:23 -05:00
|
|
|
* Includes periodic cleanup to prevent memory leak.
|
2026-01-09 15:29:00 -05:00
|
|
|
*/
|
|
|
|
|
private void recordHit() {
|
2026-01-26 04:42:23 -05:00
|
|
|
long currentTime = npc.worldObj.getTotalWorldTime();
|
|
|
|
|
recentHitTimes.add(currentTime);
|
|
|
|
|
|
|
|
|
|
// Cleanup old entries periodically to prevent unbounded growth
|
|
|
|
|
// Keep only hits from last 5 minutes (6000 ticks) max
|
|
|
|
|
if (recentHitTimes.size() > 50) {
|
|
|
|
|
long cutoff = currentTime - 6000;
|
|
|
|
|
recentHitTimes.removeIf(time -> time < cutoff);
|
|
|
|
|
}
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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.
|
2026-01-27 04:07:02 -05:00
|
|
|
* If interrupted during WINDUP, the ability will transition to DAZED phase.
|
|
|
|
|
* When DAZED completes, the ability will move to IDLE and onAbilityComplete() is called.
|
2026-01-09 15:29:00 -05:00
|
|
|
*/
|
|
|
|
|
public void interruptCurrentAbility(DamageSource source, float damage) {
|
|
|
|
|
if (currentAbility != null) {
|
|
|
|
|
// Remove telegraph early
|
|
|
|
|
removeTelegraph(currentAbility);
|
|
|
|
|
|
|
|
|
|
// Stop any ability animation
|
|
|
|
|
stopAbilityAnimation();
|
|
|
|
|
|
2026-02-04 21:50:39 -05:00
|
|
|
// Release locks
|
2026-01-26 19:03:48 -05:00
|
|
|
releaseLockedRotation();
|
2026-02-04 21:50:39 -05:00
|
|
|
releaseLockedPosition();
|
2026-01-26 19:03:48 -05:00
|
|
|
|
2026-01-09 15:29:00 -05:00
|
|
|
// 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);
|
2026-01-27 04:07:02 -05:00
|
|
|
currentAbility.interrupt(); // Transitions to DAZED if interrupted during WINDUP
|
2026-01-26 04:42:23 -05:00
|
|
|
|
2026-01-27 04:07:02 -05:00
|
|
|
// Don't clear currentAbility - let it tick through DAZED phase
|
|
|
|
|
// When DAZED ends and phase becomes IDLE, onAbilityComplete() will be called
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Force stop the current ability (no interrupt event).
|
|
|
|
|
*/
|
|
|
|
|
public void stopCurrentAbility() {
|
|
|
|
|
if (currentAbility != null) {
|
|
|
|
|
removeTelegraph(currentAbility);
|
|
|
|
|
stopAbilityAnimation();
|
2026-01-26 19:03:48 -05:00
|
|
|
releaseLockedRotation();
|
2026-02-04 21:50:39 -05:00
|
|
|
releaseLockedPosition();
|
2026-01-09 15:29:00 -05:00
|
|
|
currentAbility.interrupt();
|
|
|
|
|
currentAbility = null;
|
|
|
|
|
lastTarget = null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-28 14:44:19 -05:00
|
|
|
/**
|
|
|
|
|
* Force start a specific ability, bypassing normal selection and cooldown.
|
|
|
|
|
* If an ability is currently executing, it will be cancelled.
|
|
|
|
|
*
|
|
|
|
|
* @param ability The ability to start
|
|
|
|
|
* @param target The target entity (can be null for self-targeted abilities)
|
|
|
|
|
* @return true if the ability was started successfully
|
|
|
|
|
*/
|
|
|
|
|
public boolean forceStartAbility(Ability ability, EntityLivingBase target) {
|
|
|
|
|
if (ability == null || npc.worldObj.isRemote) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 22:49:40 -05:00
|
|
|
// Check UserType allows NPCs
|
|
|
|
|
if (!ability.getAllowedBy().allowsNpc()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-28 14:44:19 -05:00
|
|
|
// Stop any currently executing ability
|
|
|
|
|
stopCurrentAbility();
|
|
|
|
|
|
|
|
|
|
// Reset the ability state
|
|
|
|
|
ability.reset();
|
|
|
|
|
|
|
|
|
|
// Start the ability directly
|
|
|
|
|
return startAbility(ability, target);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
2026-01-30 05:01:54 -05:00
|
|
|
* Execute an ability on this NPC by key (built-in name or custom UUID).
