Lose aggro and do not take damage if invulnerable

This commit is contained in:
dongresource 2020-12-01 21:34:14 +01:00
parent 8a86c75747
commit 657061083e

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@ -128,7 +128,9 @@ void MobManager::npcAttackPc(Mob *mob, time_t currTime) {
sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
auto damage = getDamage(450 + (int)mob->data["m_iPower"], plr->defense, false, false, -1, -1, 0);
plr->HP -= damage.first;
if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
plr->HP -= damage.first;
pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
pkt->iPCCnt = 1;
@ -486,19 +488,12 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
void MobManager::combatStep(Mob *mob, time_t currTime) {
assert(mob->target != nullptr);
// sanity check: did the target player lose connection?
if (PlayerManager::players.find(mob->target) == PlayerManager::players.end()) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
if (!aggroCheck(mob, currTime))
clearDebuff(mob);
return;
}
Player *plr = PlayerManager::getPlayer(mob->target);
// did something else kill the player in the mean time?
if (plr->HP <= 0) {
// Lose aggro if the player lost connection, became invulnerable or died
if (plr->HP <= 0
|| PlayerManager::players.find(mob->target) == PlayerManager::players.end()
|| (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
if (!aggroCheck(mob, currTime))
@ -868,6 +863,9 @@ void MobManager::dealGooDamage(CNSocket *sock, int amount) {
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
amount = 0;
if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) {
amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
dmg->bProtected = 1;
@ -1610,7 +1608,10 @@ void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skill
}
}
respdata[i].iHP = plr->HP-= respdata[i].iDamage;
if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
plr->HP -= respdata[i].iDamage;
respdata[i].iHP = plr->HP;
respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
if (plr->HP <= 0) {
@ -1646,6 +1647,9 @@ bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, in
int damage = duration;
if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
damage = 0;
respdata[i].eCT = 1;
respdata[i].iDamage = damage;
respdata[i].iID = plr->iID;
@ -1712,6 +1716,9 @@ bool doDamage(Mob *mob, sSkillResult_Damage *respdata, int i, int32_t targetID,
int damage = amount * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
damage = 0;
respdata[i].eCT = 1;
respdata[i].iDamage = damage;
respdata[i].iID = plr->iID;
@ -1763,6 +1770,9 @@ bool doLeech(Mob *mob, sSkillResult_Heal_HP *healdata, int i, int32_t targetID,
int damage = amount * PC_MAXHEALTH(plr->level) / 1000;
if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
damage = 0;
damagedata->eCT = 1;
damagedata->iDamage = damage;
damagedata->iID = plr->iID;