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Move eruption attacks to new system
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@ -6,6 +6,7 @@
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#include "PlayerManager.hpp"
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#include "Buffs.hpp"
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#include "Nanos.hpp"
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#include "MobAI.hpp"
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using namespace Abilities;
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@ -364,6 +365,12 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
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pkt->iSkillID = skillID;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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if(npc.kind == EntityKind::MOB) {
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Mob* mob = dynamic_cast<Mob*>(entity);
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pkt->iValue1 = mob->hitX;
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pkt->iValue2 = mob->hitY;
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pkt->iValue3 = mob->hitZ;
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}
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attachSkillResults(results, (uint8_t*)(pkt + 1));
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NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
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@ -346,7 +346,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
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if (mob->skillStyle == -2) { // eruption hit
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int skillID = (int)mob->data["m_iMegaType"];
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std::vector<int> targetData = {0, 0, 0, 0, 0};
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std::vector<ICombatant*> targets{};
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// find the players within range of eruption
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for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
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@ -359,23 +359,19 @@ static void useAbilities(Mob *mob, time_t currTime) {
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CNSocket *s = ref.sock;
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Player *plr = PlayerManager::getPlayer(s);
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if (plr->HP <= 0)
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if (!plr->isAlive())
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continue;
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int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
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if (distance < Abilities::SkillTable[skillID].effectArea) {
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targetData[0] += 1;
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targetData[targetData[0]] = plr->iID;
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if (targetData[0] > 3) // make sure not to have more than 4
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targets.push_back(plr);
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if (targets.size() > 3) // make sure not to have more than 4
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break;
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}
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}
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}
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// TODO ABILITIES
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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(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
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Abilities::useNPCSkill(mob->id, skillID, targets);
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mob->skillStyle = -3; // eruption cooldown
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mob->nextAttack = currTime + 1000;
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return;
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