Get rid of cbf

This commit is contained in:
gsemaj 2023-07-25 10:43:48 -04:00
parent b6171ebdc1
commit 0f09808bc4
No known key found for this signature in database
GPG Key ID: 24B96BAA40497929
5 changed files with 24 additions and 40 deletions

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@ -678,7 +678,6 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id));
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type));
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp));
Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->cbf));
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind));
Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x));
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));

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@ -40,7 +40,7 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
sNPCAppearanceData data = {};
data.iAngle = angle;
data.iBarkerType = 0; // unused?
data.iConditionBitFlag = cbf;
data.iConditionBitFlag = 0;
data.iHP = hp;
data.iNPCType = type;
data.iNPC_ID = id;
@ -50,6 +50,12 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
return data;
}
sNPCAppearanceData CombatNPC::getAppearanceData() {
sNPCAppearanceData data = BaseNPC::getAppearanceData();
data.iConditionBitFlag = getCompositeCondition();
return data;
}
/*
* Entity coming into view.
*/

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@ -73,7 +73,6 @@ public:
int type;
int hp;
int angle;
int cbf;
bool loopingPath = false;
BaseNPC(int _A, uint64_t iID, int t, int _id) {
@ -81,7 +80,6 @@ public:
type = t;
hp = 400;
angle = _A;
cbf = 0;
id = _id;
instanceID = iID;
};
@ -89,7 +87,7 @@ public:
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
sNPCAppearanceData getAppearanceData();
virtual sNPCAppearanceData getAppearanceData();
};
struct CombatNPC : public BaseNPC, public ICombatant {
@ -118,6 +116,8 @@ struct CombatNPC : public BaseNPC, public ICombatant {
transitionHandlers[AIState::INACTIVE] = {};
}
virtual sNPCAppearanceData getAppearanceData() override;
virtual bool isExtant() override { return hp > 0; }
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;

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@ -51,13 +51,13 @@ int Mob::takeDamage(EntityRef src, int amt) {
}
// wake up sleeping monster
if (cbf & CSB_BIT_MEZ) {
cbf &= ~CSB_BIT_MEZ;
if (hasBuff(ECSB_MEZ)) {
removeBuff(ECSB_MEZ);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = id;
pkt1.iConditionBitFlag = cbf;
pkt1.iConditionBitFlag = getCompositeCondition();
NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
@ -96,13 +96,12 @@ static std::pair<int,int> lerp(int x1, int y1, int x2, int y2, int speed) {
void MobAI::clearDebuff(Mob *mob) {
mob->skillStyle = -1;
mob->cbf = 0;
mob->unbuffTimes.clear();
mob->clearBuffs(false);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->id;
pkt1.iConditionBitFlag = mob->cbf;
pkt1.iConditionBitFlag = mob->getCompositeCondition();
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
@ -555,7 +554,7 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
// drain
if (self->skillStyle < 0 && (self->lastDrainTime == 0 || currTime - self->lastDrainTime >= 1000)
&& self->cbf & CSB_BIT_BOUNDINGBALL) {
&& self->hasBuff(ECSB_BOUNDINGBALL)) {
drainMobHP(self, self->maxHealth / 20); // lose 5% every second
self->lastDrainTime = currTime;
}
@ -564,27 +563,13 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
if (self->hp <= 0)
return;
// unbuffing
std::unordered_map<int32_t, time_t>::iterator it = self->unbuffTimes.begin();
while (it != self->unbuffTimes.end()) {
if (currTime >= it->second) {
self->cbf &= ~it->first;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = self->id;
pkt1.iConditionBitFlag = self->cbf;
NPCManager::sendToViewable(self, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
it = self->unbuffTimes.erase(it);
} else {
it++;
}
}
// tick buffs TODO abilities
//for(auto buffEntry : self->buffs) {
// buffEntry.second->combatTick(currTime);
//}
// skip attack if stunned or asleep
if (self->cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
if (self->hasBuff(ECSB_STUN) || self->hasBuff(ECSB_MEZ)) {
self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
return;
}
@ -609,7 +594,7 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
self->nextAttack = 0;
// halve movement speed if snared
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
if (self->hasBuff(ECSB_DN_MOVE_SPEED))
self->speed /= 2;
int targetX = plr->x;
@ -715,7 +700,7 @@ void MobAI::roamingStep(CombatNPC* npc, time_t currTime) {
farY = std::clamp(farY, yStart, yStart + self->idleRange);
// halve movement speed if snared
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
if (self->hasBuff(ECSB_DN_MOVE_SPEED))
self->speed /= 2;
std::queue<Vec3> queue;
@ -788,7 +773,6 @@ void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) {
self->hp = self->maxHealth;
self->killedTime = 0;
self->nextAttack = 0;
self->cbf = 0;
// cast a return home heal spell, this is the right way(tm)
// TODO ABILITIES
@ -833,9 +817,8 @@ void MobAI::onDeath(CombatNPC* npc, EntityRef src) {
Mob* self = (Mob*)npc;
self->target = nullptr;
self->cbf = 0;
self->skillStyle = -1;
self->unbuffTimes.clear();
self->clearBuffs(true);
self->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
// check for the edge case where hitting the mob did not aggro it

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@ -21,8 +21,6 @@ namespace MobAI {
}
struct Mob : public CombatNPC {
// general
std::unordered_map<int32_t,time_t> unbuffTimes = {};
// dead
time_t killedTime = 0;
@ -71,8 +69,6 @@ struct Mob : public CombatNPC {
offsetX = 0;
offsetY = 0;
cbf = 0;
// NOTE: there appear to be discrepancies in the dump
hp = maxHealth;