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Start moving passive power processing to playerTick
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398e9fddf8
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@ -38,7 +38,7 @@ std::vector<EntityRef> Abilities::matchTargets(SkillData* skill, int count, int3
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return targets;
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return targets;
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}
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}
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void Abilities::useAbility(SkillData* skill, EntityRef src, std::vector<EntityRef> targets) {
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void Abilities::applyAbility(SkillData* skill, EntityRef src, std::vector<EntityRef> targets) {
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for (EntityRef target : targets) {
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for (EntityRef target : targets) {
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Entity* entity = target.getEntity();
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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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if (entity->kind != PLAYER && entity->kind != COMBAT_NPC && entity->kind != MOB)
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@ -18,12 +18,17 @@ enum class SkillTargetType {
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GROUP = 3
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GROUP = 3
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};
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};
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enum class SkillDrainType {
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ACTIVE = 1,
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PASSIVE = 2
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};
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struct SkillData {
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struct SkillData {
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int skillType;
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int skillType;
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SkillEffectTarget effectTarget;
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SkillEffectTarget effectTarget;
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int effectType; // always 1?
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int effectType; // always 1?
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SkillTargetType targetType;
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SkillTargetType targetType;
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int batteryDrainType;
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SkillDrainType drainType;
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int effectArea;
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int effectArea;
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int batteryUse[4];
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int batteryUse[4];
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@ -686,15 +686,37 @@ static void playerTick(CNServer *serv, time_t currTime) {
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plr->healCooldown -= 4000;
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plr->healCooldown -= 4000;
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}
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}
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// nanos
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for (int i = 0; i < 3; i++) {
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for (int i = 0; i < 3; i++) {
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if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // spend stamina
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if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // tick active nano
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plr->Nanos[plr->activeNano].iStamina -= 1 + plr->nanoDrainRate / 5;
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sNano& nano = plr->Nanos[plr->activeNano];
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int drainRate = 0;
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if (plr->Nanos[plr->activeNano].iStamina <= 0)
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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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int boost = Nanos::getNanoBoost(plr);
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drainRate = skill->batteryUse[boost * 3];
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if (skill->drainType == SkillDrainType::PASSIVE) {
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// passive buff
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std::vector<EntityRef> targets;
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if (skill->targetType == SkillTargetType::GROUP && plr->group != nullptr)
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targets = plr->group->members; // group
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else if(skill->targetType == SkillTargetType::SELF)
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targets.push_back(sock); // self
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std::cout << "[SKILL] id " << nano.iSkillID << ", type " << skill->skillType << ", target " << (int)skill->targetType << std::endl;
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}
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}
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nano.iStamina -= 1 + drainRate / 5;
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if (nano.iStamina <= 0)
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Nanos::summonNano(sock, -1, true); // unsummon nano silently
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Nanos::summonNano(sock, -1, true); // unsummon nano silently
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transmit = true;
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transmit = true;
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} else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // regain stamina
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} else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // tick resting nano
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sNano& nano = plr->Nanos[plr->equippedNanos[i]];
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sNano& nano = plr->Nanos[plr->equippedNanos[i]];
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nano.iStamina += 1;
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nano.iStamina += 1;
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@ -18,7 +18,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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Player* plr = PlayerManager::getPlayer(sock);
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Player* plr = PlayerManager::getPlayer(sock);
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// TODO ABILITIES
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// TODO ABILITIES
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int bitFlag = plr->group->conditionBitFlag;
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//int bitFlag = plr->group->conditionBitFlag;
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int CBFlag = 0;// Abilities::applyBuff(sock, skillId, 1, 3, bitFlag);
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int CBFlag = 0;// Abilities::applyBuff(sock, skillId, 1, 3, bitFlag);
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size_t resplen;
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size_t resplen;
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@ -98,7 +98,7 @@ static void eggStep(CNServer* serv, time_t currTime) {
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int32_t CBFlag = it->first.second;
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int32_t CBFlag = it->first.second;
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Player* plr = PlayerManager::getPlayer(sock);
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Player* plr = PlayerManager::getPlayer(sock);
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int groupFlags = plr->group->conditionBitFlag;
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//int groupFlags = plr->group->conditionBitFlag;
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// TODO ABILITIES
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// TODO ABILITIES
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//for (auto& pwr : Abilities::Powers) {
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//for (auto& pwr : Abilities::Powers) {
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// if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff
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// if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff
