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[refactor] SkillData additions for buffs
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@ -8,6 +8,46 @@
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std::map<int32_t, SkillData> Abilities::SkillTable;
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namespace Abilities {
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/*
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// New email notification
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static void emailUpdateCheck(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_REP_PC_NEW_EMAIL, resp);
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resp.iNewEmailCnt = Database::getUnreadEmailCount(PlayerManager::getPlayer(sock)->iID);
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sock->sendPacket(resp, P_FE2CL_REP_PC_NEW_EMAIL);
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}
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*/
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}; // namespace
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std::vector<EntityRef> Abilities::matchTargets(SkillData* skill, int count, int32_t *ids) {
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std::vector<EntityRef> targets;
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for (int i = 0; i < count; i++) {
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int32_t id = ids[i];
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if (skill->targetType == SkillTargetType::MOBS) {
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// mob?
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if (NPCManager::NPCs.find(id) != NPCManager::NPCs.end()) targets.push_back(id);
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else std::cout << "[WARN] skill: id not found\n";
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} else {
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// player?
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CNSocket* sock = PlayerManager::getSockFromID(id);
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if (sock != nullptr) targets.push_back(sock);
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else std::cout << "[WARN] skill: sock not found\n";
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}
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}
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return targets;
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}
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void Abilities::applyAbility(SkillData* skill, EntityRef src, std::vector<EntityRef> targets) {
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for (EntityRef target : targets) {
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Entity* entity = target.getEntity();
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if (entity->kind != PLAYER && entity->kind != COMBAT_NPC && entity->kind != MOB)
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continue; // not a combatant
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}
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}
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void Abilities::init() {
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//REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EMAIL_UPDATE_CHECK, emailUpdateCheck);
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}
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@ -3,16 +3,46 @@
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#include "core/Core.hpp"
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#include "Combat.hpp"
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enum class SkillEffectTarget {
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POINT = 1,
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SELF = 2,
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CONE = 3,
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WEAPON = 4,
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AREA_SELF = 5,
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AREA_TARGET = 6
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};
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enum class SkillTargetType {
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MOBS = 1,
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SELF = 2,
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GROUP = 3
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};
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enum class SkillDrainType {
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ACTIVE = 1,
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PASSIVE = 2
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};
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struct SkillData {
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int skillType;
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int targetType;
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int drainType;
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SkillEffectTarget effectTarget;
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int effectType; // always 1?
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SkillTargetType targetType;
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SkillDrainType drainType;
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int effectArea;
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int batteryUse[4];
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int durationTime[4];
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int powerIntensity[4];
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int valueTypes[3];
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int values[3][4];
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};
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namespace Abilities {
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extern std::map<int32_t, SkillData> SkillTable;
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std::vector<EntityRef> matchTargets(SkillData*, int, int32_t*);
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void applyAbility(SkillData*, EntityRef, std::vector<EntityRef>);
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void init();
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}
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@ -695,15 +695,37 @@ static void playerTick(CNServer *serv, time_t currTime) {
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plr->healCooldown -= 4000;
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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) { // spend stamina
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plr->Nanos[plr->activeNano].iStamina -= 1 + plr->nanoDrainRate / 5;
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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 (plr->Nanos[plr->activeNano].iStamina <= 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) { // regain stamina
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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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@ -18,7 +18,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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Player* plr = PlayerManager::getPlayer(sock);
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// TODO ABILITIES
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int bitFlag = plr->group->conditionBitFlag;
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//int bitFlag = plr->group->conditionBitFlag;
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int CBFlag = 0;// Abilities::applyBuff(sock, skillId, 1, 3, bitFlag);
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size_t resplen;
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@ -41,7 +41,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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memset(respbuf, 0, resplen);
