[refactor] Active power handling

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gsemaj 2022-11-27 17:36:47 -05:00 committed by gsemaj
parent 4ece1bb89b
commit 82bee2051a
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17 changed files with 330 additions and 247 deletions

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@ -5,8 +5,6 @@
#include "Buffs.hpp"
#include "Nanos.hpp"
#include <assert.h>
using namespace Abilities;
std::map<int32_t, SkillData> Abilities::SkillTable;
@ -35,7 +33,8 @@ static SkillResult handleSkillDamage(SkillData* skill, int power, ICombatant* so
static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
EntityRef sourceRef = source->getRef();
int heal = skill->values[0][power];
int healed = target->heal(sourceRef, heal);
double scalingFactor = target->getMaxHP() / 1000.0;
int healed = target->heal(sourceRef, heal * scalingFactor);
sSkillResult_Heal_HP result{};
result.eCT = target->getCharType();
@ -46,16 +45,67 @@ static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* so
}
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{};
result.iDamage = duration / 10; // we use the duration as the damage number (why?)
result.iHP = target->getCurrentHP();
result.eCT = target->getCharType();
result.iID = target->getID();
result.bProtected = false;
result.bProtected = blocked;
result.iConditionBitFlag = target->getCompositeCondition();
return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
}
static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
// TODO abilities
return SkillResult();
}
static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
int duration = skill->durationTime[power];
int strength = skill->values[0][power];
BuffStack passiveBuff = {
skill->drainType == SkillDrainType::PASSIVE ? 1 : duration, // ticks
strength, // value
source->getRef(), // source
source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
};
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
if(!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
},
&passiveBuff)) return SkillResult(); // no result if already buffed
sSkillResult_Buff result{};
result.eCT = target->getCharType();
result.iID = target->getID();
@ -96,7 +146,13 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
if(source->getCharType() != 1)
return SkillResult(); // only Players are valid sources for recall
Player* plr = dynamic_cast<Player*>(source);
if(source == target) {
// no trailing struct for self
PlayerManager::sendPlayerTo(target->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
return SkillResult();
}
sSkillResult_Move result{};
result.eCT = target->getCharType();
@ -118,63 +174,70 @@ static SkillResult handleSkillResurrect(SkillData* skill, int power, ICombatant*
#pragma endregion
static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombatant* src, std::vector<ICombatant*> targets) {
size_t resultSize = 0;
SkillResult (*skillHandler)(SkillData*, int, ICombatant*, ICombatant*) = nullptr;
std::vector<SkillResult> results;
switch(skill->skillType)
{
case EST_DAMAGE:
resultSize = sizeof(sSkillResult_Damage);
case SkillType::DAMAGE:
skillHandler = handleSkillDamage;
break;
case EST_HEAL_HP:
case EST_RETURNHOMEHEAL:
resultSize = sizeof(sSkillResult_Heal_HP);
case SkillType::HEAL_HP:
case SkillType::RETURNHOMEHEAL:
skillHandler = handleSkillHealHP;
break;
case EST_JUMP:
case EST_RUN:
case EST_FREEDOM:
case EST_PHOENIX:
case EST_INVULNERABLE:
case EST_MINIMAPENEMY:
case EST_MINIMAPTRESURE:
case EST_NANOSTIMPAK:
case EST_PROTECTBATTERY:
case EST_PROTECTINFECTION:
case EST_REWARDBLOB:
case EST_REWARDCASH:
case EST_STAMINA_SELF:
case EST_STEALTH:
resultSize = sizeof(sSkillResult_Buff);
case SkillType::KNOCKDOWN:
case SkillType::SLEEP:
case SkillType::SNARE:
case SkillType::STUN:
skillHandler = handleSkillDamageNDebuff;
break;
case SkillType::JUMP:
case SkillType::RUN:
case SkillType::STEALTH:
case SkillType::MINIMAPENEMY:
case SkillType::MINIMAPTRESURE:
case SkillType::PHOENIX:
case SkillType::PROTECTBATTERY:
case SkillType::PROTECTINFECTION:
case SkillType::REWARDBLOB:
case SkillType::REWARDCASH:
// case SkillType::INFECTIONDAMAGE:
case SkillType::FREEDOM:
case SkillType::BOUNDINGBALL:
case SkillType::INVULNERABLE:
case SkillType::STAMINA_SELF:
case SkillType::NANOSTIMPAK:
case SkillType::BUFFHEAL:
skillHandler = handleSkillBuff;
break;
case EST_BATTERYDRAIN:
resultSize = sizeof(sSkillResult_BatteryDrain);
skillHandler = handleSkillBatteryDrain;
case SkillType::BLOODSUCKING:
skillHandler = handleSkillLeech;
break;
case EST_RECALL:
case EST_RECALL_GROUP:
resultSize = sizeof(sSkillResult_Move);
skillHandler = handleSkillMove;
break;
case EST_PHOENIX_GROUP:
resultSize = sizeof(sSkillResult_Resurrect);
case SkillType::RETROROCKET_SELF:
// no-op
return results;
case SkillType::PHOENIX_GROUP:
skillHandler = handleSkillResurrect;
break;
case SkillType::RECALL:
case SkillType::RECALL_GROUP:
skillHandler = handleSkillMove;
break;
case SkillType::BATTERYDRAIN:
skillHandler = handleSkillBatteryDrain;
break;
default:
std::cout << "[WARN] Unhandled skill type " << skill->skillType << std::endl;
std::cout << "[WARN] Unhandled skill type " << (int)skill->skillType << std::endl;
return results;
}
assert(skillHandler != nullptr);
for(ICombatant* target : targets) {
assert(target != nullptr);
SkillResult result = skillHandler(skill, power, src != nullptr ? src : target, target);
if(result.size == 0) continue; // skill not applicable
if(result.size != resultSize) {
std::cout << "[WARN] bad skill result size for " << skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
if(result.size > MAX_SKILLRESULT_SIZE) {
std::cout << "[WARN] bad skill result size for " << (int)skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
continue;
}
results.push_back(result);
@ -182,30 +245,42 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
return results;
}
static void attachSkillResults(std::vector<SkillResult> results, size_t resultSize, uint8_t* pivot) {
static void attachSkillResults(std::vector<SkillResult> results, uint8_t* pivot) {
for(SkillResult& result : results) {
memcpy(pivot, result.payload, resultSize);
pivot += resultSize;
size_t sz = result.size;
memcpy(pivot, result.payload, sz);
pivot += sz;
}
}
void Abilities::useNanoSkill(CNSocket* sock, sNano& nano, std::vector<ICombatant*> affected) {
if(SkillTable.count(nano.iSkillID) == 0)
return;
void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) {
SkillData* skill = &SkillTable[nano.iSkillID];
Player* plr = PlayerManager::getPlayer(sock);
ICombatant* combatant = dynamic_cast<ICombatant*>(plr);
std::vector<SkillResult> results = handleSkill(skill, Nanos::getNanoBoost(plr), plr, affected);
size_t resultSize = results.back().size; // guaranteed to be the same for every item
