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https://github.com/OpenFusionProject/OpenFusion.git
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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 - ???
This commit is contained in:
331
src/Combat.cpp
331
src/Combat.cpp
@@ -8,21 +8,84 @@
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#include "NPCManager.hpp"
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#include "Nanos.hpp"
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#include "Abilities.hpp"
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#include "Buffs.hpp"
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#include <assert.h>
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#include <iostream>
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#include <functional>
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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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#pragma region Player
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bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
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EntityRef self = PlayerManager::getSockFromID(iID);
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if(!hasBuff(buffId)) {
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buffs[buffId] = new Buff(buffId, self, onUpdate, onTick, stack);
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return true;
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}
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buffs[buffId]->updateCallbacks(onUpdate, onTick);
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buffs[buffId]->addStack(stack);
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return false;
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}
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void Player::heal(EntityRef src, int amt) {
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// stubbed
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Buff* Player::getBuff(int buffId) {
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if(hasBuff(buffId)) {
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return buffs[buffId];
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}
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return nullptr;
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}
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void Player::removeBuff(int buffId) {
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if(hasBuff(buffId)) {
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buffs[buffId]->clear();
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delete buffs[buffId];
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buffs.erase(buffId);
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}
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}
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void Player::removeBuff(int buffId, int buffClass) {
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if(hasBuff(buffId)) {
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buffs[buffId]->clear((BuffClass)buffClass);
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if(buffs[buffId]->isStale()) {
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delete buffs[buffId];
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buffs.erase(buffId);
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}
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}
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}
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bool Player::hasBuff(int buffId) {
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auto buff = buffs.find(buffId);
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return buff != buffs.end() && !buff->second->isStale();
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}
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int Player::getCompositeCondition() {
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int conditionBitFlag = 0;
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for(auto buff : buffs) {
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if(!buff.second->isStale() && buff.second->id > 0)
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conditionBitFlag |= CSB_FROM_ECSB(buff.first);
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}
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return conditionBitFlag;
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}
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int Player::takeDamage(EntityRef src, int amt) {
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int dmg = amt;
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if(HP - dmg < 0) dmg = HP;
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HP -= dmg;
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return dmg;
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}
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int Player::heal(EntityRef src, int amt) {
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int heal = amt;
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if(HP + heal > getMaxHP()) heal = getMaxHP() - HP;
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HP += heal;
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return heal;
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}
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bool Player::isAlive() {
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@@ -33,25 +96,107 @@ int Player::getCurrentHP() {
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return HP;
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}
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int Player::getMaxHP() {
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return PC_MAXHEALTH(level);
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}
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int Player::getLevel() {
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return level;
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}
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std::vector<EntityRef> Player::getGroupMembers() {
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std::vector<EntityRef> members;
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if(group != nullptr)
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members = group->members;
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else
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members.push_back(PlayerManager::getSockFromID(iID));
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return members;
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}
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int32_t Player::getCharType() {
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return 1; // eCharType (eCT_PC)
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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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EntityRef Player::getRef() {
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return EntityRef(PlayerManager::getSockFromID(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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CNSocket* sock = getRef().sock;
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// nanos
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for (int i = 0; i < 3; i++) {
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if (activeNano != 0 && equippedNanos[i] == activeNano) { // tick active nano
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sNano& nano = Nanos[activeNano];
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int drainRate = 0;
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if (Abilities::SkillTable.find(nano.iSkillID) != Abilities::SkillTable.end()) {
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// nano has skill data
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SkillData* skill = &Abilities::SkillTable[nano.iSkillID];
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int boost = Nanos::getNanoBoost(this);
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if (skill->drainType == SkillDrainType::PASSIVE)
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drainRate = skill->batteryUse[boost * 3];
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}
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nano.iStamina -= 1 + drainRate / 5;
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if (nano.iStamina <= 0)
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Nanos::summonNano(sock, -1, true); // unsummon nano silently
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} else if (Nanos[equippedNanos[i]].iStamina < 150) { // tick resting nano
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sNano& nano = Nanos[equippedNanos[i]];
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if (nano.iStamina < 150)
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nano.iStamina += 1;
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}
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}
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// buffs
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for(auto buffEntry : buffs) {
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buffEntry.second->combatTick(currTime);
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}
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}
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#pragma endregion
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#pragma region CombatNPC
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bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
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return false;
