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Reuse useNanoSkill
codepath for passive powers
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9394825d41
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@ -57,6 +57,23 @@ static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombat
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}
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static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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BuffStack passiveBuff = {
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skill->drainType == SkillDrainType::PASSIVE ? 1 : skill->durationTime[power], // ticks
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skill->values[0][power], // value
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source->getRef(), // source
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source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
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};
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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if(!target->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)) return SkillResult(); // no result if already buffed
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sSkillResult_Buff result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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@ -206,14 +223,16 @@ void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std:
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if (Nanos::getNanoBoost(plr))
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boost = 3;
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nano.iStamina -= skill->batteryUse[boost];
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if (nano.iStamina < 0)
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nano.iStamina = 0;
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if(skill->drainType == SkillDrainType::ACTIVE) {
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nano.iStamina -= skill->batteryUse[boost];
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if (nano.iStamina <= 0)
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nano.iStamina = 0;
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}
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std::vector<SkillResult> results = handleSkill(skill, boost, plr, affected);
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size_t resultSize = 0; // guaranteed to be the same for every item
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if (!results.empty()) resultSize = results.back().size;
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if(results.empty()) return; // no effect; no need for confirmation packets
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size_t resultSize = results.back().size; // guaranteed to be the same for every item
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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), resultSize)) {
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std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
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return;
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@ -241,9 +260,6 @@ void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std:
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PlayerManager::sendToGroup(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
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else
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PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
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if (nano.iStamina <= 0)
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Nanos::summonNano(sock, -1);
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}
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void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*> affected) {
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@ -293,14 +309,8 @@ static std::vector<ICombatant*> entityRefsToCombatants(std::vector<EntityRef> re
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std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* skill, int count, int32_t *ids) {
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if(skill->targetType == SkillTargetType::GROUP) {
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// group
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if(count != 1 || ids[0] != src->getID()) {
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std::cout << "[WARN] skill: bad group targeting (id " << ids[0] << ")\n";
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return {};
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}
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if(skill->targetType == SkillTargetType::GROUP)
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return entityRefsToCombatants(src->getGroupMembers());
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}
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// this check *has* to happen after the group check above due to cases like group recall that use both
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if(skill->effectTarget == SkillEffectTarget::SELF)
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@ -393,6 +403,8 @@ int Abilities::getCSTBFromST(SkillType skillType) {
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case SkillType::NANOSTIMPAK:
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result = ECSB_STIMPAKSLOT1;
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break;
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default:
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break;
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}
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return result;
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}
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@ -874,9 +874,12 @@ 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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@ -69,43 +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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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 passive skills, using just the player as a target is fine
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// this is because the group skill type will ignore the count,
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// and the other option is single-target
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std::vector<ICombatant*> targets = Abilities::matchTargets(dynamic_cast<ICombatant*>(plr), skill, 1, &plr->iID);
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std::vector<ICombatant*> affected;
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for (ICombatant* target : targets) {
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passiveBuff.buffStackClass = target == plr ? BuffClass::NANO : BuffClass::GROUP_NANO;
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if(target->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(target);
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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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@ -130,8 +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, skill, 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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@ -312,7 +277,7 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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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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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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@ -26,5 +26,4 @@ namespace Nanos {
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void summonNano(CNSocket* sock, int slot, bool silent = false);
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int nanoStyle(int nanoID);
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bool getNanoBoost(Player* plr);
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std::vector<ICombatant*> applyNanoBuff(SkillData* skill, Player* plr);
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}
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