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[refactor] Initial ICombatant draft
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@@ -148,12 +148,12 @@ bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t target
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}
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Mob* mob = (Mob*)npc;
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Combat::hitMob(sock, mob, 0);
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mob->takeDamage(sock, 0);
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respdata[i].eCT = 4;
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respdata[i].iID = mob->id;
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respdata[i].bProtected = 1;
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if (mob->skillStyle < 0 && mob->state != MobState::RETREAT
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if (mob->skillStyle < 0 && mob->state != AIState::RETREAT
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&& !(mob->cbf & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
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mob->cbf |= bitFlag;
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mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
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@@ -220,14 +220,14 @@ bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int
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Mob* mob = (Mob*)npc;
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Combat::hitMob(sock, mob, 0); // just to gain aggro
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mob->takeDamage(sock, 0);
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respdata[i].eCT = 4;
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respdata[i].iDamage = duration / 10;
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respdata[i].iID = mob->id;
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respdata[i].iHP = mob->hp;
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respdata[i].bProtected = 1;
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if (mob->skillStyle < 0 && mob->state != MobState::RETREAT
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if (mob->skillStyle < 0 && mob->state != AIState::RETREAT
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&& !(mob->cbf & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
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mob->cbf |= bitFlag;
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mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
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@@ -289,7 +289,7 @@ bool doDamage(CNSocket *sock, sSkillResult_Damage *respdata, int i, int32_t targ
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Mob* mob = (Mob*)npc;
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Player *plr = PlayerManager::getPlayer(sock);
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int damage = Combat::hitMob(sock, mob, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000));
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int damage = mob->takeDamage(sock, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000));
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respdata[i].eCT = 4;
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respdata[i].iDamage = damage;
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@@ -344,7 +344,7 @@ bool doLeech(CNSocket *sock, sSkillResult_Heal_HP *healdata, int i, int32_t targ
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Mob* mob = (Mob*)npc;
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int damage = Combat::hitMob(sock, mob, amount * 2);
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int damage = mob->takeDamage(sock, amount * 2);
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damagedata->eCT = 4;
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damagedata->iDamage = damage;
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@@ -449,13 +449,8 @@ bool doDamageNDebuff(Mob* mob, sSkillResult_Damage_N_Debuff* respdata, int i, in
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respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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if (!MobAI::aggroCheck(mob, getTime())) {
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MobAI::clearDebuff(mob);
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if (mob->groupLeader != 0)
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MobAI::groupRetreat(mob);
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}
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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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return true;
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@@ -529,13 +524,8 @@ bool doDamage(Mob* mob, sSkillResult_Damage* respdata, int i, int32_t targetID,
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respdata[i].iHP = plr->HP -= damage;
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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if (!MobAI::aggroCheck(mob, getTime())) {
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MobAI::clearDebuff(mob);
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if (mob->groupLeader != 0)
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MobAI::groupRetreat(mob);
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}
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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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return true;
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@@ -587,13 +577,8 @@ bool doLeech(Mob* mob, sSkillResult_Heal_HP* healdata, int i, int32_t targetID,
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damagedata->iHP = plr->HP -= damage;
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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if (!MobAI::aggroCheck(mob, getTime())) {
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MobAI::clearDebuff(mob);
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if (mob->groupLeader != 0)
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MobAI::groupRetreat(mob);
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}
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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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return true;
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