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