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(WIP) onCombatStart hook implementation
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@ -59,7 +59,7 @@ int CombatNPC::takeDamage(EntityRef src, int amt) {
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if (mob->state == AIState::ROAMING) {
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assert(mob->target == nullptr && src.type == EntityType::PLAYER); // players only for now
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MobAI::enterCombat(src.sock, mob);
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mob->transition(AIState::COMBAT, src);
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if (mob->groupLeader != 0)
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MobAI::followToCombat(mob);
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@ -138,6 +138,11 @@ void CombatNPC::transition(AIState newState, EntityRef src) {
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onRoamStart();
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break;
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case AIState::COMBAT:
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/* TODO: fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_COMBAT && event.npcType == type)
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event.handler(src, this);
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*/
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onCombatStart(src);
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break;
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case AIState::RETREAT:
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@ -73,13 +73,13 @@ void MobAI::followToCombat(Mob *mob) {
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if (followerMob->state != AIState::ROAMING) // only roaming mobs should transition to combat
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continue;
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enterCombat(mob->target, followerMob);
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followerMob->transition(AIState::COMBAT, mob->target);
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}
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if (leadMob->state != AIState::ROAMING)
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return;
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enterCombat(mob->target, leadMob);
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leadMob->transition(AIState::COMBAT, mob->target);
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}
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}
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@ -168,7 +168,7 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
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if (closest != nullptr) {
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// found closest player. engage.
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enterCombat(closest, mob);
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mob->transition(AIState::COMBAT, closest);
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if (mob->groupLeader != 0)
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followToCombat(mob);
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@ -390,27 +390,6 @@ static void useAbilities(Mob *mob, time_t currTime) {
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return;
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}
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void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
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mob->target = sock;
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mob->state = AIState::COMBAT;
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mob->nextMovement = getTime();
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mob->nextAttack = 0;
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mob->roamX = mob->x;
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mob->roamY = mob->y;
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mob->roamZ = mob->z;
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int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive
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std::vector<int> targetData = {1, mob->id, 0, 0, 0};
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
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if (event.trigger == ON_COMBAT && event.npcType == mob->type)
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event.handler(sock, mob);
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}
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static void drainMobHP(Mob *mob, int amount) {
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size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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@ -758,7 +737,7 @@ void Mob::retreatStep(time_t currTime) {
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}
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void Mob::onInactive() {
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// stub
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// no-op
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}
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void Mob::onRoamStart() {
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@ -766,7 +745,20 @@ void Mob::onRoamStart() {
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}
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void Mob::onCombatStart(EntityRef src) {
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// stub
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assert(src.type == EntityType::PLAYER);
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target = src.sock;
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nextMovement = getTime();
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nextAttack = 0;
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roamX = x;
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roamY = y;
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roamZ = z;
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int skillID = (int)data["m_iPassiveBuff"]; // cast passive
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std::vector<int> targetData = { 1, id, 0, 0, 0 };
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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}
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void Mob::onRetreat() {
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@ -96,5 +96,4 @@ namespace MobAI {
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void clearDebuff(Mob *mob);
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void followToCombat(Mob *mob);
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void groupRetreat(Mob *mob);
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void enterCombat(CNSocket *sock, Mob *mob);
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}
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