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@ -153,7 +153,7 @@ static void joinGroup(CNSocket* sock, CNPacketData* data) {
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resp->iID_NewMember = plr->iID;
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resp->iID_NewMember = plr->iID;
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resp->iMemberPCCnt = players.size();
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resp->iMemberPCCnt = players.size();
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int bitFlag = otherPlr->group->conditionBitFlag;
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//int bitFlag = otherPlr->group->conditionBitFlag;
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for (int i = 0; i < players.size(); i++) {
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for (int i = 0; i < players.size(); i++) {
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Player* varPlr = PlayerManager::getPlayer(players[i].sock);
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Player* varPlr = PlayerManager::getPlayer(players[i].sock);
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@ -12,7 +12,6 @@ enum EntityKind;
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struct Group {
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struct Group {
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std::vector<EntityRef> members;
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std::vector<EntityRef> members;
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int8_t conditionCounters[32];
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std::vector<EntityRef> filter(EntityKind kind) {
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std::vector<EntityRef> filter(EntityKind kind) {
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std::vector<EntityRef> filtered;
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std::vector<EntityRef> filtered;
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@ -82,49 +82,14 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
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if (slot != -1 && plr->Nanos[nanoID].iSkillID == 0)
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if (slot != -1 && plr->Nanos[nanoID].iSkillID == 0)
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return; // prevent powerless nanos from summoning
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return; // prevent powerless nanos from summoning
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plr->nanoDrainRate = 0;
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int16_t skillID = plr->Nanos[plr->activeNano].iSkillID;
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SkillData* skillData = &Abilities::SkillTable[skillID];
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std::vector<EntityRef> targetData;
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// passive nano unbuffing
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if (skillData->batteryDrainType == 2) {
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targetData.push_back(sock); // self
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if (skillData->targetType == SkillTargetType::GROUP && plr->group != nullptr)
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targetData = plr->group->members; // whole group
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/* TODO ABILITIES */
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targetData.clear();
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}
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if (nanoID >= NANO_COUNT || nanoID < 0)
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if (nanoID >= NANO_COUNT || nanoID < 0)
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return; // sanity check
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return; // sanity check
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plr->activeNano = nanoID;
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plr->activeNano = nanoID;
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skillID = plr->Nanos[nanoID].iSkillID;
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skillData = &Abilities::SkillTable[skillID];
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// passive nano buffing
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int16_t skillID = plr->Nanos[nanoID].iSkillID;
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if (skillData->batteryDrainType == 2) {
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if (Abilities::SkillTable.count(skillID) > 0 && Abilities::SkillTable[skillID].drainType == SkillDrainType::PASSIVE)
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int boost = 0;
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resp.eCSTB___Add = 1; // passive buff effect
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if (getNanoBoost(plr))
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boost = 1;
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targetData.push_back(sock); // self
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if (skillData->targetType == SkillTargetType::GROUP && plr->group != nullptr)
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targetData = plr->group->members; // whole group
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// TODO ABILITIES
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//std::vector<int> targetData = Abilities::findTargets(plr, skillID);
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//for (auto& pwr : Abilities::Powers) {
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// if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
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// resp.eCSTB___Add = 1; // the part that makes nano go ZOOMAZOOM
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// plr->nanoDrainRate = Abilities::SkillTable[skillID].batteryUse[boost*3];
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// pwr.handle(sock, targetData, nanoID, skillID, 0, Abilities::SkillTable[skillID].powerIntensity[boost]);
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// }
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//}
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}
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if (!silent) // silent nano death but only for the summoning player
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if (!silent) // silent nano death but only for the summoning player
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sock->sendPacket(resp, P_FE2CL_REP_NANO_ACTIVE_SUCC);
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sock->sendPacket(resp, P_FE2CL_REP_NANO_ACTIVE_SUCC);
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@ -50,7 +50,6 @@ struct Player : public Entity, public ICombatant {
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bool inCombat = false;
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bool inCombat = false;
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bool onMonkey = false;
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bool onMonkey = false;
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int nanoDrainRate = 0;
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int healCooldown = 0;
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int healCooldown = 0;
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int pointDamage = 0;
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int pointDamage = 0;
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@ -474,8 +474,9 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
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resp2.PCRegenDataForOtherPC.iAngle = plr->angle;
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resp2.PCRegenDataForOtherPC.iAngle = plr->angle;
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if (plr->group != nullptr) {
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if (plr->group != nullptr) {
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int bitFlag = plr->group->conditionBitFlag;
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// TODO ABILITIES
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resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
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//int bitFlag = plr->group->conditionBitFlag;
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//resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
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resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
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resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
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resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState;
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resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState;
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