OpenFusion/src/Abilities.cpp

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#include "Abilities.hpp"
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#include "servers/CNShardServer.hpp"
#include "NPCManager.hpp"
#include "PlayerManager.hpp"
#include "Buffs.hpp"
#include "Nanos.hpp"
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#include "MobAI.hpp"
using namespace Abilities;
std::map<int32_t, SkillData> Abilities::SkillTable;
#pragma region Skill handlers
static SkillResult handleSkillDamage(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
EntityRef sourceRef = source->getRef();
double scalingFactor = 1;
if(sourceRef.kind == EntityKind::PLAYER)
scalingFactor = std::max(source->getMaxHP(), target->getMaxHP()) / 1000.0;
else
scalingFactor = source->getMaxHP() / 1500.0;
int damage = (int)(skill->values[0][power] * scalingFactor);
int dealt = target->takeDamage(sourceRef, damage);
sSkillResult_Damage result{};
result.eCT = target->getCharType();
result.iID = target->getID();
result.bProtected = dealt <= 0;
result.iDamage = dealt;
result.iHP = target->getCurrentHP();
return SkillResult(sizeof(sSkillResult_Damage), &result);
}
static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
EntityRef sourceRef = source->getRef();
int heal = skill->values[0][power];
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double scalingFactor = target->getMaxHP() / 1000.0;
int healed = target->heal(sourceRef, heal * scalingFactor);
sSkillResult_Heal_HP result{};
result.eCT = target->getCharType();
result.iID = target->getID();
result.iHealHP = healed;
result.iHP = target->getCurrentHP();
return SkillResult(sizeof(sSkillResult_Heal_HP), &result);
}
static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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// take aggro
target->takeDamage(source->getRef(), 0);
int duration = 0;
int strength = 0;
bool blocked = target->hasBuff(ECSB_FREEDOM);
if(!blocked) {
duration = skill->durationTime[power];
strength = skill->values[0][power];
BuffStack debuff = {
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(duration * 100) / MS_PER_COMBAT_TICK, // ticks
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strength, // value
source->getRef(), // source
BuffClass::NANO, // buff class
};
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
target->addBuff(timeBuffId,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
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if(status == ETBU_DEL) Buffs::timeBuffTimeout(self);
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},
[](EntityRef self, Buff* buff, time_t currTime) {
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Buffs::timeBuffTick(self, buff);
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},
&debuff);
}
sSkillResult_Damage_N_Debuff result{};
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result.iDamage = duration / 10; // we use the duration as the damage number (why?)
result.iHP = target->getCurrentHP();
result.eCT = target->getCharType();
result.iID = target->getID();
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result.bProtected = blocked;
result.iConditionBitFlag = target->getCompositeCondition();
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// for player targets, make sure to update Nano stamina
if (target->getCharType() == 1) {
Player *plr = dynamic_cast<Player*>(target);
result.iStamina = plr->getActiveNano()->iStamina;
}
return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
}
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static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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EntityRef sourceRef = source->getRef();
int heal = skill->values[0][power];
int healed = source->heal(sourceRef, heal);
int damage = heal * 2;
int dealt = target->takeDamage(sourceRef, damage);
sSkillResult_Leech result{};
result.Damage.eCT = target->getCharType();
result.Damage.iID = target->getID();
result.Damage.bProtected = dealt <= 0;
result.Damage.iDamage = dealt;
result.Damage.iHP = target->getCurrentHP();
result.Heal.eCT = result.Damage.eCT;
result.Heal.iID = result.Damage.iID;
result.Heal.iHealHP = healed;
result.Heal.iHP = source->getCurrentHP();
return SkillResult(sizeof(sSkillResult_Leech), &result);
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}
static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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int duration = skill->durationTime[power];
int strength = skill->values[0][power];
BuffStack passiveBuff = {
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// if the duration is 0, it needs to be recast every tick
duration == 0 ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
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strength, // value
source->getRef(), // source