|
2026-01-28 14:44:19 -05:00
|
|
|
* The NPC does NOT need to have this ability assigned.
|
|
|
|
|
*
|
2026-01-30 05:01:54 -05:00
|
|
|
* @param key The ability key (built-in name or custom UUID)
|
2026-01-28 14:44:19 -05:00
|
|
|
* @param target The target entity (can be null for self-targeted abilities)
|
|
|
|
|
* @return true if the ability was started successfully
|
|
|
|
|
*/
|
2026-01-30 05:01:54 -05:00
|
|
|
public boolean executeAbility(String key, EntityLivingBase target) {
|
|
|
|
|
if (key == null || key.isEmpty() || npc.worldObj.isRemote) {
|
2026-01-28 14:44:19 -05:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-30 05:01:54 -05:00
|
|
|
Ability resolved = AbilityController.Instance.resolveAbility(key);
|
|
|
|
|
if (resolved == null) {
|
2026-01-28 14:44:19 -05:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-30 05:01:54 -05:00
|
|
|
return forceStartAbility(resolved, target);
|
2026-01-28 14:44:19 -05:00
|
|
|
}
|
|
|
|
|
|
2026-01-09 15:29:00 -05:00
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// 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.
|
|
|
|
|
*
|
2026-01-22 23:07:38 -05:00
|
|
|
* @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
|
2026-01-25 20:39:01 -05:00
|
|
|
* @param knockbackUp The vertical knockback
|
2026-01-09 15:29:00 -05:00
|
|
|
* @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.
|
2026-01-27 04:07:02 -05:00
|
|
|
* Rolls cooldown so NPC doesn't immediately use an ability.
|
2026-01-09 15:29:00 -05:00
|
|
|
*/
|
|
|
|
|
public void reset() {
|
|
|
|
|
stopCurrentAbility();
|
2026-01-27 04:07:02 -05:00
|
|
|
|
|
|
|
|
// Roll cooldown so NPC doesn't immediately attack after reset
|
|
|
|
|
rollCooldown();
|
2026-01-09 15:29:00 -05:00
|
|
|
|
2026-01-30 05:01:54 -05:00
|
|
|
// Reset execution state on all resolved abilities
|
|
|
|
|
for (Ability ability : getAbilities()) {
|
2026-01-09 15:29:00 -05:00
|
|
|
ability.reset();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-27 04:07:02 -05:00
|
|
|
/**
|
|
|
|
|
* Roll a new cooldown using the min/max range.
|
|
|
|
|
* Called after ability completes and on reset.
|
|
|
|
|
*/
|
|
|
|
|
private void rollCooldown() {
|
|
|
|
|
int baseCooldown = minCooldown;
|
|
|
|
|
if (maxCooldown > minCooldown) {
|
|
|
|
|
baseCooldown = minCooldown + random.nextInt(maxCooldown - minCooldown + 1);
|
|
|
|
|
}
|
|
|
|
|
cooldownEndTime = npc.worldObj.getTotalWorldTime() + baseCooldown;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-09 15:29:00 -05:00
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// ABILITY LIST MANAGEMENT
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
2026-01-30 05:01:54 -05:00
|
|
|
/**
|
|
|
|
|
* Get resolved abilities from all slots, filtering out broken references.
