Mob movement smoothening + Bugfixes

* Mobs now move at a tickrate per second of 2 as opposed to less than 1 before.
* How lerping works was changed slightly, mobs are bumped down to half the speed to account for the higher tickrate.
* Damage formula was altered to more closely match the OG game.
This commit is contained in:
Jade 2020-09-27 03:28:06 +01:00
parent 4fea2ae896
commit a5d3160588
2 changed files with 34 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() {
@ -64,9 +71,9 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
std::pair<int,int> damage;
if (pkt->iNPCCnt > 1)
damage = getDamage(plr->groupDamage, (int)mob->data["m_iProtection"], true);
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);
damage = getDamage(plr->pointDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
damage.first = hitMob(sock, mob, damage.first);
@ -100,7 +107,7 @@ 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));
auto damage = getDamage(440 + (int)mob->data["m_iPower"], plr->defense, false);
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;
@ -280,7 +287,7 @@ 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"];
@ -386,6 +393,11 @@ 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"]) {
@ -458,13 +470,21 @@ 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;
}
@ -573,19 +593,18 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
}
}
std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit) {
std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit, int crutchLevel) {
std::pair<int,int> ret = {};
int damage = attackPower * (rand() % 40 + 80) / 100; // 20% variance
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) {
damage *= 2; // critical hit
ret.first *= 2; // critical hit
ret.second = 2;
}
ret.first = std::max(std::min(damage, damage * damage / defensePower / 4), std::min(damage * damage / defensePower / 2, damage - defensePower));
return ret;
}

View File

@ -104,5 +104,5 @@ namespace MobManager {
void killMob(CNSocket *sock, Mob *mob);
void giveReward(CNSocket *sock);
std::pair<int,int> lerp(int, int, int, int, int);
std::pair<int,int> getDamage(int, int, bool);
std::pair<int,int> getDamage(int, int, bool, int);
}