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New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff objects that get composited to a bitflag on-the-fly. Buff objects can have callbacks for application, expiration, and tick, making them pretty flexible. Scripting languages can eventually use these for custom behavior, too. TODO: - Get rid of bitflag in BaseNPC - Apply buffs from passive nano powers - Apply buffs from active nano powers - Move eggs to new system - ???
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@@ -7,6 +7,10 @@
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#include <vector>
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/* forward declaration(s) */
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class Buff;
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struct BuffStack;
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#define ACTIVE_MISSION_COUNT 6
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#define PC_MAXHEALTH(level) (925 + 75 * (level))
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@@ -32,9 +36,8 @@ struct Player : public Entity, public ICombatant {
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int8_t iPCState = 0;
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int32_t iWarpLocationFlag = 0;
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int64_t aSkywayLocationFlag[2] = {};
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int32_t iConditionBitFlag = 0;
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int32_t iSelfConditionBitFlag = 0;
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int8_t iSpecialState = 0;
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std::unordered_map<int, Buff*> buffs = {};
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int angle = 0;
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int lastX = 0, lastY = 0, lastZ = 0, lastAngle = 0;
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@@ -86,6 +89,11 @@ struct Player : public Entity, public ICombatant {
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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virtual void addBuff(BuffStack* buff) override;
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virtual BuffStack* getBuff(int buffId) override;
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virtual void removeBuff(int buffId) override;
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virtual bool hasBuff(int buffId) override;
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virtual int getCompositeCondition() override;
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virtual int takeDamage(EntityRef src, int amt) override;
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virtual void heal(EntityRef src, int amt) override;
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virtual bool isAlive() override;
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