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https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-09-30 11:40:06 +00:00
[refactor] New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff objects that get composited to a bitflag on-the-fly. Buff objects can have callbacks for application, expiration, and tick, making them pretty flexible. Scripting languages can eventually use these for custom behavior, too. TODO: - Get rid of bitflag in BaseNPC - Apply buffs from passive nano powers - Apply buffs from active nano powers - Move eggs to new system - ???
This commit is contained in:
@@ -2,17 +2,260 @@
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#include "NPCManager.hpp"
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#include "PlayerManager.hpp"
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#include "Buffs.hpp"
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#include "Nanos.hpp"
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#include <assert.h>
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using namespace Abilities;
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std::map<int32_t, SkillData> Abilities::SkillTable;
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/*
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// New email notification
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static void emailUpdateCheck(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_REP_PC_NEW_EMAIL, resp);
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resp.iNewEmailCnt = Database::getUnreadEmailCount(PlayerManager::getPlayer(sock)->iID);
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sock->sendPacket(resp, P_FE2CL_REP_PC_NEW_EMAIL);
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#pragma region Skill handlers
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static SkillResult handleSkillDamage(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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EntityRef sourceRef = source->getRef();
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double scalingFactor = 1;
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if(sourceRef.kind == EntityKind::PLAYER)
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scalingFactor = std::max(source->getMaxHP(), target->getMaxHP()) / 1000.0;
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else
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scalingFactor = source->getMaxHP() / 1500.0;
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int damage = (int)(skill->values[0][power] * scalingFactor);
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int dealt = target->takeDamage(sourceRef, damage);
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sSkillResult_Damage result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.bProtected = dealt <= 0;
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result.iDamage = dealt;
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result.iHP = target->getCurrentHP();
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return SkillResult(sizeof(sSkillResult_Damage), &result);
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}
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static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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EntityRef sourceRef = source->getRef();
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int heal = skill->values[0][power];
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int healed = target->heal(sourceRef, heal);
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sSkillResult_Heal_HP result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.iHealHP = healed;
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result.iHP = target->getCurrentHP();
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return SkillResult(sizeof(sSkillResult_Heal_HP), &result);
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}
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static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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// TODO abilities
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sSkillResult_Damage_N_Debuff result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.bProtected = false;
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result.iConditionBitFlag = target->getCompositeCondition();
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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}
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static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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sSkillResult_Buff result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.bProtected = false;
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result.iConditionBitFlag = target->getCompositeCondition();
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return SkillResult(sizeof(sSkillResult_Buff), &result);
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}
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static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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if(target->getCharType() != 1)
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return SkillResult(); // only Players are valid targets for battery drain
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Player* plr = dynamic_cast<Player*>(target);
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const double scalingFactor = (18 + source->getLevel()) / 36.0;
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int boostDrain = (int)(skill->values[0][power] * scalingFactor);
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if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
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plr->batteryW -= boostDrain;
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int potionDrain = (int)(skill->values[1][power] * scalingFactor);
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if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
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plr->batteryN -= potionDrain;
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sSkillResult_BatteryDrain result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.bProtected = target->hasBuff(ECSB_PROTECT_BATTERY);
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result.iDrainW = boostDrain;
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result.iBatteryW = plr->batteryW;
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result.iDrainN = potionDrain;
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result.iBatteryN = plr->batteryN;
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result.iStamina = plr->getActiveNano()->iStamina;
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result.bNanoDeactive = plr->getActiveNano()->iStamina <= 0;
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result.iConditionBitFlag = target->getCompositeCondition();
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return SkillResult(sizeof(sSkillResult_BatteryDrain), &result);
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}
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static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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if(source->getCharType() != 1)
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return SkillResult(); // only Players are valid sources for recall
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Player* plr = dynamic_cast<Player*>(source);
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sSkillResult_Move result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.iMapNum = plr->recallInstance;
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result.iMoveX = plr->recallX;
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result.iMoveY = plr->recallY;
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result.iMoveZ = plr->recallZ;
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return SkillResult(sizeof(sSkillResult_Move), &result);
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}
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static SkillResult handleSkillResurrect(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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sSkillResult_Resurrect result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.iRegenHP = target->getCurrentHP();
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return SkillResult(sizeof(sSkillResult_Resurrect), &result);
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}
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#pragma endregion
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static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombatant* src, std::vector<ICombatant*> targets) {
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size_t resultSize = 0;
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SkillResult (*skillHandler)(SkillData*, int, ICombatant*, ICombatant*) = nullptr;
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std::vector<SkillResult> results;
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switch(skill->skillType)
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{
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case EST_DAMAGE:
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resultSize = sizeof(sSkillResult_Damage);
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skillHandler = handleSkillDamage;
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break;
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case EST_HEAL_HP:
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case EST_RETURNHOMEHEAL:
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resultSize = sizeof(sSkillResult_Heal_HP);
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skillHandler = handleSkillHealHP;
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break;
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case EST_JUMP:
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case EST_RUN:
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case EST_FREEDOM:
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case EST_PHOENIX:
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case EST_INVULNERABLE:
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case EST_MINIMAPENEMY:
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case EST_MINIMAPTRESURE:
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case EST_NANOSTIMPAK:
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case EST_PROTECTBATTERY:
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case EST_PROTECTINFECTION:
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case EST_REWARDBLOB:
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case EST_REWARDCASH:
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case EST_STAMINA_SELF:
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case EST_STEALTH:
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resultSize = sizeof(sSkillResult_Buff);
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skillHandler = handleSkillBuff;
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break;
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case EST_BATTERYDRAIN:
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resultSize = sizeof(sSkillResult_BatteryDrain);
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skillHandler = handleSkillBatteryDrain;
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break;
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case EST_RECALL:
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case EST_RECALL_GROUP:
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resultSize = sizeof(sSkillResult_Move);
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skillHandler = handleSkillMove;
