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[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 - ???
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151
src/Buffs.cpp
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151
src/Buffs.cpp
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#include "Buffs.hpp"
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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using namespace Buffs;
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void Buff::tick(time_t currTime) {
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auto it = stacks.begin();
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while(it != stacks.end()) {
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BuffStack& stack = *it;
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//if(onTick) onTick(self, this, currTime);
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if(stack.durationTicks == 0) {
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BuffStack deadStack = stack;
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it = stacks.erase(it);
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if(onUpdate) onUpdate(self, this, ETBU_DEL, &deadStack);
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} else {
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if(stack.durationTicks > 0) stack.durationTicks--;
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it++;
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}
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}
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}
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void Buff::combatTick(time_t currTime) {
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if(onCombatTick) onCombatTick(self, this, currTime);
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}
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void Buff::clear() {
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while(!stacks.empty()) {
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BuffStack stack = stacks.back();
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stacks.pop_back();
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if(onUpdate) onUpdate(self, this, ETBU_DEL, &stack);
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}
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}
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void Buff::clear(BuffClass buffClass) {
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auto it = stacks.begin();
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while(it != stacks.end()) {
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BuffStack& stack = *it;
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if(stack.buffStackClass == buffClass) {
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BuffStack deadStack = stack;
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it = stacks.erase(it);
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if(onUpdate) onUpdate(self, this, ETBU_DEL, &deadStack);
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} else it++;
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}
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}
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void Buff::addStack(BuffStack* stack) {
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stacks.push_back(*stack);
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if(onUpdate) onUpdate(self, this, ETBU_ADD, &stacks.back());
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}
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bool Buff::hasClass(BuffClass buffClass) {
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for(BuffStack& stack : stacks) {
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if(stack.buffStackClass == buffClass)
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return true;
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}
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return false;
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}
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BuffClass Buff::maxClass() {
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BuffClass buffClass = BuffClass::NONE;
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for(BuffStack& stack : stacks) {
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if(stack.buffStackClass > buffClass)
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buffClass = stack.buffStackClass;
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}
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return buffClass;
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}
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int Buff::getValue(BuffValueSelector selector) {
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if(isStale()) return 0;
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int value = selector == BuffValueSelector::NET_TOTAL ? 0 : stacks.front().value;
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for(BuffStack& stack : stacks) {
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switch(selector)
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{
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case BuffValueSelector::NET_TOTAL:
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value += stack.value;
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break;
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case BuffValueSelector::MIN_VALUE:
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if(stack.value < value) value = stack.value;
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break;
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case BuffValueSelector::MAX_VALUE:
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if(stack.value > value) value = stack.value;
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break;
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case BuffValueSelector::MIN_MAGNITUDE:
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if(abs(stack.value) < abs(value)) value = stack.value;
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break;
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case BuffValueSelector::MAX_MAGNITUDE:
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default:
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if(abs(stack.value) > abs(value)) value = stack.value;
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}
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}
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return value;
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}
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bool Buff::isStale() {
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return stacks.empty();
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}
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/* This will practically never do anything important, but it's here just in case */
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void Buff::updateCallbacks(BuffCallback<int, BuffStack*> fOnUpdate, BuffCallback<time_t> fOnCombatTick) {
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if(!onUpdate) onUpdate = fOnUpdate;
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if(!onCombatTick) onCombatTick = fOnCombatTick;
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}
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#pragma region Handlers
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void Buffs::timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack) {
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if(self.kind != EntityKind::PLAYER)
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return; // not implemented
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Player* plr = (Player*)self.getEntity();
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if(plr == nullptr)
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return; // sanity check
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if(status == ETBU_DEL && !buff->isStale())
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return; // no premature effect deletion
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int cbf = plr->getCompositeCondition();
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sTimeBuff payload{};
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if(status == ETBU_ADD) {
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payload.iValue = buff->getValue(BuffValueSelector::MAX_MAGNITUDE);
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// we need to explicitly add the ECSB for this buff,
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// in case this is the first stack in and the entry
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// in the buff map doesn't yet exist
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if(buff->id > 0) cbf |= CSB_FROM_ECSB(buff->id);
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}
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INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
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pkt.eCSTB = buff->id; // eCharStatusTimeBuffID
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pkt.eTBU = status; // eTimeBuffUpdate
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pkt.eTBT = (int)stack->buffStackClass;
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pkt.iConditionBitFlag = cbf;
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pkt.TimeBuff = payload;
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self.sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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}
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void Buffs::timeBuffTimeout(EntityRef self) {
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if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
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return; // not a combatant
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Entity* entity = self.getEntity();
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ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players
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pkt.eCT = combatant->getCharType();
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pkt.iID = combatant->getID();
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pkt.iConditionBitFlag = combatant->getCompositeCondition();
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NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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}
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#pragma endregion
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