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Nano Drain, Debuffs are timed
* Nano drain power works, currently does 30% damage over a period of 3 seconds. * Stun, Sleep and Snare powers will now run out of time on mobs. * A few other adjustments to mob mobility.
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2782706355
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@ -330,9 +330,16 @@ int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) {
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mob->appearanceData.iHP -= damage;
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// wake up sleeping monster
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// TODO: remove client-side bit somehow
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if (mob->appearanceData.iConditionBitFlag & CSB_BIT_MEZ) {
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mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
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pkt1.eCT = 2;
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pkt1.iID = mob->appearanceData.iNPC_ID;
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pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
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NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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}
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if (mob->appearanceData.iHP <= 0)
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killMob(mob->target, mob);
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@ -503,10 +510,8 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = speed;
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pkt.iToX = (targ.first - mob->appearanceData.iX) * 5 / 2 + mob->appearanceData.iX;
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pkt.iToY = (targ.second - mob->appearanceData.iY) * 5 / 2 + mob->appearanceData.iY;
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mob->appearanceData.iX = targ.first;
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mob->appearanceData.iY = targ.second;
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pkt.iToX = mob->appearanceData.iX = targ.first;
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pkt.iToY = mob->appearanceData.iY = targ.second;
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pkt.iToZ = mob->target->plr->z;
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// notify all nearby players
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@ -608,10 +613,8 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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pkt.iSpeed = (int)mob->data["m_iRunSpeed"] * 2;
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mob->appearanceData.iX = targ.first;
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mob->appearanceData.iY = targ.second;
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pkt.iToX = (targ.first - mob->appearanceData.iX) * 5 / 2 + mob->appearanceData.iX;
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pkt.iToY = (targ.second - mob->appearanceData.iY) * 5 / 2 + mob->appearanceData.iY;
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mob->appearanceData.iX = targ.first;
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mob->appearanceData.iY = targ.second;
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pkt.iToX = mob->appearanceData.iX = targ.first;
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pkt.iToY = mob->appearanceData.iY = targ.second;
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pkt.iToZ = mob->appearanceData.iZ;
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// notify all nearby players
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@ -640,6 +643,27 @@ void MobManager::step(CNServer *serv, time_t currTime) {
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if (!ChunkManager::inPopulatedChunks(x, y, pair.second->instanceID))
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continue;
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// drain
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if (pair.second->appearanceData.iConditionBitFlag & CSB_BIT_BOUNDINGBALL) {
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pair.second->appearanceData.iHP -= pair.second->maxHealth / 50; // lose 10% every second
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// TODO: Make this send a damage packet
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}
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// unbuffing
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for (auto& pair2 : pair.second->unbuffTimes) {
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if (currTime >= pair2.second) {
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pair.second->appearanceData.iConditionBitFlag &= ~pair2.first;
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
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pkt1.eCT = 2;
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pkt1.iID = pair.second->appearanceData.iNPC_ID;
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pkt1.iConditionBitFlag = pair.second->appearanceData.iConditionBitFlag;
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NPCManager::sendToViewable(pair.second, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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pair.second->unbuffTimes.erase(pair2.first);
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}
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}
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// skip mob movement and combat if disabled
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if (!simulateMobs && pair.second->state != MobState::DEAD
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&& pair.second->state != MobState::RETREAT)
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@ -8,6 +8,7 @@
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#include "contrib/JSON.hpp"
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#include <map>
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#include <unordered_map>
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#include <queue>
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enum class MobState {
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@ -27,6 +28,8 @@ struct Mob : public BaseNPC {
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int spawnZ;
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int level;
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std::unordered_map<int32_t,time_t> unbuffTimes;
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// dead
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time_t killedTime = 0;
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time_t regenTime;
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@ -38,11 +41,12 @@ struct Mob : public BaseNPC {
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const int sightRange;
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time_t nextMovement = 0;
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bool staticPath = false;
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int roamX, roamY, roamZ;
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// combat
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CNSocket *target = nullptr;
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time_t nextAttack = 0;
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int roamX, roamY, roamZ;
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// drop
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int dropType;
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@ -407,14 +407,14 @@ bool doDebuff(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage_N_Debuff *re
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Mob* mob = MobManager::Mobs[pktdata[i]];
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int damage = MobManager::hitMob(sock, mob, amount);
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int damage = MobManager::hitMob(sock, mob, 0); // using amount for something else
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respdata[i].eCT = 4;
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respdata[i].iDamage = damage;
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iHP = mob->appearanceData.iHP;
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respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag |= iCBFlag;
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mob->unbuffTimes[iCBFlag] = getTime() + amount;
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std::cout << (int)mob->appearanceData.iNPC_ID << " was debuffed" << std::endl;
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return true;
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@ -428,10 +428,12 @@ bool doBuff(CNSocket *sock, int32_t *pktdata, sSkillResult_Buff *respdata, int i
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}
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Mob* mob = MobManager::Mobs[pktdata[i]];
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MobManager::hitMob(sock, mob, 0);
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respdata[i].eCT = 4;
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag |= iCBFlag;
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mob->unbuffTimes[iCBFlag] = getTime() + amount;
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std::cout << (int)mob->appearanceData.iNPC_ID << " was debuffed" << std::endl;
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@ -669,15 +671,15 @@ void activePower(CNSocket *sock, CNPacketData *data,
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// active nano power dispatch table
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std::vector<ActivePower> ActivePowers = {
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ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 0),
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ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 2250),
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ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 25),
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ActivePower(GroupHealPowers, activePower<sSkillResult_Heal_HP, doGroupHeal, GHEAL>,EST_HEAL_HP, CSB_BIT_NONE, 25),
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ActivePower(GroupHealPowers, activePower<sSkillResult_Heal_HP, doGroupHeal, GHEAL>,EST_HEAL_HP, CSB_BIT_NONE, 15),
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// TODO: Recall
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ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 0),
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ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 0),
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ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 3000),
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ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 4500),
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ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 12),
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ActivePower(LeechPowers, activePower<sSkillResult_Heal_HP, doLeech, LEECH>, EST_BLOODSUCKING, CSB_BIT_NONE, 18),
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ActivePower(SleepPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SLEEP, CSB_BIT_MEZ, 0),
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ActivePower(SleepPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SLEEP, CSB_BIT_MEZ, 4500),
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};
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}; // namespace
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