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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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@@ -9,6 +9,7 @@
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#include "Eggs.hpp"
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#include "MobAI.hpp"
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#include "Missions.hpp"
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#include "Buffs.hpp"
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#include <string.h> // for memset()
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#include <assert.h>
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@@ -484,27 +485,31 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
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resp->eST = EST_NANOSTIMPAK;
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resp->iSkillID = 144;
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int value1 = CSB_BIT_STIMPAKSLOT1 << request->iNanoSlot;
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int value2 = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
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int eCSB = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
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respdata->eCT = 1;
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respdata->iID = player->iID;
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respdata->iConditionBitFlag = value1;
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respdata->iConditionBitFlag = CSB_FROM_ECSB(eCSB);
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INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
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pkt.eCSTB = value2; // eCharStatusTimeBuffID
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pkt.eTBU = 1; // eTimeBuffUpdate
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pkt.eTBT = 1; // eTimeBuffType 1 means nano
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pkt.iConditionBitFlag = player->iConditionBitFlag |= value1;
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sock->sendPacket(pkt, P_FE2CL_PC_BUFF_UPDATE);
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int durationMilliseconds = Abilities::SkillTable[144].durationTime[0] * 100;
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BuffStack gumballBuff = {
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durationMilliseconds / MS_PER_PLAYER_TICK,
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0,
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sock,
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BuffClass::CASH_ITEM // or BuffClass::ITEM?
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};
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player->addBuff(eCSB,
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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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// no-op
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},
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&gumballBuff);
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sock->sendPacket((void*)&respbuf, P_FE2CL_REP_PC_ITEM_USE_SUCC, resplen);
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// update inventory serverside
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player->Inven[resp->iSlotNum] = resp->RemainItem;
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std::pair<CNSocket*, int32_t> key = std::make_pair(sock, value1);
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time_t until = getTime() + (time_t)Abilities::SkillTable[144].durationTime[0] * 100;
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Eggs::EggBuffs[key] = until;
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}
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static void itemBankOpenHandler(CNSocket* sock, CNPacketData* data) {
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@@ -757,7 +762,7 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
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if (rolled.taros % miscDropChance.taroDropChanceTotal < miscDropChance.taroDropChance) {
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plr->money += miscDropType.taroAmount;
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// money nano boost
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if (plr->iConditionBitFlag & CSB_BIT_REWARD_CASH) {
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if (plr->hasBuff(ECSB_REWARD_CASH)) {
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int boost = 0;
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if (Nanos::getNanoBoost(plr)) // for gumballs
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boost = 1;
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@@ -772,7 +777,7 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
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if (levelDifference > 0)
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fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0;
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// scavenger nano boost
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if (plr->iConditionBitFlag & CSB_BIT_REWARD_BLOB) {
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if (plr->hasBuff(ECSB_REWARD_BLOB)) {
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int boost = 0;
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if (Nanos::getNanoBoost(plr)) // for gumballs
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boost = 1;
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