int boost = 0;
if (Nanos::getNanoBoost(plr))
boost = 3;
if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), resultSize)) {
if(skill->drainType == SkillDrainType::ACTIVE) {
nano.iStamina -= skill->batteryUse[boost];
if (nano.iStamina <= 0)
nano.iStamina = 0;
}
std::vector<SkillResult> results = handleSkill(skill, boost, combatant, affected);
if(results.empty()) return; // no effect; no need for confirmation packets
// lazy validation since skill results might be different sizes
if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), MAX_SKILLRESULT_SIZE)) {
std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
return;
}
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + results.size() * resultSize;
size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC);
for(SkillResult& sr : results)
resplen += sr.size;
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
@ -215,12 +290,17 @@ void Abilities::useNanoSkill(CNSocket* sock, sNano& nano, std::vector<ICombatant
pkt->iSkillID = nano.iSkillID;
pkt->iNanoStamina = nano.iStamina;
pkt->bNanoDeactive = nano.iStamina <= 0;
pkt->eST = skill->skillType;
pkt->eST = (int32_t)skill->skillType;
pkt->iTargetCnt = (int32_t)results.size();
attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
attachSkillResults(results, (uint8_t*)(pkt + 1));
sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
if(skill->skillType == SkillType::RECALL_GROUP)
// group recall packet is sent only to group members
PlayerManager::sendToGroup(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
else
PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
}
void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*> affected) {
@ -235,43 +315,73 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
SkillData* skill = &SkillTable[skillID];
std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
size_t resultSize = results.back().size; // guaranteed to be the same for every item
if(results.empty()) return; // no effect; no need for confirmation packets
if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), resultSize)) {
// lazy validation since skill results might be different sizes
if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), MAX_SKILLRESULT_SIZE)) {
std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n";
return;
}
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + results.size() * resultSize;
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT);
for(SkillResult& sr : results)
resplen += sr.size;
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
pkt->iNPC_ID = npc.id;
pkt->iSkillID = skillID;
pkt->eST = skill->skillType;
pkt->eST = (int32_t)skill->skillType;
pkt->iTargetCnt = (int32_t)results.size();
attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
attachSkillResults(results, (uint8_t*)(pkt + 1));
NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
}
std::vector<EntityRef> Abilities::matchTargets(SkillData* skill, int count, int32_t *ids) {
static std::vector<ICombatant*> entityRefsToCombatants(std::vector<EntityRef> refs) {
std::vector<ICombatant*> combatants;
for(EntityRef ref : refs) {
if(ref.kind == EntityKind::PLAYER)
combatants.push_back(dynamic_cast<ICombatant*>(PlayerManager::getPlayer(ref.sock)));
else if(ref.kind == EntityKind::COMBAT_NPC || ref.kind == EntityKind::MOB)
combatants.push_back(dynamic_cast<ICombatant*>(ref.getEntity()));
}
return combatants;
}
std::vector<EntityRef> targets;
std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* skill, int count, int32_t *ids) {
if(skill->targetType == SkillTargetType::GROUP)
return entityRefsToCombatants(src->getGroupMembers());
// this check *has* to happen after the group check above due to cases like group recall that use both
if(skill->effectTarget == SkillEffectTarget::SELF)
return {src}; // client sends 0 targets for certain self-targeting skills (recall)
// individuals
std::vector<ICombatant*> targets;
for (int i = 0; i < count; i++) {
int32_t id = ids[i];
if (skill->targetType == SkillTargetType::MOBS) {
// mob?
if (NPCManager::NPCs.find(id) != NPCManager::NPCs.end()) targets.push_back(id);
else std::cout << "[WARN] skill: id not found\n";
} else {
// player?
CNSocket* sock = PlayerManager::getSockFromID(id);
if (sock != nullptr) targets.push_back(sock);
else std::cout << "[WARN] skill: sock not found\n";
// mob
if (NPCManager::NPCs.find(id) != NPCManager::NPCs.end()) {
BaseNPC* npc = NPCManager::NPCs[id];
if (npc->kind == EntityKind::COMBAT_NPC || npc->kind == EntityKind::MOB) {
targets.push_back(dynamic_cast<ICombatant*>(npc));
continue;
}
}
std::cout << "[WARN] skill: invalid mob target (id " << id << ")\n";
} else if(skill->targetType == SkillTargetType::PLAYERS) {
// player
Player* plr = PlayerManager::getPlayerFromID(id);
if (plr != nullptr) {
targets.push_back(dynamic_cast<ICombatant*>(plr));
continue;
}
std::cout << "[WARN] skill: invalid player target (id " << id << ")\n";
}
}
@ -279,64 +389,66 @@ std::vector<EntityRef> Abilities::matchTargets(SkillData* skill, int count, int3
}
/* ripped from client (enums emplaced) */
int Abilities::getCSTBFromST(int eSkillType) {
int Abilities::getCSTBFromST(SkillType skillType) {
int result = 0;
switch (eSkillType)
switch (skillType)
{
case EST_RUN:
case SkillType::RUN:
result = ECSB_UP_MOVE_SPEED;
break;
case EST_JUMP:
case SkillType::JUMP:
result = ECSB_UP_JUMP_HEIGHT;
break;
case EST_STEALTH:
case SkillType::STEALTH:
result = ECSB_UP_STEALTH;
break;
case EST_PHOENIX:
case SkillType::PHOENIX:
result = ECSB_PHOENIX;
break;
case EST_PROTECTBATTERY:
case SkillType::PROTECTBATTERY:
result = ECSB_PROTECT_BATTERY;
break;
case EST_PROTECTINFECTION:
case SkillType::PROTECTINFECTION:
result = ECSB_PROTECT_INFECTION;
break;
case EST_SNARE:
case SkillType::SNARE:
result = ECSB_DN_MOVE_SPEED;
break;
case EST_SLEEP:
case SkillType::SLEEP:
result = ECSB_MEZ;
break;
case EST_MINIMAPENEMY:
case SkillType::MINIMAPENEMY:
result = ECSB_MINIMAP_ENEMY;
break;
case EST_MINIMAPTRESURE:
case SkillType::MINIMAPTRESURE:
result = ECSB_MINIMAP_TRESURE;
break;
case EST_REWARDBLOB:
case SkillType::REWARDBLOB:
result = ECSB_REWARD_BLOB;
break;
case EST_REWARDCASH:
case SkillType::REWARDCASH:
result = ECSB_REWARD_CASH;
break;
case EST_INFECTIONDAMAGE:
case SkillType::INFECTIONDAMAGE:
result = ECSB_INFECTION;
break;
case EST_FREEDOM:
case SkillType::FREEDOM:
result = ECSB_FREEDOM;
break;
case EST_BOUNDINGBALL:
case SkillType::BOUNDINGBALL:
result = ECSB_BOUNDINGBALL;
break;
case EST_INVULNERABLE:
case SkillType::INVULNERABLE:
result = ECSB_INVULNERABLE;
break;
case EST_BUFFHEAL:
case SkillType::BUFFHEAL:
result = ECSB_HEAL;
break;
case EST_NANOSTIMPAK:
case SkillType::NANOSTIMPAK:
result = ECSB_STIMPAKSLOT1;
break;
default:
break;
}
return result;
}