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}
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Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
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return nullptr;
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}
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void CombatNPC::removeBuff(int buffId) { /* stubbed */ }
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void CombatNPC::removeBuff(int buffId, int buffClass) { /* stubbed */ }
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bool CombatNPC::hasBuff(int buffId) { /* stubbed */
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return false;
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}
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int CombatNPC::getCompositeCondition() { /* stubbed */
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return 0;
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}
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int CombatNPC::takeDamage(EntityRef src, int amt) {
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int dmg = amt;
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if(hp - dmg < 0) dmg = hp;
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hp -= dmg;
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hp -= amt;
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if (hp <= 0)
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transition(AIState::DEAD, src);
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if(hp <= 0) transition(AIState::DEAD, src);
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return amt;
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return dmg;
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}
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void CombatNPC::heal(EntityRef src, int amt) {
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// stubbed
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int CombatNPC::heal(EntityRef src, int amt) {
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int heal = amt;
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if(hp + heal > getMaxHP()) heal = getMaxHP() - hp;
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hp += heal;
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return heal;
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}
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bool CombatNPC::isAlive() {
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@@ -62,10 +207,37 @@ int CombatNPC::getCurrentHP() {
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return hp;
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}
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int CombatNPC::getMaxHP() {
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return maxHealth;
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}
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int CombatNPC::getLevel() {
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return level;
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}
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std::vector<EntityRef> CombatNPC::getGroupMembers() {
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std::vector<EntityRef> members;
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if(group != nullptr)
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members = group->members;
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else
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members.push_back(id);
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return members;
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}
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int32_t CombatNPC::getCharType() {
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if(kind == EntityKind::MOB)
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return 4; // eCharType (eCT_MOB)
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return 2; // eCharType (eCT_NPC)
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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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EntityRef CombatNPC::getRef() {
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return EntityRef(id);
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}
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void CombatNPC::step(time_t currTime) {
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if(stateHandlers.find(state) != stateHandlers.end())
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@@ -91,6 +263,7 @@ void CombatNPC::transition(AIState newState, EntityRef src) {
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event.handler(src, this);
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*/
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}
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#pragma endregion
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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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@@ -299,40 +472,27 @@ static void combatEnd(CNSocket *sock, CNPacketData *data) {
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plr->healCooldown = 4000;
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}
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static void dotDamageOnOff(CNSocket *sock, CNPacketData *data) {
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sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf;
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static void dealGooDamage(CNSocket *sock) {
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Player *plr = PlayerManager::getPlayer(sock);
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if(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
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return; // ignore completely
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if ((plr->iConditionBitFlag & CSB_BIT_INFECTION) != (bool)pkt->iFlag)
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plr->iConditionBitFlag ^= CSB_BIT_INFECTION;
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INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt1);
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pkt1.eCSTB = ECSB_INFECTION; // eCharStatusTimeBuffID
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pkt1.eTBU = 1; // eTimeBuffUpdate
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pkt1.eTBT = 0; // eTimeBuffType 1 means nano
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pkt1.iConditionBitFlag = plr->iConditionBitFlag;
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sock->sendPacket((void*)&pkt1, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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}
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static void dealGooDamage(CNSocket *sock, int amount) {
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size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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Player *plr = PlayerManager::getPlayer(sock);
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memset(respbuf, 0, resplen);
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sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
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sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) {
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int amount = PC_MAXHEALTH(plr->level) * 3 / 20;
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Buff* protectionBuff = plr->getBuff(ECSB_PROTECT_INFECTION);
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if (protectionBuff != nullptr) {
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amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
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dmg->bProtected = 1;
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// eggs allow protection without nanos
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if (plr->activeNano != -1 && (plr->iSelfConditionBitFlag & CSB_BIT_PROTECT_INFECTION))
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if (protectionBuff->maxClass() <= BuffClass::NANO && plr->activeNano != -1)
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plr->Nanos[plr->activeNano].iStamina -= 3;
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} else {
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plr->HP -= amount;
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@@ -356,12 +516,39 @@ static void dealGooDamage(CNSocket *sock, int amount) {
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dmg->iID = plr->iID;
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dmg->iDamage = amount;
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dmg->iHP = plr->HP;
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dmg->iConditionBitFlag = plr->iConditionBitFlag;
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dmg->iConditionBitFlag = plr->getCompositeCondition();
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sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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}
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static void dotDamageOnOff(CNSocket *sock, CNPacketData *data) {
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sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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// infection debuff toggles as the client asks it to,
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// so we add and remove a permanent debuff
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if (pkt->iFlag && !plr->hasBuff(ECSB_INFECTION)) {
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BuffStack infection = {
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-1, // infinite
