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Variable damage to/from mobs
* Player weapons and armor ratings are taken into account when damaging/getting damaged by mobs. * Players have a 5% chance to critical strike mobs, this doubles the player's weapon power. * Aside from player and mob stat based damage variance, there is also an inherent 20% variance to any damage.
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@ -123,6 +123,9 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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// send equip event to other players
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PlayerManager::sendToViewable(sock, (void*)&equipChange, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
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// set equipment stats serverside
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setItemStats(plr.plr);
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}
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// send response
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@ -859,3 +862,19 @@ void ItemManager::checkItemExpire(CNSocket* sock, Player* player) {
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player->toRemoveVehicle.eIL = 0;
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player->toRemoveVehicle.iSlotNum = 0;
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}
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void ItemManager::setItemStats(Player* plr) {
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plr->pointDamage = 8 + plr->level * 2;
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plr->groupDamage = 8 + plr->level * 2;
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plr->defense = 16 + plr->level * 4;
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Item* itemStatsDat;
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for (int i = 0; i < 4; i++) {
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itemStatsDat = ItemManager::getItemData(plr->Equip[i].iID, plr->Equip[i].iType);
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plr->pointDamage += itemStatsDat->pointDamage;
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plr->groupDamage += itemStatsDat->groupDamage;
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plr->defense += itemStatsDat->defense;
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}
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}
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@ -5,7 +5,7 @@
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struct Item {
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bool tradeable, sellable;
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int buyPrice, sellPrice, stackSize, level, rarity; // TODO: implement more as needed
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int buyPrice, sellPrice, stackSize, level, rarity, pointDamage, groupDamage, defense; // TODO: implement more as needed
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};
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struct VendorListing {
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int sort, type, iID;
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@ -49,4 +49,5 @@ namespace ItemManager {
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int findFreeSlot(Player *plr);
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Item* getItemData(int32_t id, int32_t type);
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void checkItemExpire(CNSocket* sock, Player* player);
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void setItemStats(Player* plr);
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}
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@ -61,12 +61,19 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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}
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Mob *mob = Mobs[pktdata[i]];
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int damage = hitMob(sock, mob, 150);
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std::pair<int,int> damage;
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if (pkt->iNPCCnt > 1)
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damage = getDamage(plr->groupDamage, (int)mob->data["m_iProtection"], true);
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else
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damage = getDamage(plr->pointDamage, (int)mob->data["m_iProtection"], true);
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damage.first = hitMob(sock, mob, damage.first);
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iDamage = damage;
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respdata[i].iDamage = damage.first;
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respdata[i].iHP = mob->appearanceData.iHP;
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respdata[i].iHitFlag = 2; // hitscan, not a rocket or a grenade
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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}
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sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen);
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@ -93,15 +100,16 @@ void MobManager::npcAttackPc(Mob *mob) {
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sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf;
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sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
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plr->HP += (int)mob->data["m_iPower"]; // already negative
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auto damage = getDamage(440 + (int)mob->data["m_iPower"], plr->defense, false);
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plr->HP -= damage.first;
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pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt->iPCCnt = 1;
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atk->iID = plr->iID;
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atk->iDamage = -(int)mob->data["m_iPower"];
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atk->iDamage = damage.first;
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atk->iHP = plr->HP;
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atk->iHitFlag = 2;
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atk->iHitFlag = damage.second;
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mob->target->sendPacket((void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
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PlayerManager::sendToViewable(mob->target, (void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
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@ -564,3 +572,20 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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}
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}
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}
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std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit) {
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std::pair<int,int> ret = {};
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int damage = attackPower * (rand() % 40 + 80) / 100; // 20% variance
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ret.second = 1;
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if (shouldCrit && rand() % 20 == 0) {
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damage *= 2; // critical hit
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ret.second = 2;
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}
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ret.first = std::max(std::min(damage, damage * damage / defensePower / 4), std::min(damage * damage / defensePower / 2, damage - defensePower));
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return ret;
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}
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@ -104,4 +104,5 @@ namespace MobManager {
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void killMob(CNSocket *sock, Mob *mob);
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void giveReward(CNSocket *sock);
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std::pair<int,int> lerp(int, int, int, int, int);
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std::pair<int,int> getDamage(int, int, bool);
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}
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@ -46,6 +46,10 @@ struct Player {
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bool inCombat;
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bool dotDamage;
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int pointDamage;
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int groupDamage;
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int defense;
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int64_t aQuestFlag[16];
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int tasks[ACTIVE_MISSION_COUNT];
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@ -316,6 +316,9 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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addPlayer(sock, plr);
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//check if there is an expiring vehicle
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ItemManager::checkItemExpire(sock, getPlayer(sock));
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//set player equip stats
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ItemManager::setItemStats(getPlayer(sock));
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}
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void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
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@ -117,8 +117,7 @@ void TableData::init() {
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auto item = _item.value();
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int typeOverride = getItemType(i); // used for special cases where iEquipLoc doesn't indicate item type
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ItemManager::ItemData[std::pair<int32_t, int32_t>(item["m_iItemNumber"], typeOverride != -1 ? typeOverride : (int)item["m_iEquipLoc"])]
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= { item["m_iTradeAble"] == 1, item["m_iSellAble"] == 1, item["m_iItemPrice"], item["m_iItemSellPrice"], item["m_iStackNumber"], i > 9 ? 0 : (int)item["m_iMinReqLev"],
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i > 9 ? 1 : (int)item["m_iRarity"] };
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= { item["m_iTradeAble"] == 1, item["m_iSellAble"] == 1, item["m_iItemPrice"], item["m_iItemSellPrice"], item["m_iStackNumber"], i > 9 ? 0 : (int)item["m_iMinReqLev"], i > 9 ? 1 : (int)item["m_iRarity"], i > 9 ? 0 : (int)item["m_iPointRat"], i > 9 ? 0 : (int)item["m_iGroupRat"], i > 9 ? 0 : (int)item["m_iDefenseRat"] };
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}
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}
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