Start moving passive power processing to playerTick

This commit is contained in:
gsemaj 2022-05-18 21:30:53 -04:00
parent 398e9fddf8
commit 9982d9bdda
9 changed files with 42 additions and 51 deletions

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@ -38,7 +38,7 @@ std::vector<EntityRef> Abilities::matchTargets(SkillData* skill, int count, int3
return targets; return targets;
} }
void Abilities::useAbility(SkillData* skill, EntityRef src, std::vector<EntityRef> targets) { void Abilities::applyAbility(SkillData* skill, EntityRef src, std::vector<EntityRef> targets) {
for (EntityRef target : targets) { for (EntityRef target : targets) {
Entity* entity = target.getEntity(); Entity* entity = target.getEntity();
if (entity->kind != PLAYER && entity->kind != COMBAT_NPC && entity->kind != MOB) if (entity->kind != PLAYER && entity->kind != COMBAT_NPC && entity->kind != MOB)

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@ -18,12 +18,17 @@ enum class SkillTargetType {
GROUP = 3 GROUP = 3
}; };
enum class SkillDrainType {
ACTIVE = 1,
PASSIVE = 2
};
struct SkillData { struct SkillData {
int skillType; int skillType;
SkillEffectTarget effectTarget; SkillEffectTarget effectTarget;
int effectType; // always 1? int effectType; // always 1?
SkillTargetType targetType; SkillTargetType targetType;
int batteryDrainType; SkillDrainType drainType;
int effectArea; int effectArea;
int batteryUse[4]; int batteryUse[4];

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@ -686,15 +686,37 @@ static void playerTick(CNServer *serv, time_t currTime) {
plr->healCooldown -= 4000; plr->healCooldown -= 4000;
} }
// nanos
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // spend stamina if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // tick active nano
plr->Nanos[plr->activeNano].iStamina -= 1 + plr->nanoDrainRate / 5; sNano& nano = plr->Nanos[plr->activeNano];
int drainRate = 0;
if (plr->Nanos[plr->activeNano].iStamina <= 0) if (Abilities::SkillTable.find(nano.iSkillID) != Abilities::SkillTable.end()) {
// nano has skill data
SkillData* skill = &Abilities::SkillTable[nano.iSkillID];
int boost = Nanos::getNanoBoost(plr);
drainRate = skill->batteryUse[boost * 3];
if (skill->drainType == SkillDrainType::PASSIVE) {
// passive buff
std::vector<EntityRef> targets;
if (skill->targetType == SkillTargetType::GROUP && plr->group != nullptr)
targets = plr->group->members; // group
else if(skill->targetType == SkillTargetType::SELF)
targets.push_back(sock); // self
std::cout << "[SKILL] id " << nano.iSkillID << ", type " << skill->skillType << ", target " << (int)skill->targetType << std::endl;
}
}
nano.iStamina -= 1 + drainRate / 5;
if (nano.iStamina <= 0)
Nanos::summonNano(sock, -1, true); // unsummon nano silently Nanos::summonNano(sock, -1, true); // unsummon nano silently
transmit = true; transmit = true;
} else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // regain stamina } else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // tick resting nano
sNano& nano = plr->Nanos[plr->equippedNanos[i]]; sNano& nano = plr->Nanos[plr->equippedNanos[i]];
nano.iStamina += 1; nano.iStamina += 1;

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@ -18,7 +18,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
// TODO ABILITIES // TODO ABILITIES
int bitFlag = plr->group->conditionBitFlag; //int bitFlag = plr->group->conditionBitFlag;
int CBFlag = 0;// Abilities::applyBuff(sock, skillId, 1, 3, bitFlag); int CBFlag = 0;// Abilities::applyBuff(sock, skillId, 1, 3, bitFlag);
size_t resplen; size_t resplen;
@ -98,7 +98,7 @@ static void eggStep(CNServer* serv, time_t currTime) {
int32_t CBFlag = it->first.second; int32_t CBFlag = it->first.second;
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
int groupFlags = plr->group->conditionBitFlag; //int groupFlags = plr->group->conditionBitFlag;
// TODO ABILITIES // TODO ABILITIES
//for (auto& pwr : Abilities::Powers) { //for (auto& pwr : Abilities::Powers) {
// if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff // 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) {
resp->iID_NewMember = plr->iID; resp->iID_NewMember = plr->iID;
resp->iMemberPCCnt = players.size(); resp->iMemberPCCnt = players.size();
int bitFlag = otherPlr->group->conditionBitFlag; //int bitFlag = otherPlr->group->conditionBitFlag;
for (int i = 0; i < players.size(); i++) { for (int i = 0; i < players.size(); i++) {
Player* varPlr = PlayerManager::getPlayer(players[i].sock); Player* varPlr = PlayerManager::getPlayer(players[i].sock);