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0, // no value
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sock, // self-inflicted
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BuffClass::ENVIRONMENT
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};
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plr->addBuff(ECSB_INFECTION,
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[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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Buffs::timeBuffUpdate(self, buff, status, stack);
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},
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[](EntityRef self, Buff* buff, time_t currTime) {
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if(self.kind == EntityKind::PLAYER)
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dealGooDamage(self.sock);
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},
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&infection);
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} else if(!pkt->iFlag && plr->hasBuff(ECSB_INFECTION)) {
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plr->removeBuff(ECSB_INFECTION);
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}
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}
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static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
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sP_CL2FE_REQ_PC_ATTACK_CHARs* pkt = (sP_CL2FE_REQ_PC_ATTACK_CHARs*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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@@ -649,6 +836,7 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
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static void playerTick(CNServer *serv, time_t currTime) {
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static time_t lastHealTime = 0;
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static time_t lastCombatTIme = 0;
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for (auto& pair : PlayerManager::players) {
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CNSocket *sock = pair.first;
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@@ -657,17 +845,12 @@ static void playerTick(CNServer *serv, time_t currTime) {
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// group ticks
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if (plr->group != nullptr)
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Groups::groupTickInfo(plr);
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Groups::groupTickInfo(sock);
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// do not tick dead players
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if (plr->HP <= 0)
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continue;
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// fm patch/lake damage
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if ((plr->iConditionBitFlag & CSB_BIT_INFECTION)
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&& !(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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dealGooDamage(sock, PC_MAXHEALTH(plr->level) * 3 / 20);
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// heal
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if (currTime - lastHealTime >= 4000 && !plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) {
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if (currTime - lastHealTime - plr->healCooldown >= 4000) {
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@@ -679,44 +862,21 @@ static void playerTick(CNServer *serv, time_t currTime) {
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plr->healCooldown -= 4000;
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}
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// combat tick
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if(currTime - lastCombatTIme >= 2000) {
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plr->step(currTime);
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transmit = true;
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}
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// nanos
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for (int i = 0; i < 3; i++) {
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if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // tick active nano
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sNano& nano = plr->Nanos[plr->activeNano];
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int drainRate = 0;
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if (Abilities::SkillTable.find(nano.iSkillID) != Abilities::SkillTable.end()) {
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// nano has skill data
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SkillData* skill = &Abilities::SkillTable[nano.iSkillID];
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int boost = Nanos::getNanoBoost(plr);
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drainRate = skill->batteryUse[boost * 3];
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if (skill->drainType == SkillDrainType::PASSIVE) {
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// passive buff
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std::vector<EntityRef> targets;
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if (skill->targetType == SkillTargetType::GROUP && plr->group != nullptr)
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targets = plr->group->members; // group
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else if(skill->targetType == SkillTargetType::SELF)
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targets.push_back(sock); // self
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std::cout << "[SKILL] id " << nano.iSkillID << ", type " << skill->skillType << ", target " << (int)skill->targetType << std::endl;
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}
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}
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nano.iStamina -= 1 + drainRate / 5;
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if (nano.iStamina <= 0)
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Nanos::summonNano(sock, -1, true); // unsummon nano silently
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transmit = true;
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} else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // tick resting nano
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sNano& nano = plr->Nanos[plr->equippedNanos[i]];
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nano.iStamina += 1;
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if (nano.iStamina > 150)
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nano.iStamina = 150;
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transmit = true;
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if (plr->activeNano != 0) { // tick active nano
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sNano* nano = plr->getActiveNano();
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if (Abilities::SkillTable.find(nano->iSkillID) != Abilities::SkillTable.end()) {
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// nano has skill data
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SkillData* skill = &Abilities::SkillTable[nano->iSkillID];
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if (skill->drainType == SkillDrainType::PASSIVE)
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Nanos::applyNanoBuff(skill, plr);
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// ^ composite condition calculation is separate from combat for responsiveness
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}
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}
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@@ -732,6 +892,19 @@ static void playerTick(CNServer *serv, time_t currTime) {
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PlayerManager::sendToViewable(sock, (void*)&dead, P_FE2CL_PC_SUDDEN_DEAD, sizeof(sP_FE2CL_PC_SUDDEN_DEAD));
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}
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// process buffsets
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auto it = plr->buffs.begin();
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while(it != plr->buffs.end()) {
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Buff* buff = (*it).second;
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buff->tick(currTime);
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if(buff->isStale()) {
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// garbage collect
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it = plr->buffs.erase(it);
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delete buff;
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}
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else it++;
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}
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if (transmit) {
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INITSTRUCT(sP_FE2CL_REP_PC_TICK, pkt);
|
||||
|
||||
@@ -746,13 +919,15 @@ static void playerTick(CNServer *serv, time_t currTime) {
|
||||
}
|
||||
}
|
||||
|
||||
// if this was a heal tick, update the counter outside of the loop
|
||||
// if this was a heal/combat tick, update the counters outside of the loop
|
||||
if (currTime - lastHealTime >= 4000)
|
||||
lastHealTime = currTime;
|
||||
if(currTime - lastCombatTIme >= 2000)
|
||||
lastCombatTIme = currTime;
|
||||
}
|
||||
|
||||
void Combat::init() {
|
||||
REGISTER_SHARD_TIMER(playerTick, 2000);
|
||||
REGISTER_SHARD_TIMER(playerTick, MS_PER_PLAYER_TICK);
|
||||
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user