(WIP) onCombatStart hook implementation

This commit is contained in:
gsemaj 2022-04-13 00:54:13 -04:00 committed by gsemaj
parent c1e391d86a
commit 7c9038cf10
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GPG Key ID: 24B96BAA40497929
3 changed files with 24 additions and 28 deletions

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@ -59,7 +59,7 @@ int CombatNPC::takeDamage(EntityRef src, int amt) {
if (mob->state == AIState::ROAMING) { if (mob->state == AIState::ROAMING) {
assert(mob->target == nullptr && src.type == EntityType::PLAYER); // players only for now assert(mob->target == nullptr && src.type == EntityType::PLAYER); // players only for now
MobAI::enterCombat(src.sock, mob); mob->transition(AIState::COMBAT, src);
if (mob->groupLeader != 0) if (mob->groupLeader != 0)
MobAI::followToCombat(mob); MobAI::followToCombat(mob);
@ -138,6 +138,11 @@ void CombatNPC::transition(AIState newState, EntityRef src) {
onRoamStart(); onRoamStart();
break; break;
case AIState::COMBAT: case AIState::COMBAT:
/* TODO: fire any triggered events
for (NPCEvent& event : NPCManager::NPCEvents)
if (event.trigger == ON_COMBAT && event.npcType == type)
event.handler(src, this);
*/
onCombatStart(src); onCombatStart(src);
break; break;
case AIState::RETREAT: case AIState::RETREAT:

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

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@ -96,5 +96,4 @@ namespace MobAI {
void clearDebuff(Mob *mob); void clearDebuff(Mob *mob);
void followToCombat(Mob *mob); void followToCombat(Mob *mob);
void groupRetreat(Mob *mob); void groupRetreat(Mob *mob);
void enterCombat(CNSocket *sock, Mob *mob);
} }