|
|
|
|
|
*/
|
2026-01-09 15:29:00 -05:00
|
|
|
public List<Ability> getAbilities() {
|
2026-01-30 05:01:54 -05:00
|
|
|
List<Ability> resolved = new ArrayList<>();
|
|
|
|
|
for (AbilitySlot slot : abilitySlots) {
|
|
|
|
|
Ability a = slot.getAbility();
|
|
|
|
|
if (a != null) {
|
|
|
|
|
resolved.add(a);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return resolved;
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
2026-01-30 05:01:54 -05:00
|
|
|
/** Get the raw slot list (for GUI access). */
|
|
|
|
|
public List<AbilitySlot> getAbilitySlots() {
|
|
|
|
|
return abilitySlots;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** Add an inline ability. */
|
2026-01-09 15:29:00 -05:00
|
|
|
public void addAbility(Ability ability) {
|
2026-01-30 05:01:54 -05:00
|
|
|
abilitySlots.add(AbilitySlot.inline(ability));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** Add a reference ability by key (built-in name or custom UUID). */
|
|
|
|
|
public void addAbilityReference(String key) {
|
|
|
|
|
abilitySlots.add(AbilitySlot.reference(key));
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void removeAbility(int index) {
|
2026-01-30 05:01:54 -05:00
|
|
|
if (index >= 0 && index < abilitySlots.size()) {
|
|
|
|
|
abilitySlots.remove(index);
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void removeAbility(String id) {
|
2026-01-30 05:01:54 -05:00
|
|
|
abilitySlots.removeIf(slot -> {
|
|
|
|
|
if (slot.isReference()) {
|
|
|
|
|
return slot.getReferenceId().equals(id);
|
|
|
|
|
}
|
|
|
|
|
Ability a = slot.getAbility();
|
|
|
|
|
return a != null && a.getId().equals(id);
|
|
|
|
|
});
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public Ability getAbility(String id) {
|
2026-01-30 05:01:54 -05:00
|
|
|
for (AbilitySlot slot : abilitySlots) {
|
|
|
|
|
Ability a = slot.getAbility();
|
|
|
|
|
if (a != null && a.getId().equals(id)) {
|
|
|
|
|
return a;
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-30 05:01:54 -05:00
|
|
|
/** Check if a slot at a given index is a reference. */
|
|
|
|
|
public boolean isSlotReference(int index) {
|
|
|
|
|
if (index < 0 || index >= abilitySlots.size()) return false;
|
|
|
|
|
return abilitySlots.get(index).isReference();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** Convert a reference slot to inline. Returns false if resolution fails. */
|
|
|
|
|
public boolean convertToInline(int index) {
|
|
|
|
|
if (index < 0 || index >= abilitySlots.size()) return false;
|
|
|
|
|
return abilitySlots.get(index).convertToInline();
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-09 15:29:00 -05:00
|
|
|
public void clearAbilities() {
|
2026-01-30 05:01:54 -05:00
|
|
|
abilitySlots.clear();
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public boolean isEmpty() {
|
2026-01-30 05:01:54 -05:00
|
|
|
return abilitySlots.isEmpty();
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// 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.
|
2026-01-22 23:07:38 -05:00
|
|
|
* <p>
|
2026-01-09 15:29:00 -05:00
|
|
|
* Rules:
|
2026-01-28 15:16:28 -05:00
|
|
|
* - WINDUP phase: Block AI if movement is locked during windup
|
|
|
|
|
* - ACTIVE phase: Block AI if movement is locked during active OR hasAbilityMovement is true
|
2026-01-27 04:07:02 -05:00
|
|
|
* - DAZED phase: Always block AI (NPC is stunned)
|
2026-01-09 15:29:00 -05:00
|
|
|
*/
|
|
|
|
|
public boolean isAbilityControllingMovement() {
|
|
|
|
|
if (currentAbility == null || !currentAbility.isExecuting()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AbilityPhase phase = currentAbility.getPhase();
|
|
|
|
|
|
|
|
|
|
switch (phase) {
|
|
|
|
|
case WINDUP:
|
2026-01-28 15:16:28 -05:00
|
|
|
// During windup, only block if movement is locked during windup
|
|
|
|
|
// This allows NPC to keep chasing while winding up if not locked
|
|
|
|
|
return currentAbility.isMovementLockedDuringWindup();
|
2026-01-09 15:29:00 -05:00
|
|
|
|
|
|
|
|
case ACTIVE:
|
|
|
|
|
// During active phase, block if either:
|
2026-01-28 15:16:28 -05:00
|
|
|
// - movement is locked during active (stationary ability)
|
2026-01-09 15:29:00 -05:00
|
|
|
// - hasAbilityMovement is true (ability is moving the NPC itself)
|
2026-01-28 15:16:28 -05:00
|
|
|
return currentAbility.isMovementLockedDuringActive() || currentAbility.hasAbilityMovement();
|
2026-01-09 15:29:00 -05:00
|
|
|
|
2026-01-27 04:07:02 -05:00
|
|
|
case DAZED:
|
|
|
|
|
// During dazed phase, always block - NPC is stunned from interrupt
|
|
|
|
|
return true;
|
2026-01-09 15:29:00 -05:00
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-26 04:42:23 -05:00
|
|
|
/**
|
|
|
|
|
* Check if NPC's look direction should be locked to target.