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@ -7,9 +7,51 @@
#include <map>
#include <vector>
#include <assert.h>
constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain);
enum class SkillType {
DAMAGE = 1,
HEAL_HP = 2,
KNOCKDOWN = 3, // dnd
SLEEP = 4, // dnd
SNARE = 5, // dnd
HEAL_STAMINA = 6,
STAMINA_SELF = 7,
STUN = 8, // dnd
WEAPONSLOW = 9,
JUMP = 10,
RUN = 11,
STEALTH = 12,
SWIM = 13,
MINIMAPENEMY = 14,
MINIMAPTRESURE = 15,
PHOENIX = 16,
PROTECTBATTERY = 17,
PROTECTINFECTION = 18,
REWARDBLOB = 19,
REWARDCASH = 20,
BATTERYDRAIN = 21,
CORRUPTIONATTACK = 22,
INFECTIONDAMAGE = 23,
KNOCKBACK = 24,
FREEDOM = 25,
PHOENIX_GROUP = 26,
RECALL = 27,
RECALL_GROUP = 28,
RETROROCKET_SELF = 29,
BLOODSUCKING = 30,
BOUNDINGBALL = 31,
INVULNERABLE = 32,
NANOSTIMPAK = 33,
RETURNHOMEHEAL = 34,
BUFFHEAL = 35,
EXTRABANK = 36,
CORRUPTIONATTACKWIN = 38,
CORRUPTIONATTACKLOSE = 39,
};
enum class SkillEffectTarget {
POINT = 1,
SELF = 2,
@ -21,7 +63,7 @@ enum class SkillEffectTarget {
enum class SkillTargetType {
MOBS = 1,
SELF = 2,
PLAYERS = 2,
GROUP = 3
};
@ -34,6 +76,7 @@ struct SkillResult {
size_t size;
uint8_t payload[MAX_SKILLRESULT_SIZE];
SkillResult(size_t len, void* dat) {
assert(len <= MAX_SKILLRESULT_SIZE);
size = len;
memcpy(payload, dat, len);
}
@ -43,7 +86,7 @@ struct SkillResult {
};
struct SkillData {
int skillType; // eST
SkillType skillType; // eST
SkillEffectTarget effectTarget;
int effectType; // always 1?
SkillTargetType targetType;
@ -60,9 +103,9 @@ struct SkillData {
namespace Abilities {
extern std::map<int32_t, SkillData> SkillTable;
void useNanoSkill(CNSocket*, sNano&, std::vector<ICombatant*>);
void useNanoSkill(CNSocket*, SkillData*, sNano&, std::vector<ICombatant*>);
void useNPCSkill(EntityRef, int skillID, std::vector<ICombatant*>);
std::vector<EntityRef> matchTargets(SkillData*, int, int32_t*);
int getCSTBFromST(int eSkillType);
std::vector<ICombatant*> matchTargets(ICombatant*, SkillData*, int, int32_t*);
int getCSTBFromST(SkillType skillType);
}

