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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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@@ -3,6 +3,7 @@
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#include "core/Core.hpp"
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#include "Player.hpp"
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#include "Abilities.hpp"
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#include <map>
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@@ -25,4 +26,5 @@ namespace Nanos {
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void summonNano(CNSocket* sock, int slot, bool silent = false);
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int nanoStyle(int nanoID);
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bool getNanoBoost(Player* plr);
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std::vector<ICombatant*> applyNanoBuff(SkillData* skill, Player* plr);
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}
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