|
2026-01-28 15:16:28 -05:00
|
|
|
* Only locks during ACTIVE phase when movement is locked during active.
|
2026-01-27 04:07:02 -05:00
|
|
|
* This allows the NPC to freely track target during WINDUP and DAZED.
|
2026-01-26 04:42:23 -05:00
|
|
|
*/
|
|
|
|
|
public boolean shouldLockLookDirection() {
|
|
|
|
|
if (currentAbility == null || !currentAbility.isExecuting()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Only lock look direction during ACTIVE phase
|
|
|
|
|
if (currentAbility.getPhase() != AbilityPhase.ACTIVE) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-28 15:16:28 -05:00
|
|
|
return currentAbility.isMovementLockedDuringActive();
|
2026-01-26 04:42:23 -05:00
|
|
|
}
|
|
|
|
|
|
2026-01-09 15:29:00 -05:00
|
|
|
/**
|
|
|
|
|
* 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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
2026-01-26 19:03:48 -05:00
|
|
|
// ROTATION LOCKING
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
2026-02-04 14:48:54 -05:00
|
|
|
/** Bit flag for rotation lock in the existing data watcher slot 15 bitfield */
|
|
|
|
|
private static final int ROTATION_LOCKED_FLAG = 16;
|
|
|
|
|
|
2026-01-26 19:03:48 -05:00
|
|
|
/**
|
|
|
|
|
* Capture current rotation values to lock NPC's look direction.
|
2026-02-04 14:48:54 -05:00
|
|
|
* Called when entering a locked phase (WINDUP or ACTIVE depending on LockMovementType).
|
2026-01-26 19:03:48 -05:00
|
|
|
*/
|
|
|
|
|
private void captureLockedRotation() {
|
|
|
|
|
lockedYaw = npc.rotationYaw;
|
|
|
|
|
lockedYawHead = npc.rotationYawHead;
|
|
|
|
|
lockedRenderYawOffset = npc.renderYawOffset;
|
|
|
|
|
lockedPitch = npc.rotationPitch;
|
|
|
|
|
rotationLocked = true;
|
2026-02-04 14:48:54 -05:00
|
|
|
npc.setBoolFlag(true, ROTATION_LOCKED_FLAG);
|
2026-01-26 19:03:48 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Release the rotation lock.
|
2026-02-04 14:48:54 -05:00
|
|
|
* Called when leaving the locked phase or ability completes.
|
2026-01-26 19:03:48 -05:00
|
|
|
*/
|
|
|
|
|
private void releaseLockedRotation() {
|
|
|
|
|
rotationLocked = false;
|
2026-02-04 14:48:54 -05:00
|
|
|
npc.setBoolFlag(false, ROTATION_LOCKED_FLAG);
|
2026-01-26 19:03:48 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Apply locked rotation values to the NPC.
|
|
|
|
|
* Called AFTER super.onLivingUpdate() in EntityNPCInterface to override
|
2026-02-04 14:48:54 -05:00
|
|
|
* any rotation changes made by the look helper, AI tasks, or body smoothing.
|
|
|
|
|
* Runs on both client and server.
