delete entity on death
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@ -57,7 +57,7 @@
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"modelPath" : "Models/items/weapons/katana1alt.fbx",
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"weaponData" : {
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"weaponClass" : "sword2h",
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"damage" : 10,
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"damage" : 34,
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"hitboxes" : [
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{
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"type": "hit_connected",
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@ -7,9 +7,7 @@
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+ when popup is accepted, spawn an enemy with an effect
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enemy ai
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review combat code (lifestate, damage calculation, etc)
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- Damage event accumulator each frame on server side
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Use accumulator to negate all damage if block box was hit
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I-frames
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Maybe a fade-out before deleting entity on death?
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+ rearchitecture
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@ -554,6 +554,7 @@ Hitbox support offsets now
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Multiple hitboxes per bone
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Potential fix for client concurrency issue
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Debounce attack collisions
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Remove entities on death
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# TODO
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@ -77,7 +77,7 @@ public class StateTransitionUtil {
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public void simulate(Object stateEnum){
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StateTransitionUtilItem state = null;
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for(StateTransitionUtilItem targetState : states){
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if(targetState.stateEnum == stateEnum){
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if(targetState != null && targetState.stateEnum == stateEnum){
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state = targetState;
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break;
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}
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@ -374,6 +374,13 @@ public class StateTransitionUtil {
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treeData.getAudioData(),
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onComplete
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);
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} else {
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rVal = new StateTransitionUtilItem(
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stateEnum,
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(TreeDataAnimation)null,
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null,
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onComplete
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);
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}
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return rVal;
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}
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@ -5,6 +5,7 @@ import electrosphere.entity.btree.BehaviorTree;
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import electrosphere.entity.btree.StateTransitionUtil;
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import electrosphere.entity.btree.StateTransitionUtil.StateTransitionUtilItem;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.ServerEntityUtils;
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import electrosphere.entity.Entity;
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import electrosphere.server.datacell.utils.ServerBehaviorTreeUtils;
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import electrosphere.net.parser.net.message.CombatMessage;
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@ -77,6 +78,8 @@ public class ServerLifeTree implements BehaviorTree {
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this.stateTransitionUtil.simulate(LifeStateEnum.DYING);
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} break;
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case DEAD: {
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//delete the entity
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ServerEntityUtils.destroyEntity(parent);
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} break;
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}
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}
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@ -163,13 +166,9 @@ public class ServerLifeTree implements BehaviorTree {
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);
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//do damage calculation
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int damage = ItemUtils.getWeaponDataRaw(event.source).getDamage();
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this.damage(damage);
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if(!this.isAlive()){
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throw new UnsupportedOperationException("Reviving not implemented yet!");
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// Realm entityRealm = Globals.realmManager.getEntityRealm(receiverParent);
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// EntityUtils.getPosition(receiverParent).set(entityRealm.getSpawnPoint());
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// serverLifeTree.revive();
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if(this.isAlive()){
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int damage = ItemUtils.getWeaponDataRaw(event.source).getDamage();
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this.damage(damage);
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}
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}
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}
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@ -263,7 +262,7 @@ public class ServerLifeTree implements BehaviorTree {
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this.lifeCurrent = this.lifeMax;
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this.iFrameMaxCount = this.healthSystem.getOnDamageIFrames();
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this.iFrameCurrent = 0;
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stateTransitionUtil = StateTransitionUtil.create(parent, true, new StateTransitionUtilItem[]{
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this.stateTransitionUtil = StateTransitionUtil.create(parent, true, new StateTransitionUtilItem[]{
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StateTransitionUtilItem.create(
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LifeStateEnum.DYING,
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this.healthSystem.getDyingState(),
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