Fix EnergyManager indentation.

This commit is contained in:
ImmuState 2022-05-22 12:50:28 -07:00 committed by Melledy
parent ab1341f0d9
commit 922ae91771

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@ -24,20 +24,20 @@ import java.util.Optional;
import com.google.protobuf.InvalidProtocolBufferException;
public class EnergyManager {
private final Player player;
public EnergyManager(Player player) {
this.player = player;
}
private final Player player;
public Player getPlayer() {
return this.player;
}
public EnergyManager(Player player) {
this.player = player;
}
/**********
Particle creation for elemental skills.
**********/
private int getCastingAvatarIdForElemBall(int invokeEntityId) {
public Player getPlayer() {
return this.player;
}
/**********
Particle creation for elemental skills.
**********/
private int getCastingAvatarIdForElemBall(int invokeEntityId) {
// To determine the avatar that has cast the skill that caused the energy particle to be generated,
// we have to look at the entity that has invoked the ability. This can either be that avatar directly,
// or it can be an `EntityClientGadget`, owned (some way up the owner hierarchy) by the avatar
@ -61,11 +61,11 @@ public class EnergyManager {
entity = player.getScene().getEntityById(gadget.getOwnerEntityId());
}
}
return res;
}
public void handleGenerateElemBall(AbilityInvokeEntry invoke) throws InvalidProtocolBufferException {
public void handleGenerateElemBall(AbilityInvokeEntry invoke) throws InvalidProtocolBufferException {
// ToDo:
// This is also called when a weapon like Favonius Warbow etc. creates energy through its passive.
// We are not handling this correctly at the moment.
@ -75,13 +75,13 @@ public class EnergyManager {
if (action == null) {
return;
}
// Determine the element of the energy particle that we have to generate.
// In case we can't, we default to an elementless particle.
// The element is the element of the avatar that has cast the ability.
// We can get that from the avatar's skill depot.
int itemId = 2024;
// Try to fetch the avatar from the player's party and determine their element.
// ToDo: Does this work in co-op?
int avatarId = getCastingAvatarIdForElemBall(invoke.getEntityId());
@ -122,7 +122,7 @@ public class EnergyManager {
if (itemData == null) {
return; // Should never happen
}
// Generate entity.
EntityItem energyBall = new EntityItem(getPlayer().getScene(), getPlayer(), itemData, new Position(action.getPos()), 1);
energyBall.getRotation().set(action.getRot());
@ -130,11 +130,11 @@ public class EnergyManager {
this.getPlayer().getScene().addEntity(energyBall);
}
/**********
Pickup of elemental particles and orbs.
**********/
public void handlePickupElemBall(GameItem elemBall) {
// Check if the item is indeed an energy particle/orb.
/**********
Pickup of elemental particles and orbs.
**********/
public void handlePickupElemBall(GameItem elemBall) {
// Check if the item is indeed an energy particle/orb.
if (elemBall.getItemId() < 2001 ||elemBall.getItemId() > 2024) {
return;
}
@ -150,10 +150,10 @@ public class EnergyManager {
// On-field vs off-field multiplier.
// The on-field character gets no penalty.
// Off-field characters get a penalty depending on the team size, as follows:
// - 2 character team: 0.8
// - 3 character team: 0.7
// - 4 character team: 0.6
// - etc.
// - 2 character team: 0.8
// - 3 character team: 0.7
// - 4 character team: 0.6
// - etc.
// We set a lower bound of 0.1 here, to avoid gaining no or negative energy.
float offFieldPenalty =
(this.player.getTeamManager().getCurrentCharacterIndex() == i)
@ -181,41 +181,41 @@ public class EnergyManager {
};
float elementBonus = (ballElement == null) ? 2.0f : (avatarElement == ballElement) ? 3.0f : 1.0f;
// Add the energy.
entity.addEnergy(baseEnergy * elementBonus * offFieldPenalty, PropChangeReason.PROP_CHANGE_ENERGY_BALL);
}
}
}
/**********
Energy logic related to using skills.
**********/
private void handleBurstCast(Avatar avatar, int skillId) {
// Don't do anything if energy usage is disabled.
if (!GAME_OPTIONS.energyUsage) {
/**********
Energy logic related to using skills.
**********/
private void handleBurstCast(Avatar avatar, int skillId) {
// Don't do anything if energy usage is disabled.
if (!GAME_OPTIONS.energyUsage) {
return;
}
// If the cast skill was a burst, consume energy.
// If the cast skill was a burst, consume energy.
if (avatar.getSkillDepot() != null && skillId == avatar.getSkillDepot().getEnergySkill()) {
avatar.getAsEntity().clearEnergy(PropChangeReason.PROP_CHANGE_ABILITY);
}
}
}
public void handleEvtDoSkillSuccNotify(GameSession session, int skillId, int casterId) {
// Determine the entity that has cast the skill. Cancel if we can't find that avatar.
public void handleEvtDoSkillSuccNotify(GameSession session, int skillId, int casterId) {
// Determine the entity that has cast the skill. Cancel if we can't find that avatar.
Optional<EntityAvatar> caster = this.player.getTeamManager().getActiveTeam().stream()
.filter(character -> character.getId() == casterId)
.findFirst();
if (caster.isEmpty()) {
return;
}
Avatar avatar = caster.get().getAvatar();
.filter(character -> character.getId() == casterId)
.findFirst();
// Handle elemental burst.
this.handleBurstCast(avatar, skillId);
}
if (caster.isEmpty()) {
return;
}
Avatar avatar = caster.get().getAvatar();
// Handle elemental burst.
this.handleBurstCast(avatar, skillId);
}
}