|
2026-01-26 19:03:48 -05:00
|
|
|
*/
|
|
|
|
|
public void applyLockedRotation() {
|
2026-02-04 14:48:54 -05:00
|
|
|
if (npc.worldObj.isRemote) {
|
|
|
|
|
// Client-side: check bit 16 in the existing flags data watcher (slot 15)
|
|
|
|
|
boolean flagActive = npc.getBoolFlag(ROTATION_LOCKED_FLAG);
|
|
|
|
|
if (!flagActive) {
|
|
|
|
|
rotationLocked = false;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
// First tick the flag is active: capture current rotation values
|
|
|
|
|
if (!rotationLocked) {
|
|
|
|
|
lockedYaw = npc.rotationYaw;
|
|
|
|
|
lockedYawHead = npc.rotationYawHead;
|
|
|
|
|
lockedRenderYawOffset = npc.renderYawOffset;
|
|
|
|
|
lockedPitch = npc.rotationPitch;
|
|
|
|
|
rotationLocked = true;
|
|
|
|
|
}
|
|
|
|
|
// Force all rotation values back to locked state
|
|
|
|
|
npc.rotationYaw = lockedYaw;
|
|
|
|
|
npc.rotationYawHead = lockedYawHead;
|
|
|
|
|
npc.renderYawOffset = lockedRenderYawOffset;
|
|
|
|
|
npc.rotationPitch = lockedPitch;
|
|
|
|
|
npc.prevRotationYaw = lockedYaw;
|
|
|
|
|
npc.prevRotationYawHead = lockedYawHead;
|
|
|
|
|
npc.prevRenderYawOffset = lockedRenderYawOffset;
|
|
|
|
|
npc.prevRotationPitch = lockedPitch;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Server-side: use stored locked values
|
2026-01-26 19:03:48 -05:00
|
|
|
if (!rotationLocked) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Force rotation back to locked values
|
|
|
|
|
npc.rotationYaw = lockedYaw;
|
|
|
|
|
npc.rotationYawHead = lockedYawHead;
|
|
|
|
|
npc.renderYawOffset = lockedRenderYawOffset;
|
|
|
|
|
npc.rotationPitch = lockedPitch;
|
|
|
|
|
|
|
|
|
|
// Also set prev values to prevent interpolation jitter
|
|
|
|
|
npc.prevRotationYaw = lockedYaw;
|
|
|
|
|
npc.prevRotationYawHead = lockedYawHead;
|
|
|
|
|
npc.prevRenderYawOffset = lockedRenderYawOffset;
|
|
|
|
|
npc.prevRotationPitch = lockedPitch;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if rotation is currently locked.
|
|
|
|
|
*/
|
|
|
|
|
public boolean isRotationLocked() {
|
|
|
|
|
return rotationLocked;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 21:50:39 -05:00
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
// POSITION LOCKING
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
|
|
|
|
/** Bit flag for position lock in the existing data watcher slot 15 bitfield */
|
|
|
|
|
private static final int POSITION_LOCKED_FLAG = 32;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Capture current position to lock NPC in place.
|
|
|
|
|
* Called when entering a phase with movement lock.
|
|
|
|
|
*/
|
|
|
|
|
private void captureLockedPosition() {
|
|
|
|
|
lockedPosX = npc.posX;
|
|
|
|
|
lockedPosY = npc.posY;
|
|
|
|
|
lockedPosZ = npc.posZ;
|
|
|
|
|
positionLocked = true;
|
|
|
|
|
npc.setBoolFlag(true, POSITION_LOCKED_FLAG);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Release the position lock.
|
|
|
|
|
* Called when leaving the locked phase or ability completes.
|
|
|
|
|
*/
|
|
|
|
|
private void releaseLockedPosition() {
|
|
|
|
|
positionLocked = false;
|
|
|
|
|
npc.setBoolFlag(false, POSITION_LOCKED_FLAG);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Apply locked position values to the NPC.
|
|
|
|
|
* Called AFTER super.onLivingUpdate() in EntityNPCInterface to override
|
|
|
|
|
* any position changes from AI pathfinding, physics, or entity collisions.
|
|
|
|
|
* Runs on both client and server.