source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
};
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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SkillDrainType drainType = skill->drainType;
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int combatLifetime = 0;
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if(!target->addBuff(timeBuffId,
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[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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if(buff->id == ECSB_BOUNDINGBALL && status == ETBU_ADD) {
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// drain
ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
combatant->takeDamage(buff->getLastSource(), 0); // aggro
}
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Buffs::timeBuffUpdate(self, buff, status, stack);
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if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL)
Buffs::timeBuffTimeout(self);
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},
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[combatLifetime](EntityRef self, Buff* buff, time_t currTime) mutable {
if(buff->id == ECSB_BOUNDINGBALL &&
combatLifetime % COMBAT_TICKS_PER_DRAIN_PROC == 0)
Buffs::tickDrain(self, buff, COMBAT_TICKS_PER_DRAIN_PROC); // drain
combatLifetime++;
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},
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&passiveBuff)) return SkillResult();
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sSkillResult_Buff result{};
result.eCT = target->getCharType();
result.iID = target->getID();
result.bProtected = false;
result.iConditionBitFlag = target->getCompositeCondition();
return SkillResult(sizeof(sSkillResult_Buff), &result);
}
static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
if(target->getCharType() != 1)
return SkillResult(); // only Players are valid targets for battery drain
Player* plr = dynamic_cast<Player*>(target);
const double scalingFactor = (18 + source->getLevel()) / 36.0;
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const bool blocked = target->hasBuff(ECSB_PROTECT_BATTERY);
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int boostDrain = 0;
int potionDrain = 0;
if(!blocked) {
boostDrain = (int)(skill->values[0][power] * scalingFactor);
if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
plr->batteryW -= boostDrain;
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potionDrain = (int)(skill->values[1][power] * scalingFactor);
if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
plr->batteryN -= potionDrain;
}
sSkillResult_BatteryDrain result{};
result.eCT = target->getCharType();
result.iID = target->getID();
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result.bProtected = blocked;
result.iDrainW = boostDrain;
result.iBatteryW = plr->batteryW;
result.iDrainN = potionDrain;
result.iBatteryN = plr->batteryN;
result.iStamina = plr->getActiveNano()->iStamina;
result.bNanoDeactive = plr->getActiveNano()->iStamina <= 0;
result.iConditionBitFlag = target->getCompositeCondition();
return SkillResult(sizeof(sSkillResult_BatteryDrain), &result);
}
static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
if(source->getCharType() != 1)
return SkillResult(); // only Players are valid sources for recall
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Player* plr = dynamic_cast<Player*>(source);
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if(source == target) {
// no trailing struct for self
PlayerManager::sendPlayerTo(target->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
return SkillResult();
}
sSkillResult_Move result{};
result.eCT = target->getCharType();
result.iID = target->getID();
result.iMapNum = plr->recallInstance;
result.iMoveX = plr->recallX;
result.iMoveY = plr->recallY;
result.iMoveZ = plr->recallZ;
return SkillResult(sizeof(sSkillResult_Move), &result);
}
static SkillResult handleSkillResurrect(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
sSkillResult_Resurrect result{};
result.eCT = target->getCharType();
result.iID = target->getID();
result.iRegenHP = target->getCurrentHP();
return SkillResult(sizeof(sSkillResult_Resurrect), &result);
}
#pragma endregion
static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombatant* src, std::vector<ICombatant*> targets) {
SkillResult (*skillHandler)(SkillData*, int, ICombatant*, ICombatant*) = nullptr;
std::vector<SkillResult> results;
switch(skill->skillType)
{
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case SkillType::CORRUPTIONATTACK:
case SkillType::CORRUPTIONATTACKLOSE:
case SkillType::CORRUPTIONATTACKWIN:
// skillHandler = handleSkillCorruptionReflect;
// break;
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case SkillType::DAMAGE:
skillHandler = handleSkillDamage;
break;