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@ -12,7 +12,6 @@ enum EntityKind;
struct Group { struct Group {
std::vector<EntityRef> members; std::vector<EntityRef> members;
int8_t conditionCounters[32];
std::vector<EntityRef> filter(EntityKind kind) { std::vector<EntityRef> filter(EntityKind kind) {
std::vector<EntityRef> filtered; std::vector<EntityRef> filtered;

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@ -82,49 +82,14 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
if (slot != -1 && plr->Nanos[nanoID].iSkillID == 0) if (slot != -1 && plr->Nanos[nanoID].iSkillID == 0)
return; // prevent powerless nanos from summoning return; // prevent powerless nanos from summoning
plr->nanoDrainRate = 0;
int16_t skillID = plr->Nanos[plr->activeNano].iSkillID;
SkillData* skillData = &Abilities::SkillTable[skillID];
std::vector<EntityRef> targetData;
// passive nano unbuffing
if (skillData->batteryDrainType == 2) {
targetData.push_back(sock); // self
if (skillData->targetType == SkillTargetType::GROUP && plr->group != nullptr)
targetData = plr->group->members; // whole group
/* TODO ABILITIES */
targetData.clear();
}
if (nanoID >= NANO_COUNT || nanoID < 0) if (nanoID >= NANO_COUNT || nanoID < 0)
return; // sanity check return; // sanity check
plr->activeNano = nanoID; plr->activeNano = nanoID;
skillID = plr->Nanos[nanoID].iSkillID;
skillData = &Abilities::SkillTable[skillID];
// passive nano buffing int16_t skillID = plr->Nanos[nanoID].iSkillID;
if (skillData->batteryDrainType == 2) { if (Abilities::SkillTable.count(skillID) > 0 && Abilities::SkillTable[skillID].drainType == SkillDrainType::PASSIVE)
int boost = 0; resp.eCSTB___Add = 1; // passive buff effect
if (getNanoBoost(plr))
boost = 1;
targetData.push_back(sock); // self
if (skillData->targetType == SkillTargetType::GROUP && plr->group != nullptr)
targetData = plr->group->members; // whole group
// TODO ABILITIES
//std::vector<int> targetData = Abilities::findTargets(plr, skillID);
//for (auto& pwr : Abilities::Powers) {
// if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
// resp.eCSTB___Add = 1; // the part that makes nano go ZOOMAZOOM
// plr->nanoDrainRate = Abilities::SkillTable[skillID].batteryUse[boost*3];
// pwr.handle(sock, targetData, nanoID, skillID, 0, Abilities::SkillTable[skillID].powerIntensity[boost]);
// }
//}
}
if (!silent) // silent nano death but only for the summoning player if (!silent) // silent nano death but only for the summoning player
sock->sendPacket(resp, P_FE2CL_REP_NANO_ACTIVE_SUCC); sock->sendPacket(resp, P_FE2CL_REP_NANO_ACTIVE_SUCC);

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@ -50,7 +50,6 @@ struct Player : public Entity, public ICombatant {
bool inCombat = false; bool inCombat = false;
bool onMonkey = false; bool onMonkey = false;
int nanoDrainRate = 0;
int healCooldown = 0; int healCooldown = 0;
int pointDamage = 0; int pointDamage = 0;

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@ -474,8 +474,9 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
resp2.PCRegenDataForOtherPC.iAngle = plr->angle; resp2.PCRegenDataForOtherPC.iAngle = plr->angle;
if (plr->group != nullptr) { if (plr->group != nullptr) {
int bitFlag = plr->group->conditionBitFlag; // TODO ABILITIES
resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag; //int bitFlag = plr->group->conditionBitFlag;
//resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState; resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState; resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState;