Damage n debuff handler

This commit is contained in:
gsemaj 2023-07-25 13:09:28 -04:00 committed by gsemaj
parent 3b5f6c0fe7
commit 8062e52c55

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@ -45,11 +45,38 @@ static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* so
} }
static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) { static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
// TODO abilities // take aggro
target->takeDamage(source->getRef(), 0);
int duration = 0;
int strength = 0;
bool blocked = target->hasBuff(ECSB_FREEDOM);
if(!blocked) {
duration = skill->durationTime[power];
strength = skill->values[0][power];
BuffStack debuff = {
duration, // ticks
strength, // value
source->getRef(), // source
BuffClass::NANO, // buff class
};
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
target->addBuff(timeBuffId,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
},
[](EntityRef self, Buff* buff, time_t currTime) {
// no-op
},
&debuff);
}
sSkillResult_Damage_N_Debuff result{}; sSkillResult_Damage_N_Debuff result{};
result.iDamage = duration / 10; // we use the duration as the damage number (why?)
result.iHP = target->getCurrentHP();
result.eCT = target->getCharType(); result.eCT = target->getCharType();
result.iID = target->getID(); result.iID = target->getID();
result.bProtected = false; result.bProtected = blocked;
result.iConditionBitFlag = target->getCompositeCondition(); result.iConditionBitFlag = target->getCompositeCondition();
return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result); return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
} }
@ -60,22 +87,24 @@ static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* sou
} }
static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) { static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
int duration = skill->durationTime[power];
int strength = skill->values[0][power];
BuffStack passiveBuff = { BuffStack passiveBuff = {
skill->drainType == SkillDrainType::PASSIVE ? 1 : skill->durationTime[power], // ticks skill->drainType == SkillDrainType::PASSIVE ? 1 : duration, // ticks
skill->values[0][power], // value strength, // value
source->getRef(), // source source->getRef(), // source
source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
}; };
int timeBuffId = Abilities::getCSTBFromST(skill->skillType); int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
if(!target->addBuff(timeBuffId, if(!target->addBuff(timeBuffId,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) { [](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack); Buffs::timeBuffUpdate(self, buff, status, stack);
}, },
[](EntityRef self, Buff* buff, time_t currTime) { [](EntityRef self, Buff* buff, time_t currTime) {
// no-op // no-op
}, },
&passiveBuff)) return SkillResult(); // no result if already buffed &passiveBuff)) return SkillResult(); // no result if already buffed
sSkillResult_Buff result{}; sSkillResult_Buff result{};
result.eCT = target->getCharType(); result.eCT = target->getCharType();