mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-12-25 13:10:31 +00:00
[refactor] Initial ICombatant draft
This commit is contained in:
345
src/Combat.cpp
345
src/Combat.cpp
@@ -17,6 +17,148 @@ using namespace Combat;
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/// Player Id -> Bullet Id -> Bullet
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std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
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int Player::takeDamage(EntityRef src, int amt) {
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HP -= amt;
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return amt;
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}
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void Player::heal(EntityRef src, int amt) {
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// stubbed
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}
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bool Player::isAlive() {
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return HP > 0;
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}
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int Player::getCurrentHP() {
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return HP;
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}
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int32_t Player::getID() {
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return iID;
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}
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void Player::step(time_t currTime) {
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// no-op
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}
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int CombatNPC::takeDamage(EntityRef src, int amt) {
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/* REFACTOR: all of this logic is strongly coupled to mobs.
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* come back to this when more of it is moved to CombatNPC.
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* remove this cast when done */
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Mob* mob = (Mob*)this;
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (mob->state != AIState::ROAMING && mob->state != AIState::COMBAT) {
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return 0; // no damage
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}
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if (mob->skillStyle >= 0)
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return 0; // don't hurt a mob casting corruption
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if (mob->state == AIState::ROAMING) {
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assert(mob->target == nullptr && src.type == EntityType::PLAYER); // players only for now
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mob->transition(AIState::COMBAT, src);
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if (mob->groupLeader != 0)
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MobAI::followToCombat(mob);
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}
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hp -= amt;
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// wake up sleeping monster
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if (mob->cbf & CSB_BIT_MEZ) {
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mob->cbf &= ~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->id;
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pkt1.iConditionBitFlag = mob->cbf;
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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->hp <= 0)
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transition(AIState::DEAD, src);
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return amt;
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}
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void CombatNPC::heal(EntityRef src, int amt) {
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// stubbed
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}
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bool CombatNPC::isAlive() {
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return hp > 0;
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}
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int CombatNPC::getCurrentHP() {
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return hp;
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}
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int32_t CombatNPC::getID() {
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return id;
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}
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void CombatNPC::step(time_t currTime) {
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if (playersInView < 0)
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std::cout << "[WARN] Weird playerview value " << playersInView << std::endl;
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// skip movement and combat if disabled or not in view
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if ((!MobAI::simulateMobs || playersInView == 0) && state != AIState::DEAD
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&& state != AIState::RETREAT)
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return;
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switch (state) {
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case AIState::INACTIVE:
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// no-op
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break;
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case AIState::ROAMING:
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roamingStep(currTime);
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break;
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case AIState::COMBAT:
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combatStep(currTime);
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break;
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case AIState::RETREAT:
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retreatStep(currTime);
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break;
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case AIState::DEAD:
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deadStep(currTime);
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break;
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}
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}
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void CombatNPC::transition(AIState newState, EntityRef src) {
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state = newState;
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switch (newState) {
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case AIState::INACTIVE:
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onInactive();
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break;
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case AIState::ROAMING:
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onRoamStart();
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break;
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case AIState::COMBAT:
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/* TODO: fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_COMBAT && event.npcType == type)
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event.handler(src, this);
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*/
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onCombatStart(src);
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break;
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case AIState::RETREAT:
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onRetreat();
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break;
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case AIState::DEAD:
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/* TODO: fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_KILLED && event.npcType == type)
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event.handler(src, this);
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*/
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onDeath(src);
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break;
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}
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}
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static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,
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bool batteryBoost, int attackerStyle,
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int defenderStyle, int difficulty) {
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@@ -137,7 +279,7 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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else
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plr->batteryW = 0;
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damage.first = hitMob(sock, mob, damage.first);
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damage.first = mob->takeDamage(sock, damage.first);
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respdata[i].iID = mob->id;
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respdata[i].iDamage = damage.first;
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@@ -180,52 +322,11 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
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PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs);
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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, currTime)) {
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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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}
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int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
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return 0; // no damage
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}
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if (mob->skillStyle >= 0)
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return 0; // don't hurt a mob casting corruption
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if (mob->state == MobState::ROAMING) {
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assert(mob->target == nullptr);
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MobAI::enterCombat(sock, mob);
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if (mob->groupLeader != 0)
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MobAI::followToCombat(mob);
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}
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mob->hp -= damage;
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// wake up sleeping monster
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if (mob->cbf & CSB_BIT_MEZ) {
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mob->cbf &= ~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->id;
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pkt1.iConditionBitFlag = mob->cbf;
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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->hp <= 0)
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killMob(mob->target, mob);
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return damage;
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}
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/*
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* When a group of players is doing missions together, we want them to all get
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* quest items at the same time, but we don't want the odds of quest item
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@@ -233,7 +334,7 @@ int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
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* single RNG roll per mission task, and every group member shares that same
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* set of rolls.