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break;
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case EST_PHOENIX_GROUP:
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resultSize = sizeof(sSkillResult_Resurrect);
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skillHandler = handleSkillResurrect;
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break;
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default:
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std::cout << "[WARN] Unhandled skill type " << skill->skillType << std::endl;
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return results;
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}
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assert(skillHandler != nullptr);
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for(ICombatant* target : targets) {
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assert(target != nullptr);
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SkillResult result = skillHandler(skill, power, src != nullptr ? src : target, target);
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if(result.size == 0) continue; // skill not applicable
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if(result.size != resultSize) {
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std::cout << "[WARN] bad skill result size for " << skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
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continue;
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}
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results.push_back(result);
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}
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return results;
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}
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static void attachSkillResults(std::vector<SkillResult> results, size_t resultSize, uint8_t* pivot) {
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for(SkillResult& result : results) {
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memcpy(pivot, result.payload, resultSize);
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pivot += resultSize;
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}
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}
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void Abilities::useNanoSkill(CNSocket* sock, sNano& nano, std::vector<ICombatant*> affected) {
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if(SkillTable.count(nano.iSkillID) == 0)
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return;
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SkillData* skill = &SkillTable[nano.iSkillID];
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Player* plr = PlayerManager::getPlayer(sock);
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std::vector<SkillResult> results = handleSkill(skill, Nanos::getNanoBoost(plr), plr, affected);
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size_t resultSize = results.back().size; // guaranteed to be the same for every item
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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), resultSize)) {
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std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
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return;
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}
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + results.size() * resultSize;
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_NANO_SKILL_USE_SUCC* pkt = (sP_FE2CL_NANO_SKILL_USE_SUCC*)respbuf;
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pkt->iPC_ID = plr->iID;
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pkt->iNanoID = nano.iID;
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pkt->iSkillID = nano.iSkillID;
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pkt->iNanoStamina = nano.iStamina;
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pkt->bNanoDeactive = nano.iStamina <= 0;
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pkt->eST = skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
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sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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}
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void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*> affected) {
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if(SkillTable.count(skillID) == 0)
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return;
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Entity* entity = npc.getEntity();
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ICombatant* src = nullptr;
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if(npc.kind == EntityKind::COMBAT_NPC || npc.kind == EntityKind::MOB)
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src = dynamic_cast<ICombatant*>(entity);
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SkillData* skill = &SkillTable[skillID];
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std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
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size_t resultSize = results.back().size; // guaranteed to be the same for every item
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if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), resultSize)) {
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std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n";
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return;
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}
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + results.size() * resultSize;
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
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pkt->iNPC_ID = npc.id;
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pkt->iSkillID = skillID;
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pkt->eST = skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
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NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
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}
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*/
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std::vector<EntityRef> Abilities::matchTargets(SkillData* skill, int count, int32_t *ids) {
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@@ -35,16 +278,65 @@ std::vector<EntityRef> Abilities::matchTargets(SkillData* skill, int count, int3
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return targets;
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}
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void Abilities::applyAbility(SkillData* skill, EntityRef src, std::vector<EntityRef> targets) {
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for (EntityRef target : targets) {
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Entity* entity = target.getEntity();
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if (entity->kind != PLAYER && entity->kind != COMBAT_NPC && entity->kind != MOB)
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continue; // not a combatant
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/* ripped from client (enums emplaced) */
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int Abilities::getCSTBFromST(int eSkillType) {
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int result = 0;
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switch (eSkillType)
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{
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case EST_RUN:
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result = ECSB_UP_MOVE_SPEED;
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break;
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case EST_JUMP:
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result = ECSB_UP_JUMP_HEIGHT;
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break;
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case EST_STEALTH:
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result = ECSB_UP_STEALTH;
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break;
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case EST_PHOENIX:
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result = ECSB_PHOENIX;
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break;
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case EST_PROTECTBATTERY:
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result = ECSB_PROTECT_BATTERY;
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break;
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case EST_PROTECTINFECTION:
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result = ECSB_PROTECT_INFECTION;
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break;
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case EST_SNARE:
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result = ECSB_DN_MOVE_SPEED;
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break;
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case EST_SLEEP:
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result = ECSB_MEZ;
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break;
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case EST_MINIMAPENEMY:
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result = ECSB_MINIMAP_ENEMY;
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break;
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case EST_MINIMAPTRESURE:
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result = ECSB_MINIMAP_TRESURE;
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break;
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case EST_REWARDBLOB:
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result = ECSB_REWARD_BLOB;
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break;
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case EST_REWARDCASH:
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result = ECSB_REWARD_CASH;
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break;
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case EST_INFECTIONDAMAGE:
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result = ECSB_INFECTION;
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break;
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case EST_FREEDOM:
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result = ECSB_FREEDOM;
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break;
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case EST_BOUNDINGBALL:
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result = ECSB_BOUNDINGBALL;
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break;
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case EST_INVULNERABLE:
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result = ECSB_INVULNERABLE;
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break;
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case EST_BUFFHEAL:
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result = ECSB_HEAL;
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break;
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case EST_NANOSTIMPAK:
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result = ECSB_STIMPAKSLOT1;
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break;
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}
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}
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void Abilities::init() {
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//REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EMAIL_UPDATE_CHECK, emailUpdateCheck);
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return result;
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}
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