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case SkillType::HEAL_HP:
case SkillType::RETURNHOMEHEAL:
skillHandler = handleSkillHealHP;
break;
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case SkillType::KNOCKDOWN:
case SkillType::SLEEP:
case SkillType::SNARE:
case SkillType::STUN:
skillHandler = handleSkillDamageNDebuff;
break;
case SkillType::JUMP:
case SkillType::RUN:
case SkillType::STEALTH:
case SkillType::MINIMAPENEMY:
case SkillType::MINIMAPTRESURE:
case SkillType::PHOENIX:
case SkillType::PROTECTBATTERY:
case SkillType::PROTECTINFECTION:
case SkillType::REWARDBLOB:
case SkillType::REWARDCASH:
// case SkillType::INFECTIONDAMAGE:
case SkillType::FREEDOM:
case SkillType::BOUNDINGBALL:
case SkillType::INVULNERABLE:
case SkillType::STAMINA_SELF:
case SkillType::NANOSTIMPAK:
case SkillType::BUFFHEAL:
skillHandler = handleSkillBuff;
break;
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case SkillType::BLOODSUCKING:
skillHandler = handleSkillLeech;
break;
case SkillType::RETROROCKET_SELF:
// no-op
return results;
case SkillType::PHOENIX_GROUP:
skillHandler = handleSkillResurrect;
break;
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case SkillType::RECALL:
case SkillType::RECALL_GROUP:
skillHandler = handleSkillMove;
break;
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case SkillType::BATTERYDRAIN:
skillHandler = handleSkillBatteryDrain;
break;
default:
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std::cout << "[WARN] Unhandled skill type " << (int)skill->skillType << std::endl;
return results;
}
for(ICombatant* target : targets) {
assert(target != nullptr);
SkillResult result = skillHandler(skill, power, src != nullptr ? src : target, target);
if(result.size == 0) continue; // skill not applicable
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if(result.size > MAX_SKILLRESULT_SIZE) {
std::cout << "[WARN] bad skill result size for " << (int)skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
continue;
}
results.push_back(result);
}
return results;
}
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static void attachSkillResults(std::vector<SkillResult> results, uint8_t* pivot) {
for(SkillResult& result : results) {
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size_t sz = result.size;
memcpy(pivot, result.payload, sz);
pivot += sz;
}
}
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void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) {
Player* plr = PlayerManager::getPlayer(sock);
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ICombatant* combatant = dynamic_cast<ICombatant*>(plr);
int boost = 0;
if (Nanos::getNanoBoost(plr))
boost = 3;
if(skill->drainType == SkillDrainType::ACTIVE) {
nano.iStamina -= skill->batteryUse[boost];
if (nano.iStamina <= 0)
nano.iStamina = 0;
}
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std::vector<SkillResult> results = handleSkill(skill, boost, combatant, affected);
if(results.empty()) return; // no effect; no need for confirmation packets
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// lazy validation since skill results might be different sizes
if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), MAX_SKILLRESULT_SIZE)) {
std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
return;
}
// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC);
for(SkillResult& sr : results)
resplen += sr.size;
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
sP_FE2CL_NANO_SKILL_USE_SUCC* pkt = (sP_FE2CL_NANO_SKILL_USE_SUCC*)respbuf;
pkt->iPC_ID = plr->iID;
pkt->iNanoID = nano.iID;
pkt->iSkillID = nano.iSkillID;
pkt->iNanoStamina = nano.iStamina;
pkt->bNanoDeactive = nano.iStamina <= 0;
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pkt->eST = (int32_t)skill->skillType;
pkt->iTargetCnt = (int32_t)results.size();
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attachSkillResults(results, (uint8_t*)(pkt + 1));
sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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if(skill->skillType == SkillType::RECALL_GROUP)
// group recall packet is sent only to group members
PlayerManager::sendToGroup(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
else
PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
}
void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*> affected) {
if(SkillTable.count(skillID) == 0)
return;
Entity* entity = npc.getEntity();
ICombatant* src = nullptr;
if(npc.kind == EntityKind::COMBAT_NPC || npc.kind == EntityKind::MOB)
src = dynamic_cast<ICombatant*>(entity);
SkillData* skill = &SkillTable[skillID];
std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
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// lazy validation since skill results might be different sizes
if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), MAX_SKILLRESULT_SIZE)) {
std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n";