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@ -21,6 +21,9 @@ std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
#pragma region Player
bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
if(!isAlive())
return false;
EntityRef self = PlayerManager::getSockFromID(iID);
if(!hasBuff(buffId)) {
@ -51,6 +54,7 @@ void Player::removeBuff(int buffId) {
void Player::removeBuff(int buffId, int buffClass) {
if(hasBuff(buffId)) {
buffs[buffId]->clear((BuffClass)buffClass);
// buff might not be stale since another buff class might remain
if(buffs[buffId]->isStale()) {
delete buffs[buffId];
buffs.erase(buffId);
@ -58,6 +62,17 @@ void Player::removeBuff(int buffId, int buffClass) {
}
}
void Player::clearBuffs(bool force) {
for(auto buff : buffs) {
if(!force) {
removeBuff(buff.first);
} else {
delete buff.second;
}
}
buffs.clear();
}
bool Player::hasBuff(int buffId) {
auto buff = buffs.find(buffId);
return buff != buffs.end() && !buff->second->isStale();
@ -173,6 +188,8 @@ void CombatNPC::removeBuff(int buffId) { /* stubbed */ }
void CombatNPC::removeBuff(int buffId, int buffClass) { /* stubbed */ }
void CombatNPC::clearBuffs(bool force) { /* stubbed */ }
bool CombatNPC::hasBuff(int buffId) { /* stubbed */
return false;
}
@ -874,9 +891,12 @@ static void playerTick(CNServer *serv, time_t currTime) {
if (Abilities::SkillTable.find(nano->iSkillID) != Abilities::SkillTable.end()) {
// nano has skill data
SkillData* skill = &Abilities::SkillTable[nano->iSkillID];
if (skill->drainType == SkillDrainType::PASSIVE)
Nanos::applyNanoBuff(skill, plr);
// ^ composite condition calculation is separate from combat for responsiveness
if (skill->drainType == SkillDrainType::PASSIVE) {
ICombatant* src = dynamic_cast<ICombatant*>(plr);
int32_t targets[] = { plr->iID };
std::vector<ICombatant*> affectedCombatants = Abilities::matchTargets(src, skill, 1, targets);
Abilities::useNanoSkill(sock, skill, *nano, affectedCombatants);
}
}
}

