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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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90
src/Buffs.hpp
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90
src/Buffs.hpp
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#pragma once
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#include "core/Core.hpp"
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#include "EntityRef.hpp"
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#include <vector>
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#include <functional>
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/* forward declaration(s) */
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class Buff;
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template<class... Types>
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using BuffCallback = std::function<void(EntityRef, Buff*, Types...)>;
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#define CSB_FROM_ECSB(x) (1 << (x - 1))
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enum class BuffClass {
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NONE = ETBT_NONE,
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NANO = ETBT_NANO,
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GROUP_NANO = ETBT_GROUPNANO,
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EGG = ETBT_SHINY,
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ENVIRONMENT = ETBT_LANDEFFECT,
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ITEM = ETBT_ITEM,
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CASH_ITEM = ETBT_CASHITEM
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};
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enum class BuffValueSelector {
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MAX_VALUE,
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MIN_VALUE,
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MAX_MAGNITUDE,
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MIN_MAGNITUDE,
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NET_TOTAL
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};
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struct BuffStack {
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int durationTicks;
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int value;
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EntityRef source;
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BuffClass buffStackClass;
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};
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class Buff {
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private:
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EntityRef self;
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std::vector<BuffStack> stacks;
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public:
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int id;
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/* called just after a stack is added or removed */
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BuffCallback<int, BuffStack*> onUpdate;
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/* called when the buff is combat-ticked */
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BuffCallback<time_t> onCombatTick;
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void tick(time_t);
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void combatTick(time_t);
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void clear();
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void clear(BuffClass buffClass);
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void addStack(BuffStack* stack);
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/*
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* Sometimes we need to determine if a buff
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* is covered by a certain class, ex: nano
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* vs. coco egg in the case of infection protection
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*/
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bool hasClass(BuffClass buffClass);
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BuffClass maxClass();
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int getValue(BuffValueSelector selector);
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/*
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* In general, a Buff object won't exist
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* unless it has stacks. However, when
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* popping stacks during iteration (onExpire),
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* stacks will be empty for a brief moment
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* when the last stack is popped.
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*/
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bool isStale();
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void updateCallbacks(BuffCallback<int, BuffStack*> fOnUpdate, BuffCallback<time_t> fonTick);
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Buff(int iid, EntityRef pSelf, BuffCallback<int, BuffStack*> fOnUpdate, BuffCallback<time_t> fOnCombatTick, BuffStack* firstStack)
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: self(pSelf), id(iid), onUpdate(fOnUpdate), onCombatTick(fOnCombatTick) {
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addStack(firstStack);
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}
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};
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namespace Buffs {
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void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack);
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void timeBuffTimeout(EntityRef self);
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}
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