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https://github.com/OpenFusionProject/OpenFusion.git
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[WIP] Active power handling
TODO: - recall (self and group) is broken - revive (only group) is broken - damage + debuff is unimplemented
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@ -35,7 +35,8 @@ static SkillResult handleSkillDamage(SkillData* skill, int power, ICombatant* so
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static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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EntityRef sourceRef = source->getRef();
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int heal = skill->values[0][power];
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int healed = target->heal(sourceRef, heal);
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double scalingFactor = target->getMaxHP() / 1000.0;
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int healed = target->heal(sourceRef, heal * scalingFactor);
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sSkillResult_Heal_HP result{};
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result.eCT = target->getCharType();
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@ -97,6 +98,7 @@ static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* sour
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if(source->getCharType() != 1)
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return SkillResult(); // only Players are valid sources for recall
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Player* plr = dynamic_cast<Player*>(source);
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PlayerManager::sendPlayerTo(source->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
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sSkillResult_Move result{};
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result.eCT = target->getCharType();
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@ -154,20 +156,22 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
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resultSize = sizeof(sSkillResult_BatteryDrain);
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skillHandler = handleSkillBatteryDrain;
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break;
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case EST_RECALL:
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case EST_RECALL_GROUP:
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case EST_RECALL: // still soft lock
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case EST_RECALL_GROUP: // works for player who uses it
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resultSize = sizeof(sSkillResult_Move);
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skillHandler = handleSkillMove;
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break;
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case EST_PHOENIX_GROUP:
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case EST_PHOENIX_GROUP: // broken
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resultSize = sizeof(sSkillResult_Resurrect);
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skillHandler = handleSkillResurrect;
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break;
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case EST_RETROROCKET_SELF:
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// no-op
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return results;
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default:
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std::cout << "[WARN] Unhandled skill type " << skill->skillType << std::endl;
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return results;
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}
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assert(skillHandler != nullptr);
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for(ICombatant* target : targets) {
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assert(target != nullptr);
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@ -189,15 +193,21 @@ static void attachSkillResults(std::vector<SkillResult> results, size_t resultSi
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}
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}
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void Abilities::useNanoSkill(CNSocket* sock, sNano& nano, std::vector<ICombatant*> affected) {
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if(SkillTable.count(nano.iSkillID) == 0)
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return;
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void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) {
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SkillData* skill = &SkillTable[nano.iSkillID];
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Player* plr = PlayerManager::getPlayer(sock);
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std::vector<SkillResult> results = handleSkill(skill, Nanos::getNanoBoost(plr), plr, affected);
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size_t resultSize = results.back().size; // guaranteed to be the same for every item
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int boost = 0;
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if (Nanos::getNanoBoost(plr))
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boost = 3;
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nano.iStamina -= skill->batteryUse[boost];
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if (nano.iStamina < 0)
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nano.iStamina = 0;
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std::vector<SkillResult> results = handleSkill(skill, boost, plr, affected);
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size_t resultSize = 0; // guaranteed to be the same for every item
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if (!results.empty()) resultSize = results.back().size;
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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), resultSize)) {
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std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
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@ -221,6 +231,9 @@ void Abilities::useNanoSkill(CNSocket* sock, sNano& nano, std::vector<ICombatant
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attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
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sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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if (nano.iStamina <= 0)
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Nanos::summonNano(sock, -1);
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}
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void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*> affected) {
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@ -257,21 +270,30 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
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NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
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}
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std::vector<EntityRef> Abilities::matchTargets(SkillData* skill, int count, int32_t *ids) {
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std::vector<ICombatant*> Abilities::matchTargets(SkillData* skill, int count, int32_t *ids) {
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std::vector<EntityRef> targets;
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std::vector<ICombatant*> 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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// mob
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if (NPCManager::NPCs.find(id) != NPCManager::NPCs.end()) {
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BaseNPC* npc = NPCManager::NPCs[id];
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if (npc->kind == EntityKind::COMBAT_NPC || npc->kind == EntityKind::MOB) {
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targets.push_back(dynamic_cast<ICombatant*>(npc));
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continue;
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}
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}
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std::cout << "[WARN] skill: invalid mob target (id " << id << ")\n";
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} else if(skill->targetType == SkillTargetType::SELF || skill->targetType == SkillTargetType::GROUP) {
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// players (?)
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Player* plr = PlayerManager::getPlayerFromID(id);
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if (plr != nullptr) {
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targets.push_back(dynamic_cast<ICombatant*>(plr));
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continue;
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}
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std::cout << "[WARN] skill: invalid player target (id " << id << ")\n";
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}
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}
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@ -60,9 +60,9 @@ struct SkillData {
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namespace Abilities {
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extern std::map<int32_t, SkillData> SkillTable;
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void useNanoSkill(CNSocket*, sNano&, std::vector<ICombatant*>);
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void useNanoSkill(CNSocket*, SkillData*, sNano&, std::vector<ICombatant*>);
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void useNPCSkill(EntityRef, int skillID, std::vector<ICombatant*>);
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std::vector<EntityRef> matchTargets(SkillData*, int, int32_t*);
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std::vector<ICombatant*> matchTargets(SkillData*, int, int32_t*);
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int getCSTBFromST(int eSkillType);
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}
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@ -140,7 +140,7 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
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// passive buff effect
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resp.eCSTB___Add = 1;
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std::vector<ICombatant*> affectedCombatants = applyNanoBuff(skill, plr);
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if(!affectedCombatants.empty()) Abilities::useNanoSkill(sock, nano, affectedCombatants);
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if(!affectedCombatants.empty()) Abilities::useNanoSkill(sock, skill, nano, affectedCombatants);
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}
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if (!silent) // silent nano death but only for the summoning player
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@ -309,26 +309,17 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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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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sNano& nano = plr->Nanos[plr->activeNano];
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int16_t skillID = nano.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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)
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int boost = 0;
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if (getNanoBoost(plr))
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boost = 1;
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plr->Nanos[plr->activeNano].iStamina -= Abilities::SkillTable[skillID].batteryUse[boost*3];
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if (plr->Nanos[plr->activeNano].iStamina < 0)
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plr->Nanos[plr->activeNano].iStamina = 0;
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// TODO ABILITIES
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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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std::vector<ICombatant*> targetData = Abilities::matchTargets(skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
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Abilities::useNanoSkill(sock, skillData, nano, targetData);
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if (plr->Nanos[plr->activeNano].iStamina < 0)
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summonNano(sock, -1);
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