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@ -678,7 +678,6 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id));
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type));
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp));
Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->cbf));
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind));
Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x));
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));

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@ -29,7 +29,7 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
SkillData* skill = &Abilities::SkillTable[skillId];
if(skill->drainType == SkillDrainType::PASSIVE) {
// apply buff
if(skill->targetType != SkillTargetType::SELF) {
if(skill->targetType != SkillTargetType::PLAYERS) {
std::cout << "[WARN] weird skill type for egg " << eggId << " with skill " << skillId << ", should be " << (int)skill->targetType << std::endl;
}

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@ -40,7 +40,7 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
sNPCAppearanceData data = {};
data.iAngle = angle;
data.iBarkerType = 0; // unused?
data.iConditionBitFlag = cbf;
data.iConditionBitFlag = 0;
data.iHP = hp;
data.iNPCType = type;
data.iNPC_ID = id;
@ -50,6 +50,12 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
return data;
}
sNPCAppearanceData CombatNPC::getAppearanceData() {
sNPCAppearanceData data = BaseNPC::getAppearanceData();
data.iConditionBitFlag = getCompositeCondition();
return data;
}
/*
* Entity coming into view.
*/

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@ -48,6 +48,7 @@ public:
virtual Buff* getBuff(int) = 0;
virtual void removeBuff(int) = 0;
virtual void removeBuff(int, int) = 0;
virtual void clearBuffs(bool) = 0;
virtual bool hasBuff(int) = 0;
virtual int getCompositeCondition() = 0;
virtual int takeDamage(EntityRef, int) = 0;
@ -72,7 +73,6 @@ public:
int type;
int hp;
int angle;
int cbf;
bool loopingPath = false;
BaseNPC(int _A, uint64_t iID, int t, int _id) {
@ -80,7 +80,6 @@ public:
type = t;
hp = 400;
angle = _A;
cbf = 0;
id = _id;
instanceID = iID;
};
@ -88,7 +87,7 @@ public:
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
sNPCAppearanceData getAppearanceData();
virtual sNPCAppearanceData getAppearanceData();
};
struct CombatNPC : public BaseNPC, public ICombatant {
@ -105,6 +104,8 @@ struct CombatNPC : public BaseNPC, public ICombatant {
std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
std::unordered_map<int, Buff*> buffs = {};
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP)
: BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
spawnX = x;
@ -117,12 +118,15 @@ struct CombatNPC : public BaseNPC, public ICombatant {
transitionHandlers[AIState::INACTIVE] = {};
}
virtual sNPCAppearanceData getAppearanceData() override;
virtual bool isExtant() override { return hp > 0; }
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
virtual Buff* getBuff(int buffId) override;
virtual void removeBuff(int buffId) override;
virtual void removeBuff(int buffId, int buffClass) override;
virtual void clearBuffs(bool force) override;
virtual bool hasBuff(int buffId) override;
virtual int getCompositeCondition() override;
virtual int takeDamage(EntityRef src, int amt) override;