return;
}
// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT);
for(SkillResult& sr : results)
resplen += sr.size;
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
pkt->iNPC_ID = npc.id;
pkt->iSkillID = skillID;
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pkt->eST = (int32_t)skill->skillType;
pkt->iTargetCnt = (int32_t)results.size();
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if(npc.kind == EntityKind::MOB) {
Mob* mob = dynamic_cast<Mob*>(entity);
pkt->iValue1 = mob->hitX;
pkt->iValue2 = mob->hitY;
pkt->iValue3 = mob->hitZ;
}
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attachSkillResults(results, (uint8_t*)(pkt + 1));
NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
}
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static std::vector<ICombatant*> entityRefsToCombatants(std::vector<EntityRef> refs) {
std::vector<ICombatant*> combatants;
for(EntityRef ref : refs) {
if(ref.kind == EntityKind::PLAYER)
combatants.push_back(dynamic_cast<ICombatant*>(PlayerManager::getPlayer(ref.sock)));
else if(ref.kind == EntityKind::COMBAT_NPC || ref.kind == EntityKind::MOB)
combatants.push_back(dynamic_cast<ICombatant*>(ref.getEntity()));
}
return combatants;
}
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std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* skill, int count, int32_t *ids) {
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if(skill->targetType == SkillTargetType::GROUP)
return entityRefsToCombatants(src->getGroupMembers());
// this check *has* to happen after the group check above due to cases like group recall that use both
if(skill->effectTarget == SkillEffectTarget::SELF)
return {src}; // client sends 0 targets for certain self-targeting skills (recall)
// individuals
std::vector<ICombatant*> targets;
for (int i = 0; i < count; i++) {
int32_t id = ids[i];
if (skill->targetType == SkillTargetType::MOBS) {
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// mob
if (NPCManager::NPCs.find(id) != NPCManager::NPCs.end()) {
BaseNPC* npc = NPCManager::NPCs[id];
if (npc->kind == EntityKind::COMBAT_NPC || npc->kind == EntityKind::MOB) {
targets.push_back(dynamic_cast<ICombatant*>(npc));
continue;
}
}
std::cout << "[WARN] skill: invalid mob target (id " << id << ")\n";
} else if(skill->targetType == SkillTargetType::PLAYERS) {
// player
Player* plr = PlayerManager::getPlayerFromID(id);
if (plr != nullptr) {
targets.push_back(dynamic_cast<ICombatant*>(plr));
continue;
}
std::cout << "[WARN] skill: invalid player target (id " << id << ")\n";
}
}
return targets;
}
/* ripped from client (enums emplaced) */
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int Abilities::getCSTBFromST(SkillType skillType) {
int result = 0;
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switch (skillType)
{
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case SkillType::RUN:
result = ECSB_UP_MOVE_SPEED;
break;
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case SkillType::JUMP:
result = ECSB_UP_JUMP_HEIGHT;
break;
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case SkillType::STEALTH:
result = ECSB_UP_STEALTH;
break;
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case SkillType::PHOENIX:
result = ECSB_PHOENIX;
break;
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case SkillType::PROTECTBATTERY:
result = ECSB_PROTECT_BATTERY;
break;
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case SkillType::PROTECTINFECTION:
result = ECSB_PROTECT_INFECTION;
break;
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case SkillType::MINIMAPENEMY:
result = ECSB_MINIMAP_ENEMY;
break;
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case SkillType::MINIMAPTRESURE:
result = ECSB_MINIMAP_TRESURE;
break;
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case SkillType::REWARDBLOB:
result = ECSB_REWARD_BLOB;
break;
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case SkillType::REWARDCASH:
result = ECSB_REWARD_CASH;
break;
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case SkillType::FREEDOM:
result = ECSB_FREEDOM;
break;
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case SkillType::INVULNERABLE:
result = ECSB_INVULNERABLE;
break;
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case SkillType::BUFFHEAL:
result = ECSB_HEAL;
break;
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case SkillType::NANOSTIMPAK:
result = ECSB_STIMPAKSLOT1;
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// shift as necessary
break;
case SkillType::SNARE:
result = ECSB_DN_MOVE_SPEED;
break;
case SkillType::STUN:
result = ECSB_STUN;
break;
case SkillType::SLEEP:
result = ECSB_MEZ;
break;
case SkillType::INFECTIONDAMAGE:
result = ECSB_INFECTION;
break;
case SkillType::BOUNDINGBALL:
result = ECSB_BOUNDINGBALL;
break;
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default:
break;
}
return result;
}