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java
a year ago
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public void cyclePathing() {
		
		// Check if the shield attack is valid (otherwise messes up the pathing)
		if(c.getCombatSystem().getSpecialAttacks().currentShieldAttack != null && !c.getCombatSystem().getSpecialAttacks().isWearingRightShieldForShieldAttack()) {
			c.getCombatSystem().getSpecialAttacks().currentShieldAttack = null;
		}
		
		// Check if you're attacking an player using melee or range
		if(c.isAttackingPlayer()) {
			if(c.getCombatSystem().getMisc().getCurrentAttackStyle() != AttackStyle.MELEE) {
				if(c.getCombatSystem().getAttackPlayer().isCloseEnoughToContinueAttackWithMagicOrRange(c.getAttackingEntity().getPlayer().getClient())) {
					getClientWalkingSteps().clear();
					c.stopAllMovementInTick();
				}
			}
		}
		
		// Check if you're attacking an npc using melee or range
		if(c.isAttackingNpc()) {
			if(c.getAttackingEntity().getSize() > 1 || c.getCombatSystem().getMisc().getCurrentAttackStyle() != AttackStyle.MELEE) {
				if(c.getAttackingEntity().getSize() > 1 || c.getCombatSystem().getAttackNpc().isCloseEnoughToContinueAttackWithMagicOrRange(c.getAttackingEntity().getNpc())) {
					getClientWalkingSteps().clear();
					if(c.getCombatSystem().getMisc().getCurrentAttackStyle() != AttackStyle.MELEE) {
						c.stopAllMovementInTick();
					}
				}
			}
		}
		
		// Check if player has any client sided pathing set
		if(getClientWalkingSteps().size() > 0) {

			// Set the last movement tick
			c.lastMovementTick = Server.getTick();
						
			// Reset the current walking queue
			resetMovement();
			
			// Check if you're following
			if(c.getWalkingToPlayer().isWalking() && c.getWalkingToPlayer().getWalkType() == WalkType.FOLLOW_WALK) {
				getClientWalkingSteps().clear();
				return;
			}

			// Check if pathing is bugged
			boolean isForwardAndBackwardBugHappening = c.getMovement().isPathBackAndForwardBugged(c.getLocation(), c.getMovement().getClientWalkingSteps());
			
			// Start looping the new client sided steps
			int endX = c.getX(), endY = c.getY();
			
			// Start logging paths for Staff
			if(c.isModOrHigher() || c.isServerSupportOrHigher()) {
				for(Location nextPoint : getClientWalkingSteps()) {
					addToPath(nextPoint, false);
					endX = nextPoint.getX();
					endY = nextPoint.getY();
				}
			} else {
				for(Location nextPoint : getClientWalkingSteps()) {
					addToPath(nextPoint, false);
					endX = nextPoint.getX();
					endY = nextPoint.getY();
				}
			}

			// Clear the Pathing again
			getClientWalkingSteps().clear();
			
			// Check on forward and backward pathing
			if(isForwardAndBackwardBugHappening) {
				totalFailedClientPaths++;
			} else {
				totalSuccesfulClientPaths++;
			}
			if(totalFailedClientPaths > 100000000|| totalSuccesfulClientPaths > 100000000) {
				totalSuccesfulClientPaths = 0;
				totalFailedClientPaths = 0;
			}
			
			if(isPathValid(getWayPoints()) && !isForwardAndBackwardBugHappening) {
				finish();
			} else {

				// Reset Movement
				resetMovement();
				
				// Grab the x and y to go to
				int xToGoTo = endX, yToGoTo = endY;
				
				// Find out the x and y to go to (walking to npc, not attacking)
				if(c.getWalkingToNpc().isWalking() && c.getWalkingToNpc().getWalkType() != WalkType.ATTACK_WALK) {
					NPC npc = NPCHandler.getNpcFromId(c.getWalkingToNpc().getNpcId());
					if(npc != null) {
						xToGoTo = npc.getX(); yToGoTo = npc.getY();
					}
				} else if(c.getWalkingToPlayer().isWalking() && c.getWalkingToNpc().getWalkType() != WalkType.FOLLOW_WALK && c.getWalkingToNpc().getWalkType() != WalkType.ATTACK_WALK) {
					Client o = PlayerHandler.getClientFromId(c.getWalkingToPlayer().getPlayerId());
					if(o != null) {
						xToGoTo = o.getX(); yToGoTo = o.getY();
					}
				}
				
				// Find the right route (different path)
				if(xToGoTo != endX || yToGoTo != endY) {
					PathFinder.findRouteNextTo(c, xToGoTo, yToGoTo, false, 16, 16);
				} else {
					PathFinder.findRoute(c, xToGoTo, yToGoTo, false, 16, 16);
				}
			}
			
		}