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@ -3,6 +3,7 @@
#include "EntityRef.hpp"
#include <vector>
#include <assert.h>
struct Group {
std::vector<EntityRef> members;
@ -14,6 +15,10 @@ struct Group {
});
return filtered;
}
EntityRef getLeader() {
assert(members.size() > 0);
return members[0];
}
Group(EntityRef leader);
};

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@ -482,7 +482,7 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
resp->iSlotNum = request->iSlotNum;
resp->RemainItem = gumball;
resp->iTargetCnt = 1;
resp->eST = EST_NANOSTIMPAK;
resp->eST = (int32_t)SkillType::NANOSTIMPAK;
resp->iSkillID = 144;
int eCSB = ECSB_STIMPAKSLOT1 + request->iNanoSlot;

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@ -51,13 +51,13 @@ int Mob::takeDamage(EntityRef src, int amt) {
}
// wake up sleeping monster
if (cbf & CSB_BIT_MEZ) {
cbf &= ~CSB_BIT_MEZ;
if (hasBuff(ECSB_MEZ)) {
removeBuff(ECSB_MEZ);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = id;
pkt1.iConditionBitFlag = cbf;
pkt1.iConditionBitFlag = getCompositeCondition();
NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
@ -96,13 +96,12 @@ static std::pair<int,int> lerp(int x1, int y1, int x2, int y2, int speed) {
void MobAI::clearDebuff(Mob *mob) {
mob->skillStyle = -1;
mob->cbf = 0;
mob->unbuffTimes.clear();
mob->clearBuffs(false);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->id;
pkt1.iConditionBitFlag = mob->cbf;
pkt1.iConditionBitFlag = mob->getCompositeCondition();
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
@ -442,6 +441,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
return;
}
// TODO abiilities
static void drainMobHP(Mob *mob, int amount) {
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
@ -553,9 +553,9 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
return;
}
// drain
// drain TODO abilities
if (self->skillStyle < 0 && (self->lastDrainTime == 0 || currTime - self->lastDrainTime >= 1000)
&& self->cbf & CSB_BIT_BOUNDINGBALL) {
&& self->hasBuff(ECSB_BOUNDINGBALL)) {
drainMobHP(self, self->maxHealth / 20); // lose 5% every second
self->lastDrainTime = currTime;
}
@ -564,27 +564,13 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
if (self->hp <= 0)
return;
// unbuffing
std::unordered_map<int32_t, time_t>::iterator it = self->unbuffTimes.begin();
while (it != self->unbuffTimes.end()) {
if (currTime >= it->second) {
self->cbf &= ~it->first;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = self->id;
pkt1.iConditionBitFlag = self->cbf;
NPCManager::sendToViewable(self, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
it = self->unbuffTimes.erase(it);
} else {
it++;
}
// tick buffs
for(auto buffEntry : self->buffs) {
buffEntry.second->combatTick(currTime);
}
// skip attack if stunned or asleep
if (self->cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
if (self->hasBuff(ECSB_STUN) || self->hasBuff(ECSB_MEZ)) {
self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
return;
}
@ -609,7 +595,7 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
self->nextAttack = 0;
// halve movement speed if snared
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
if (self->hasBuff(ECSB_DN_MOVE_SPEED))
self->speed /= 2;
int targetX = plr->x;
@ -715,7 +701,7 @@ void MobAI::roamingStep(CombatNPC* npc, time_t currTime) {
farY = std::clamp(farY, yStart, yStart + self->idleRange);
// halve movement speed if snared
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
if (self->hasBuff(ECSB_DN_MOVE_SPEED))
self->speed /= 2;
std::queue<Vec3> queue;
@ -788,7 +774,6 @@ void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) {
self->hp = self->maxHealth;
self->killedTime = 0;
self->nextAttack = 0;
self->cbf = 0;
// cast a return home heal spell, this is the right way(tm)
// TODO ABILITIES
@ -833,9 +818,8 @@ void MobAI::onDeath(CombatNPC* npc, EntityRef src) {
Mob* self = (Mob*)npc;
self->target = nullptr;
self->cbf = 0;
self->skillStyle = -1;
self->unbuffTimes.clear();
self->clearBuffs(true);
self->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
// check for the edge case where hitting the mob did not aggro it

