Merge pull request #118 from JadeShrineMaiden/moblocomotion

Greased up enemies
This commit is contained in:
2020-09-27 20:02:52 +02:00
committed by GitHub
7 changed files with 86 additions and 15 deletions

View File

@@ -7,6 +7,13 @@
#include <cmath>
#include <assert.h>
#ifndef MIN
# define MIN(A,B) ((A)<(B)?(A):(B))
#endif
#ifndef MAX
# define MAX(A,B) ((A)>(B)?(A):(B))
#endif
std::map<int32_t, Mob*> MobManager::Mobs;
void MobManager::init() {
@@ -61,12 +68,19 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
}
Mob *mob = Mobs[pktdata[i]];
int damage = hitMob(sock, mob, 150);
std::pair<int,int> damage;
if (pkt->iNPCCnt > 1)
damage = getDamage(plr->groupDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
else
damage = getDamage(plr->pointDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
damage.first = hitMob(sock, mob, damage.first);
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iDamage = damage;
respdata[i].iDamage = damage.first;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iHitFlag = 2; // hitscan, not a rocket or a grenade
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
}
resp->iBatteryW = plr->batteryW;
@@ -94,15 +108,16 @@ void MobManager::npcAttackPc(Mob *mob) {
sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf;
sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
plr->HP += (int)mob->data["m_iPower"]; // already negative
auto damage = getDamage(440 + (int)mob->data["m_iPower"], plr->defense, false, 36 - (int)mob->data["m_iNpcLevel"]);
plr->HP -= damage.first;
pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
pkt->iPCCnt = 1;
atk->iID = plr->iID;
atk->iDamage = -(int)mob->data["m_iPower"];
atk->iDamage = damage.first;
atk->iHP = plr->HP;
atk->iHitFlag = 2;
atk->iHitFlag = damage.second;
mob->target->sendPacket((void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
PlayerManager::sendToViewable(mob->target, (void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
@@ -275,7 +290,7 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
// movement logic
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
return;
mob->nextMovement = currTime + (int)mob->data["m_iDelayTime"] * 100;
mob->nextMovement = currTime + 500;
int speed = mob->data["m_iRunSpeed"];
@@ -384,6 +399,11 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
void MobManager::retreatStep(Mob *mob, time_t currTime) {
// distance between spawn point and current location
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
return;
mob->nextMovement = currTime + 500;
int distance = hypot(mob->appearanceData.iX - mob->spawnX, mob->appearanceData.iY - mob->spawnY);
if (distance > mob->data["m_iIdleRange"]) {
@@ -456,13 +476,21 @@ void MobManager::step(CNServer *serv, time_t currTime) {
std::pair<int,int> MobManager::lerp(int x1, int y1, int x2, int y2, int speed) {
std::pair<int,int> ret = {};
speed /= 2;
int distance = hypot(x1 - x2, y1 - y2);
int lerps = distance / speed;
// interpolate only the first point
float frac = 1.0f / (lerps+1);
ret.first = (x1 * (1.0f - frac)) + (x2 * frac);
ret.second = (y1 * (1.0f - frac)) + (y2 * frac);
if (distance > speed) {
int lerps = distance / speed;
// interpolate only the first point
float frac = 1.0f / (lerps);
ret.first = (x1 + (x2 - x1) * frac);
ret.second = (y1 + (y2 - y1) * frac);
} else {
ret.first = x2;
ret.second = y2;
}
return ret;
}
@@ -572,3 +600,19 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
if (currTime - lastHealTime < 4000)
lastHealTime = currTime;
}
std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit, int crutchLevel) {
std::pair<int,int> ret = {};
int damage = (MAX(40, attackPower - defensePower) * (34 + crutchLevel) + MIN(attackPower, attackPower * attackPower / defensePower) * (36 - crutchLevel)) / 70;
ret.first = damage * (rand() % 40 + 80) / 100; // 20% variance
ret.second = 1;
if (shouldCrit && rand() % 20 == 0) {
ret.first *= 2; // critical hit
ret.second = 2;
}
return ret;
}