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*/
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static void genQItemRolls(Player *leader, std::map<int, int>& rolls) {
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void Combat::genQItemRolls(Player *leader, std::map<int, int>& rolls) {
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for (int i = 0; i < leader->groupCnt; i++) {
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if (leader->groupIDs[i] == 0)
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continue;
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@@ -250,79 +351,6 @@ static void genQItemRolls(Player *leader, std::map<int, int>& rolls) {
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}
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}
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void Combat::killMob(CNSocket *sock, Mob *mob) {
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mob->state = MobState::DEAD;
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mob->target = nullptr;
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mob->cbf = 0;
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mob->skillStyle = -1;
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mob->unbuffTimes.clear();
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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// check for the edge case where hitting the mob did not aggro it
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if (sock != nullptr) {
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Player* plr = PlayerManager::getPlayer(sock);
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Items::DropRoll rolled;
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Items::DropRoll eventRolled;
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std::map<int, int> qitemRolls;
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Player *leader = PlayerManager::getPlayerFromID(plr->iIDGroup);
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assert(leader != nullptr); // should never happen
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genQItemRolls(leader, qitemRolls);
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if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
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Items::giveMobDrop(sock, mob, rolled, eventRolled);
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Missions::mobKilled(sock, mob->type, qitemRolls);
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} else {
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for (int i = 0; i < leader->groupCnt; i++) {
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CNSocket* sockTo = PlayerManager::getSockFromID(leader->groupIDs[i]);
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if (sockTo == nullptr)
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continue;
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Player *otherPlr = PlayerManager::getPlayer(sockTo);
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// only contribute to group members' kills if they're close enough
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int dist = std::hypot(plr->x - otherPlr->x + 1, plr->y - otherPlr->y + 1);
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if (dist > 5000)
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continue;
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Items::giveMobDrop(sockTo, mob, rolled, eventRolled);
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Missions::mobKilled(sockTo, mob->type, qitemRolls);
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}
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}
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}
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// delay the despawn animation
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mob->despawned = false;
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// fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_KILLED && event.npcType == mob->type)
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event.handler(sock, mob);
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auto it = Transport::NPCQueues.find(mob->id);
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if (it == Transport::NPCQueues.end() || it->second.empty())
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return;
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// rewind or empty the movement queue
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if (mob->staticPath) {
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/*
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* This is inelegant, but we wind forward in the path until we find the point that
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* corresponds with the Mob's spawn point.
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*
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* IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever.
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*/
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auto& queue = it->second;
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for (auto point = queue.front(); point.x != mob->spawnX || point.y != mob->spawnY; point = queue.front()) {
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queue.pop();
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queue.push(point);
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}
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} else {
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Transport::NPCQueues.erase(mob->id);
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}
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}
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static void combatBegin(CNSocket *sock, CNPacketData *data) {
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Player *plr = PlayerManager::getPlayer(sock);
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@@ -417,7 +445,7 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
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return;
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// Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes).