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@ -21,8 +21,6 @@ namespace MobAI {
}
struct Mob : public CombatNPC {
// general
std::unordered_map<int32_t,time_t> unbuffTimes = {};
// dead
time_t killedTime = 0;
@ -71,8 +69,6 @@ struct Mob : public CombatNPC {
offsetX = 0;
offsetY = 0;
cbf = 0;
// NOTE: there appear to be discrepancies in the dump
hp = maxHealth;

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@ -69,52 +69,6 @@ void Nanos::addNano(CNSocket* sock, int16_t nanoID, int16_t slot, bool spendfm)
PlayerManager::sendToViewable(sock, resp2, P_FE2CL_REP_PC_CHANGE_LEVEL);
}
std::vector<ICombatant*> Nanos::applyNanoBuff(SkillData* skill, Player* plr) {
assert(skill->drainType == SkillDrainType::PASSIVE);
EntityRef self = PlayerManager::getSockFromID(plr->iID);
std::vector<ICombatant*> affected;
std::vector<EntityRef> targets;
if (skill->targetType == SkillTargetType::GROUP) {
targets = plr->getGroupMembers(); // group
}
else if(skill->targetType == SkillTargetType::SELF) {
targets.push_back(self); // self
} else {
std::cout << "[WARN] Passive skill with type " << skill->skillType << " has target type MOB" << std::endl;
}
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
int boost = Nanos::getNanoBoost(plr) ? 3 : 0;
int value = skill->values[0][boost];
BuffStack passiveBuff = {
1, // passive nano buffs refreshed every tick
value,
self,
BuffClass::NONE, // overwritten per target
};
for (EntityRef target : targets) {
Entity* entity = target.getEntity();
if (entity->kind != PLAYER && entity->kind != COMBAT_NPC && entity->kind != MOB)
continue; // not a combatant
passiveBuff.buffStackClass = target == self ? BuffClass::NANO : BuffClass::GROUP_NANO;
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
if(combatant->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
},
&passiveBuff)) affected.push_back(combatant);
}
return affected;
}
void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
resp.iActiveNanoSlotNum = slot;
@ -139,8 +93,10 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
if (slot != -1 && skill != nullptr && skill->drainType == SkillDrainType::PASSIVE) {
// passive buff effect
resp.eCSTB___Add = 1;
std::vector<ICombatant*> affectedCombatants = applyNanoBuff(skill, plr);
if(!affectedCombatants.empty()) Abilities::useNanoSkill(sock, nano, affectedCombatants);
ICombatant* src = dynamic_cast<ICombatant*>(plr);
int32_t targets[] = { plr->iID };
std::vector<ICombatant*> affectedCombatants = Abilities::matchTargets(src, skill, 1, targets);
Abilities::useNanoSkill(sock, skill, nano, affectedCombatants);
}
if (!silent) // silent nano death but only for the summoning player
@ -309,28 +265,19 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
return;
}
int16_t skillID = plr->Nanos[plr->activeNano].iSkillID;
sNano& nano = plr->Nanos[plr->activeNano];
int16_t skillID = nano.iSkillID;
SkillData* skillData = &Abilities::SkillTable[skillID];
DEBUGLOG(
std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
)
int boost = 0;
if (getNanoBoost(plr))
boost = 1;
ICombatant* plrCombatant = dynamic_cast<ICombatant*>(plr);
std::vector<ICombatant*> targetData = Abilities::matchTargets(plrCombatant, skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
Abilities::useNanoSkill(sock, skillData, nano, targetData);
plr->Nanos[plr->activeNano].iStamina -= Abilities::SkillTable[skillID].batteryUse[boost*3];
if (plr->Nanos[plr->activeNano].iStamina < 0)
plr->Nanos[plr->activeNano].iStamina = 0;
// TODO ABILITIES
std::vector<EntityRef> targetData = Abilities::matchTargets(skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
/*for (auto& pwr : Abilities::Powers)
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
pwr.handle(sock, targetData, nanoID, skillID, Abilities::SkillTable[skillID].durationTime[boost], Abilities::SkillTable[skillID].powerIntensity[boost]);*/
if (plr->Nanos[plr->activeNano].iStamina < 0)
if (plr->Nanos[plr->activeNano].iStamina <= 0)
summonNano(sock, -1);
}

