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[refactor] Active power handling
This commit is contained in:
parent
4ece1bb89b
commit
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@ -5,8 +5,6 @@
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#include "Buffs.hpp"
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#include "Nanos.hpp"
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#include <assert.h>
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using namespace Abilities;
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std::map<int32_t, SkillData> Abilities::SkillTable;
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@ -35,7 +33,8 @@ 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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@ -46,16 +45,67 @@ static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* so
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}
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static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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// TODO abilities
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// take aggro
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target->takeDamage(source->getRef(), 0);
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int duration = 0;
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int strength = 0;
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bool blocked = target->hasBuff(ECSB_FREEDOM);
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if(!blocked) {
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duration = skill->durationTime[power];
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strength = skill->values[0][power];
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BuffStack debuff = {
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duration, // ticks
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strength, // value
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source->getRef(), // source
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BuffClass::NANO, // buff class
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};
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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target->addBuff(timeBuffId,
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[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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Buffs::timeBuffUpdate(self, buff, status, stack);
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},
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[](EntityRef self, Buff* buff, time_t currTime) {
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// no-op
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},
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&debuff);
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}
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sSkillResult_Damage_N_Debuff result{};
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result.iDamage = duration / 10; // we use the duration as the damage number (why?)
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result.iHP = target->getCurrentHP();
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.bProtected = false;
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result.bProtected = blocked;
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result.iConditionBitFlag = target->getCompositeCondition();
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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}
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static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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// TODO abilities
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return SkillResult();
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}
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static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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int duration = skill->durationTime[power];
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int strength = skill->values[0][power];
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BuffStack passiveBuff = {
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skill->drainType == SkillDrainType::PASSIVE ? 1 : duration, // ticks
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strength, // value
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source->getRef(), // source
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source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
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};
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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if(!target->addBuff(timeBuffId,
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[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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Buffs::timeBuffUpdate(self, buff, status, stack);
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},
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[](EntityRef self, Buff* buff, time_t currTime) {
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// no-op
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},
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&passiveBuff)) return SkillResult(); // no result if already buffed
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sSkillResult_Buff result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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@ -96,7 +146,13 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
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static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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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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if(source == target) {
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// no trailing struct for self
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PlayerManager::sendPlayerTo(target->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
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return SkillResult();
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}
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sSkillResult_Move result{};
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result.eCT = target->getCharType();
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@ -118,63 +174,70 @@ static SkillResult handleSkillResurrect(SkillData* skill, int power, ICombatant*
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#pragma endregion
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static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombatant* src, std::vector<ICombatant*> targets) {
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size_t resultSize = 0;
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SkillResult (*skillHandler)(SkillData*, int, ICombatant*, ICombatant*) = nullptr;
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std::vector<SkillResult> results;
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switch(skill->skillType)
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{
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case EST_DAMAGE:
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resultSize = sizeof(sSkillResult_Damage);
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case SkillType::DAMAGE:
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skillHandler = handleSkillDamage;
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break;
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case EST_HEAL_HP:
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case EST_RETURNHOMEHEAL:
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resultSize = sizeof(sSkillResult_Heal_HP);
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case SkillType::HEAL_HP:
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case SkillType::RETURNHOMEHEAL:
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skillHandler = handleSkillHealHP;
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break;
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case EST_JUMP:
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case EST_RUN:
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case EST_FREEDOM:
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case EST_PHOENIX:
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case EST_INVULNERABLE:
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case EST_MINIMAPENEMY:
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case EST_MINIMAPTRESURE:
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case EST_NANOSTIMPAK:
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case EST_PROTECTBATTERY:
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case EST_PROTECTINFECTION:
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case EST_REWARDBLOB:
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case EST_REWARDCASH:
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case EST_STAMINA_SELF:
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case EST_STEALTH:
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resultSize = sizeof(sSkillResult_Buff);
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case SkillType::KNOCKDOWN:
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case SkillType::SLEEP:
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case SkillType::SNARE:
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case SkillType::STUN:
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skillHandler = handleSkillDamageNDebuff;
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break;
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case SkillType::JUMP:
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case SkillType::RUN:
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case SkillType::STEALTH:
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case SkillType::MINIMAPENEMY:
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case SkillType::MINIMAPTRESURE:
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case SkillType::PHOENIX:
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case SkillType::PROTECTBATTERY:
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case SkillType::PROTECTINFECTION:
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case SkillType::REWARDBLOB:
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case SkillType::REWARDCASH:
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// case SkillType::INFECTIONDAMAGE:
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case SkillType::FREEDOM:
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case SkillType::BOUNDINGBALL:
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case SkillType::INVULNERABLE:
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case SkillType::STAMINA_SELF:
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case SkillType::NANOSTIMPAK:
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case SkillType::BUFFHEAL:
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skillHandler = handleSkillBuff;
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break;
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case EST_BATTERYDRAIN:
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resultSize = sizeof(sSkillResult_BatteryDrain);
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skillHandler = handleSkillBatteryDrain;
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case SkillType::BLOODSUCKING:
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skillHandler = handleSkillLeech;
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break;
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case EST_RECALL:
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case EST_RECALL_GROUP:
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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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resultSize = sizeof(sSkillResult_Resurrect);
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case SkillType::RETROROCKET_SELF:
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// no-op
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return results;
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case SkillType::PHOENIX_GROUP:
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skillHandler = handleSkillResurrect;
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break;
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case SkillType::RECALL:
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case SkillType::RECALL_GROUP:
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skillHandler = handleSkillMove;
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break;
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case SkillType::BATTERYDRAIN:
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skillHandler = handleSkillBatteryDrain;
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break;
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default:
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std::cout << "[WARN] Unhandled skill type " << skill->skillType << std::endl;
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std::cout << "[WARN] Unhandled skill type " << (int)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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SkillResult result = skillHandler(skill, power, src != nullptr ? src : target, target);
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if(result.size == 0) continue; // skill not applicable
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if(result.size != resultSize) {
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std::cout << "[WARN] bad skill result size for " << skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
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if(result.size > MAX_SKILLRESULT_SIZE) {
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std::cout << "[WARN] bad skill result size for " << (int)skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
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continue;
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}
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results.push_back(result);
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@ -182,30 +245,42 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
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return results;
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}
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static void attachSkillResults(std::vector<SkillResult> results, size_t resultSize, uint8_t* pivot) {
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static void attachSkillResults(std::vector<SkillResult> results, uint8_t* pivot) {
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for(SkillResult& result : results) {
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memcpy(pivot, result.payload, resultSize);
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pivot += resultSize;
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size_t sz = result.size;
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memcpy(pivot, result.payload, sz);
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pivot += sz;
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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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ICombatant* combatant = dynamic_cast<ICombatant*>(plr);
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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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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), resultSize)) {
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if(skill->drainType == SkillDrainType::ACTIVE) {
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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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}
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std::vector<SkillResult> results = handleSkill(skill, boost, combatant, affected);
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if(results.empty()) return; // no effect; no need for confirmation packets
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// lazy validation since skill results might be different sizes
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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), MAX_SKILLRESULT_SIZE)) {
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std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
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return;
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}
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + results.size() * resultSize;
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size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC);
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for(SkillResult& sr : results)
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resplen += sr.size;
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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@ -215,12 +290,17 @@ void Abilities::useNanoSkill(CNSocket* sock, sNano& nano, std::vector<ICombatant
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pkt->iSkillID = nano.iSkillID;
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pkt->iNanoStamina = nano.iStamina;
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pkt->bNanoDeactive = nano.iStamina <= 0;
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pkt->eST = skill->skillType;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
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attachSkillResults(results, (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(skill->skillType == SkillType::RECALL_GROUP)
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// group recall packet is sent only to group members
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PlayerManager::sendToGroup(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
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else
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PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
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}
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void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*> affected) {
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@ -235,43 +315,73 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
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SkillData* skill = &SkillTable[skillID];
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std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
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size_t resultSize = results.back().size; // guaranteed to be the same for every item
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if(results.empty()) return; // no effect; no need for confirmation packets
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if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), resultSize)) {
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// lazy validation since skill results might be different sizes
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if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), MAX_SKILLRESULT_SIZE)) {
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std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n";
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return;
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}
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + results.size() * resultSize;
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT);
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for(SkillResult& sr : results)
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resplen += sr.size;
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
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pkt->iNPC_ID = npc.id;
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pkt->iSkillID = skillID;
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pkt->eST = skill->skillType;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
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attachSkillResults(results, (uint8_t*)(pkt + 1));
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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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static std::vector<ICombatant*> entityRefsToCombatants(std::vector<EntityRef> refs) {
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std::vector<ICombatant*> combatants;
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for(EntityRef ref : refs) {
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if(ref.kind == EntityKind::PLAYER)
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combatants.push_back(dynamic_cast<ICombatant*>(PlayerManager::getPlayer(ref.sock)));
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else if(ref.kind == EntityKind::COMBAT_NPC || ref.kind == EntityKind::MOB)
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combatants.push_back(dynamic_cast<ICombatant*>(ref.getEntity()));
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}
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return combatants;
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}
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std::vector<EntityRef> targets;
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std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* skill, int count, int32_t *ids) {
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if(skill->targetType == SkillTargetType::GROUP)
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return entityRefsToCombatants(src->getGroupMembers());
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// this check *has* to happen after the group check above due to cases like group recall that use both
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if(skill->effectTarget == SkillEffectTarget::SELF)
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return {src}; // client sends 0 targets for certain self-targeting skills (recall)
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// individuals
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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::PLAYERS) {
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// player
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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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@ -279,64 +389,66 @@ std::vector<EntityRef> Abilities::matchTargets(SkillData* skill, int count, int3
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}
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/* ripped from client (enums emplaced) */
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int Abilities::getCSTBFromST(int eSkillType) {
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int Abilities::getCSTBFromST(SkillType skillType) {
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int result = 0;
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switch (eSkillType)
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switch (skillType)
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{
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case EST_RUN:
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case SkillType::RUN:
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result = ECSB_UP_MOVE_SPEED;
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break;
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case EST_JUMP:
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case SkillType::JUMP:
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result = ECSB_UP_JUMP_HEIGHT;
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break;
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case EST_STEALTH:
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case SkillType::STEALTH:
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result = ECSB_UP_STEALTH;
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break;
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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;
|
||||
}
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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));
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
|
@ -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.
|
||||
*/
|
||||
|
@ -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;
|
||||
|
@ -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);
|
||||
};
|
||||
|
@ -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;
|
||||
|
@ -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
|
||||
|
@ -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;
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -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;
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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,
|
||||
|
Loading…
Reference in New Issue
Block a user