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if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(int32_t) * 2, data->size)) {
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if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(sGM_PVPTarget), data->size)) {
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std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n";
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return;
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}
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@@ -441,11 +469,20 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
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resp->iTargetCnt = pkt->iTargetCnt;
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for (int i = 0; i < pkt->iTargetCnt; i++) {
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if (pktdata[i*2+1] == 1) { // eCT == 1; attack player
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Player *target = nullptr;
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ICombatant* target = nullptr;
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sGM_PVPTarget* targdata = (sGM_PVPTarget*)(pktdata + i * 2);
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std::pair<int, int> damage;
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if (pkt->iTargetCnt > 1)
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damage.first = plr->groupDamage;
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else
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damage.first = plr->pointDamage;
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if (targdata->eCT == 1) { // eCT == 1; attack player
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for (auto& pair : PlayerManager::players) {
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if (pair.second->iID == pktdata[i*2]) {
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if (pair.second->iID == targdata->iID) {
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target = pair.second;
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break;
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}
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@@ -457,67 +494,41 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
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return;
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}
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std::pair<int,int> damage;
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damage = getDamage(damage.first, ((Player*)target)->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
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if (pkt->iTargetCnt > 1)
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damage.first = plr->groupDamage;
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else
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damage.first = plr->pointDamage;
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damage = getDamage(damage.first, target->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
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if (plr->batteryW >= 6 + plr->level)
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plr->batteryW -= 6 + plr->level;
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else
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plr->batteryW = 0;
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target->HP -= damage.first;
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respdata[i].eCT = pktdata[i*2+1];
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respdata[i].iID = target->iID;
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respdata[i].iDamage = damage.first;
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respdata[i].iHP = target->HP;
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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} else { // eCT == 4; attack mob
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if (NPCManager::NPCs.find(pktdata[i*2]) == NPCManager::NPCs.end()) {
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if (NPCManager::NPCs.find(targdata->iID) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] pcAttackChars: NPC ID not found" << std::endl;
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return;
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}
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BaseNPC* npc = NPCManager::NPCs[pktdata[i * 2]];
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BaseNPC* npc = NPCManager::NPCs[targdata->iID];
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if (npc->kind != EntityType::MOB) {
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std::cout << "[WARN] pcAttackChars: NPC is not a mob" << std::endl;
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return;
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}
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Mob* mob = (Mob*)npc;
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std::pair<int,int> damage;
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if (pkt->iTargetCnt > 1)
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damage.first = plr->groupDamage;
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else
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damage.first = plr->pointDamage;
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target = mob;
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int difficulty = (int)mob->data["m_iNpcLevel"];
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damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty),
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Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
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if (plr->batteryW >= 6 + difficulty)
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plr->batteryW -= 6 + difficulty;
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else
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plr->batteryW = 0;
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damage.first = hitMob(sock, mob, damage.first);
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respdata[i].eCT = pktdata[i*2+1];
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respdata[i].iID = mob->id;
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respdata[i].iDamage = damage.first;
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respdata[i].iHP = mob->hp;
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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}
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if (plr->batteryW >= 6 + plr->level)
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plr->batteryW -= 6 + plr->level;
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else
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plr->batteryW = 0;
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damage.first = target->takeDamage(sock, damage.first);
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respdata[i].eCT = targdata->eCT;
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respdata[i].iID = target->getID();
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respdata[i].iDamage = damage.first;
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respdata[i].iHP = target->getCurrentHP();
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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}
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sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen);
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@@ -709,7 +720,7 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
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int difficulty = (int)mob->data["m_iNpcLevel"];
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damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, bullet->weaponBoost, Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
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damage.first = hitMob(sock, mob, damage.first);
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damage.first = mob->takeDamage(sock, damage.first);
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respdata[i].iID = mob->id;
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respdata[i].iDamage = damage.first;
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