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@ -26,5 +26,4 @@ namespace Nanos {
void summonNano(CNSocket* sock, int slot, bool silent = false);
int nanoStyle(int nanoID);
bool getNanoBoost(Player* plr);
std::vector<ICombatant*> applyNanoBuff(SkillData* skill, Player* plr);
}

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@ -93,6 +93,7 @@ struct Player : public Entity, public ICombatant {
virtual Buff* getBuff(int buffId) override;
virtual void removeBuff(int buffId) override;
virtual void removeBuff(int buffId, int buffClass) override;
virtual void clearBuffs(bool force) override;
virtual bool hasBuff(int buffId) override;
virtual int getCompositeCondition() override;
virtual int takeDamage(EntityRef src, int amt) override;

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@ -338,6 +338,14 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
delete lm;
}
void PlayerManager::sendToGroup(CNSocket* sock, void* buf, uint32_t type, size_t size) {
Player* plr = getPlayer(sock);
if (plr->group == nullptr)
return;
for(const EntityRef& ref : plr->group->filter(EntityKind::PLAYER))
ref.sock->sendPacket(buf, type, size);
}
void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
Player* plr = getPlayer(sock);
for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
@ -401,12 +409,11 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
if (!(plr->hasBuff(ECSB_PHOENIX)))
return; // sanity check
plr->Nanos[plr->activeNano].iStamina = 0;
// TODO ABILITIES
//Abilities::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
// fallthrough
case ePCRegenType::HereByPhoenixGroup: // revived by group member's nano
plr->HP = PC_MAXHEALTH(plr->level) / 2;
break;
default: // plain respawn
plr->HP = PC_MAXHEALTH(plr->level) / 2;
// fallthrough

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@ -33,6 +33,7 @@ namespace PlayerManager {
CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname);
WarpLocation *getRespawnPoint(Player *plr);
void sendToGroup(CNSocket *sock, void* buf, uint32_t type, size_t size);
void sendToViewable(CNSocket *sock, void* buf, uint32_t type, size_t size);
// TODO: unify this under the new Entity system

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@ -46,49 +46,8 @@ enum class ePCRegenType {
End
};
// nano powers
// nano power flags
enum {
EST_NONE = 0,
EST_DAMAGE = 1,
EST_HEAL_HP = 2,
EST_KNOCKDOWN = 3,
EST_SLEEP = 4,
EST_SNARE = 5,
EST_HEAL_STAMINA = 6,
EST_STAMINA_SELF = 7,
EST_STUN = 8,
EST_WEAPONSLOW = 9,
EST_JUMP = 10,
EST_RUN = 11,
EST_STEALTH = 12,
EST_SWIM = 13,
EST_MINIMAPENEMY = 14,
EST_MINIMAPTRESURE = 15,
EST_PHOENIX = 16,
EST_PROTECTBATTERY = 17,
EST_PROTECTINFECTION = 18,
EST_REWARDBLOB = 19,
EST_REWARDCASH = 20,
EST_BATTERYDRAIN = 21,
EST_CORRUPTIONATTACK = 22,
EST_INFECTIONDAMAGE = 23,
EST_KNOCKBACK = 24,
EST_FREEDOM = 25,
EST_PHOENIX_GROUP = 26,
EST_RECALL = 27,
EST_RECALL_GROUP = 28,
EST_RETROROCKET_SELF = 29,
EST_BLOODSUCKING = 30,
EST_BOUNDINGBALL = 31,
EST_INVULNERABLE = 32,
EST_NANOSTIMPAK = 33,
EST_RETURNHOMEHEAL = 34,
EST_BUFFHEAL = 35,
EST_EXTRABANK = 36,
EST__END = 37,
EST_CORRUPTIONATTACKWIN = 38,
EST_CORRUPTIONATTACKLOSE = 39,
ECSB_NONE = 0,
ECSB_UP_MOVE_SPEED = 1,
ECSB_UP_SWIM_SPEED = 2,