|
|
|
|
|
*/
|
|
|
|
|
public void applyLockedPosition() {
|
|
|
|
|
if (npc.worldObj.isRemote) {
|
|
|
|
|
// Client-side: check flag via data watcher
|
|
|
|
|
boolean flagActive = npc.getBoolFlag(POSITION_LOCKED_FLAG);
|
|
|
|
|
if (!flagActive) {
|
|
|
|
|
positionLocked = false;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
// First tick the flag is active: capture current position
|
|
|
|
|
if (!positionLocked) {
|
|
|
|
|
lockedPosX = npc.posX;
|
|
|
|
|
lockedPosY = npc.posY;
|
|
|
|
|
lockedPosZ = npc.posZ;
|
|
|
|
|
positionLocked = true;
|
|
|
|
|
}
|
|
|
|
|
// Snap position back and set prev to prevent interpolation jitter
|
|
|
|
|
npc.setPosition(lockedPosX, lockedPosY, lockedPosZ);
|
|
|
|
|
npc.prevPosX = lockedPosX;
|
|
|
|
|
npc.prevPosY = lockedPosY;
|
|
|
|
|
npc.prevPosZ = lockedPosZ;
|
|
|
|
|
npc.motionX = 0;
|
|
|
|
|
npc.motionY = 0;
|
|
|
|
|
npc.motionZ = 0;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Server-side: use stored locked values
|
|
|
|
|
if (!positionLocked) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
npc.setPosition(lockedPosX, lockedPosY, lockedPosZ);
|
|
|
|
|
npc.prevPosX = lockedPosX;
|
|
|
|
|
npc.prevPosY = lockedPosY;
|
|
|
|
|
npc.prevPosZ = lockedPosZ;
|
|
|
|
|
npc.motionX = 0;
|
|
|
|
|
npc.motionY = 0;
|
|
|
|
|
npc.motionZ = 0;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-26 19:03:48 -05:00
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
2026-01-09 15:29:00 -05:00
|
|
|
// NBT SERIALIZATION
|
|
|
|
|
// ═══════════════════════════════════════════════════════════════════
|
|
|
|
|
|
|
|
|
|
public NBTTagCompound writeToNBT(NBTTagCompound compound) {
|
|
|
|
|
compound.setBoolean("AbilitiesEnabled", enabled);
|
2026-01-26 04:42:23 -05:00
|
|
|
compound.setInteger("AbilityMinCooldown", minCooldown);
|
|
|
|
|
compound.setInteger("AbilityMaxCooldown", maxCooldown);
|
2026-01-09 15:29:00 -05:00
|
|
|
|
|
|
|
|
NBTTagList abilityList = new NBTTagList();
|
2026-01-30 05:01:54 -05:00
|
|
|
for (AbilitySlot slot : abilitySlots) {
|
|
|
|
|
abilityList.appendTag(slot.writeNBT());
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
compound.setTag("Abilities", abilityList);
|
|
|
|
|
|
|
|
|
|
return compound;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void readFromNBT(NBTTagCompound compound) {
|
|
|
|
|
enabled = compound.getBoolean("AbilitiesEnabled");
|
2026-01-30 05:01:54 -05:00
|
|
|
minCooldown = compound.getInteger("AbilityMinCooldown");
|
|
|
|
|
maxCooldown = compound.getInteger("AbilityMaxCooldown");
|
2026-01-26 04:42:23 -05:00
|
|
|
|
2026-01-30 05:01:54 -05:00
|
|
|
abilitySlots.clear();
|
2026-01-09 15:29:00 -05:00
|
|
|
NBTTagList abilityList = compound.getTagList("Abilities", 10);
|
|
|
|
|
for (int i = 0; i < abilityList.tagCount(); i++) {
|
|
|
|
|
NBTTagCompound abilityNBT = abilityList.getCompoundTagAt(i);
|
2026-01-30 05:01:54 -05:00
|
|
|
AbilitySlot slot = AbilitySlot.fromNBT(abilityNBT);
|
|
|
|
|
if (slot != null) {
|
|
|
|
|
abilitySlots.add(slot);
|
2026-01-09 15:29:00 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|