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skill->eCT = 1;
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skill->iID = plr->iID;
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skill->iDamage = PC_MAXHEALTH(plr->level) * Abilities::SkillTable[skillId].powerIntensity[0] / 1000;
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skill->iDamage = PC_MAXHEALTH(plr->level) * Abilities::SkillTable[skillId].values[0][0] / 1000;
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plr->HP -= skill->iDamage;
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if (plr->HP < 0)
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plr->HP = 0;
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@ -51,7 +51,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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memset(respbuf, 0, resplen);
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skill->eCT = 1;
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skill->iID = plr->iID;
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skill->iHealHP = PC_MAXHEALTH(plr->level) * Abilities::SkillTable[skillId].powerIntensity[0] / 1000;
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skill->iHealHP = PC_MAXHEALTH(plr->level) * Abilities::SkillTable[skillId].values[0][0] / 1000;
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plr->HP += skill->iHealHP;
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if (plr->HP > PC_MAXHEALTH(plr->level))
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plr->HP = PC_MAXHEALTH(plr->level);
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@ -98,7 +98,7 @@ static void eggStep(CNServer* serv, time_t currTime) {
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int32_t CBFlag = it->first.second;
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Player* plr = PlayerManager::getPlayer(sock);
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int groupFlags = plr->group->conditionBitFlag;
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//int groupFlags = plr->group->conditionBitFlag;
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// TODO ABILITIES
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//for (auto& pwr : Abilities::Powers) {
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// if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff
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@ -153,7 +153,7 @@ static void joinGroup(CNSocket* sock, CNPacketData* data) {
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resp->iID_NewMember = plr->iID;
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resp->iMemberPCCnt = players.size();
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int bitFlag = otherPlr->group->conditionBitFlag;
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//int bitFlag = otherPlr->group->conditionBitFlag;
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for (int i = 0; i < players.size(); i++) {
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Player* varPlr = PlayerManager::getPlayer(players[i].sock);
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@ -12,7 +12,6 @@ enum EntityKind;
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struct Group {
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std::vector<EntityRef> members;
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int32_t conditionBitFlag;
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std::vector<EntityRef> filter(EntityKind kind) {
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std::vector<EntityRef> filtered;
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@ -281,7 +281,7 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
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int style2 = Nanos::nanoStyle(plr->activeNano);
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if (style2 == -1) { // no nano
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respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
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respdata[i].iDamage = Abilities::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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} else if (style == style2) {
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respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
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respdata[i].iDamage = 0;
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@ -300,7 +300,7 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
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pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);*/
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} else {
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respdata[i].iHitFlag = HF_BIT_STYLE_LOSE;
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respdata[i].iDamage = Abilities::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina -= 90;
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if (plr->Nanos[plr->activeNano].iStamina < 0) {
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respdata[i].bNanoDeactive = 1;
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@ -82,42 +82,14 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
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if (slot != -1 && plr->Nanos[nanoID].iSkillID == 0)
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return; // prevent powerless nanos from summoning
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plr->nanoDrainRate = 0;
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int16_t skillID = plr->Nanos[plr->activeNano].iSkillID;
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// passive nano unbuffing
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if (Abilities::SkillTable[skillID].drainType == 2) {
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// TODO ABILITIES
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/*std::vector<int> targetData = Abilities::findTargets(plr, skillID);
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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Abilities::removeBuff(sock, targetData, pwr.bitFlag, pwr.timeBuffID, 0,(Abilities::SkillTable[skillID].targetType == 3));*/
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}
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if (nanoID >= NANO_COUNT || nanoID < 0)
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return; // sanity check
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plr->activeNano = nanoID;
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skillID = plr->Nanos[nanoID].iSkillID;
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// passive nano buffing
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if (Abilities::SkillTable[skillID].drainType == 2) {
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int boost = 0;
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if (getNanoBoost(plr))
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boost = 1;
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// TODO ABILITIES
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//std::vector<int> targetData = Abilities::findTargets(plr, skillID);
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//for (auto& pwr : Abilities::Powers) {
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// if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
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// resp.eCSTB___Add = 1; // the part that makes nano go ZOOMAZOOM
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// plr->nanoDrainRate = Abilities::SkillTable[skillID].batteryUse[boost*3];
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// pwr.handle(sock, targetData, nanoID, skillID, 0, Abilities::SkillTable[skillID].powerIntensity[boost]);
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// }
