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