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//}
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}
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int16_t skillID = plr->Nanos[nanoID].iSkillID;
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if (Abilities::SkillTable.count(skillID) > 0 && Abilities::SkillTable[skillID].drainType == SkillDrainType::PASSIVE)
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resp.eCSTB___Add = 1; // passive buff effect
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if (!silent) // silent nano death but only for the summoning player
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sock->sendPacket(resp, P_FE2CL_REP_NANO_ACTIVE_SUCC);
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@ -290,8 +262,15 @@ static void nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
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static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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Player *plr = PlayerManager::getPlayer(sock);
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int16_t nanoID = plr->activeNano;
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int16_t skillID = plr->Nanos[nanoID].iSkillID;
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// validate request check
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sP_CL2FE_REQ_NANO_SKILL_USE* pkt = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf;
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if (!validInVarPacket(sizeof(sP_CL2FE_REQ_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(int32_t), data->size)) {
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std::cout << "[WARN] bad sP_CL2FE_REQ_NANO_SKILL_USE packet size" << std::endl;
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return;
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}
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int16_t skillID = plr->Nanos[plr->activeNano].iSkillID;
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SkillData* skillData = &Abilities::SkillTable[skillID];
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DEBUGLOG(
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std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
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@ -306,8 +285,8 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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plr->Nanos[plr->activeNano].iStamina = 0;
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// TODO ABILITIES
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/*std::vector<int> targetData = Abilities::findTargets(plr, skillID, data);
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for (auto& pwr : Abilities::Powers)
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std::vector<EntityRef> targetData = Abilities::matchTargets(skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
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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(sock, targetData, nanoID, skillID, Abilities::SkillTable[skillID].durationTime[boost], Abilities::SkillTable[skillID].powerIntensity[boost]);*/
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@ -50,7 +50,6 @@ struct Player : public Entity, public ICombatant {
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bool inCombat = false;
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bool onMonkey = false;
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int nanoDrainRate = 0;
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int healCooldown = 0;
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int pointDamage = 0;
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@ -475,8 +475,9 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
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resp2.PCRegenDataForOtherPC.iAngle = plr->angle;
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if (plr->group != nullptr) {
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int bitFlag = plr->group->conditionBitFlag;
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resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
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// TODO ABILITIES
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//int bitFlag = plr->group->conditionBitFlag;
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//resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
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resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
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resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState;
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@ -231,15 +231,31 @@ static void loadXDT(json& xdtData) {
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// load nano powers
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json skills = xdtData["m_pSkillTable"]["m_pSkillData"];
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for (json::iterator _skills = skills.begin(); _skills != skills.end(); _skills++) {
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auto skills = _skills.value();
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SkillData skillData = { skills["m_iSkillType"], skills["m_iTargetType"], skills["m_iBatteryDrainType"], skills["m_iEffectArea"] };
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for (json::iterator _skill = skills.begin(); _skill != skills.end(); _skill++) {
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auto skill = _skill.value();
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SkillData skillData = {
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skill["m_iSkillType"],
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skill["m_iEffectTarget"],
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skill["m_iEffectType"],
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skill["m_iTargetType"],
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skill["m_iBatteryDrainType"],
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skill["m_iEffectArea"]
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};
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skillData.valueTypes[0] = skill["m_iValueA_Type"];
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skillData.valueTypes[1] = skill["m_iValueB_Type"];
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skillData.valueTypes[2] = skill["m_iValueC_Type"];
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for (int i = 0; i < 4; i++) {
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skillData.batteryUse[i] = skills["m_iBatteryDrainUse"][i];
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skillData.durationTime[i] = skills["m_iDurationTime"][i];
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skillData.powerIntensity[i] = skills["m_iValueA"][i];
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skillData.batteryUse[i] = skill["m_iBatteryDrainUse"][i];
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skillData.durationTime[i] = skill["m_iDurationTime"][i];
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skillData.values[0][i] = skill["m_iValueA"][i];
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skillData.values[1][i] = skill["m_iValueB"][i];
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skillData.values[2][i] = skill["m_iValueC"][i];
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}
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Abilities::SkillTable[skills["m_iSkillNumber"]] = skillData;
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Abilities::SkillTable[skill["m_iSkillNumber"]] = skillData;
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}
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std::cout << "[INFO] Loaded " << Abilities::SkillTable.size() << " nano skills" << std::endl;
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