mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
Various bugfixes and adjustments
* Nano missions should now stop repeating. * Bitwise operators are now used to handle buff/debuff bitfields. * Changing nano powers will no longer grant you infinite buffs. * Mobs now heal up client-side after retreating, this comes with candy effect being played however. * Lower level mobs now hit harder. * Nanos drain stamina quicker when they grant passive powers. * Healing, damage and leech powers scale up with your level. * Player on player damage now accounts for damage and armor.
This commit is contained in:
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3f35d2e960
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ab990116a2
@ -167,11 +167,8 @@ bool MissionManager::endTask(CNSocket *sock, int32_t taskNum) {
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saveMission(plr, (int)(task["m_iHMissionID"])-1);
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// if it's a nano mission, reward the nano.
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if (task["m_iSTNanoID"] != 0) {
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if (task["m_iSTNanoID"] != 0)
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NanoManager::addNano(sock, task["m_iSTNanoID"], 0, true);
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// check if the player already has enough fm for the next mission
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updateFusionMatter(sock, 0);
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}
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// remove current mission
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plr->CurrentMissionID = 0;
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@ -114,7 +114,7 @@ void MobManager::npcAttackPc(Mob *mob) {
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sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf;
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sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
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auto damage = getDamage(440 + (int)mob->data["m_iPower"], plr->defense, false, 36 - (int)mob->data["m_iNpcLevel"]);
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auto damage = getDamage(470 + (int)mob->data["m_iPower"], plr->defense, false, 1);
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plr->HP -= damage.first;
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pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
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@ -443,6 +443,11 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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mob->killedTime = 0;
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mob->nextAttack = 0;
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mob->appearanceData.iConditionBitFlag = 0;
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//INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
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//enterData.NPCAppearanceData = mob->appearanceData;
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//NPCManager::sendToViewable(mob, &enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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resendMobHP(mob);
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}
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}
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@ -489,19 +494,21 @@ void MobManager::step(CNServer *serv, time_t currTime) {
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* only returns the first step, since the rest will need to be recalculated anyway if chasing player.
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*/
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std::pair<int,int> MobManager::lerp(int x1, int y1, int x2, int y2, int speed) {
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std::pair<int,int> ret = {};
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std::pair<int,int> ret = {x1, y1};
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speed /= 2;
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if (speed == 0)
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return ret;
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int distance = hypot(x1 - x2, y1 - y2);
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if (distance > speed) {
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if (speed == 0)
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speed = 1;
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int lerps = distance / speed;
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// interpolate only the first point
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float frac = 1.0f / (lerps);
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float frac = 1.0f / lerps;
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ret.first = (x1 + (x2 - x1) * frac);
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ret.second = (y1 + (y2 - y1) * frac);
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@ -579,15 +586,11 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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// fm patch/lake damage
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if (plr->dotDamage)
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dealGooDamage(sock, 150);
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// a somewhat hacky way tick goo damage faster than heal, but eh
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if (currTime - lastHealTime < 4000)
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continue;
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dealGooDamage(sock, PC_MAXHEALTH(plr->level) * 3 / 20);
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// heal
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if (!plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) {
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plr->HP += 200;
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if (currTime - lastHealTime >= 6000 && !plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) {
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plr->HP += PC_MAXHEALTH(plr->level) / 5;
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if (plr->HP > PC_MAXHEALTH(plr->level))
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plr->HP = PC_MAXHEALTH(plr->level);
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transmit = true;
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@ -595,7 +598,10 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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for (int i = 0; i < 3; i++) {
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if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // spend stamina
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plr->Nanos[plr->activeNano].iStamina -= 3;
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plr->Nanos[plr->activeNano].iStamina -= 1;
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if (plr->passiveNanoOut)
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plr->Nanos[plr->activeNano].iStamina -= 1;
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if (plr->Nanos[plr->activeNano].iStamina < 0)
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plr->activeNano = 0;
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@ -603,7 +609,7 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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transmit = true;
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} else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // regain stamina
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sNano& nano = plr->Nanos[plr->equippedNanos[i]];
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nano.iStamina += 3;
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nano.iStamina += 1;
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if (nano.iStamina > 150)
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nano.iStamina = 150;
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@ -627,7 +633,7 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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}
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// if this was a heal tick, update the counter outside of the loop
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if (currTime - lastHealTime < 4000)
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if (currTime - lastHealTime >= 6000)
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lastHealTime = currTime;
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}
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@ -694,14 +700,21 @@ void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
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std::cout << "[WARN] pcAttackChars: player ID not found" << std::endl;
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return;
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}
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std::pair<int,int> damage;
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if (pkt->iTargetCnt > 1)
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damage = getDamage(plr->groupDamage, target->defense, true, 1);
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else
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damage = getDamage(plr->pointDamage, target->defense, true, 1);
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target->HP -= 700;
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target->HP -= damage.first;
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respdata[i].eCT = pktdata[i*2+1];
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respdata[i].iID = target->iID;
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respdata[i].iDamage = 700;
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respdata[i].iDamage = damage.first;
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respdata[i].iHP = target->HP;
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respdata[i].iHitFlag = 2; // hitscan, not a rocket or a grenade
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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} else { // eCT == 4; attack mob
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if (Mobs.find(pktdata[i*2]) == Mobs.end()) {
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// not sure how to best handle this
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@ -738,3 +751,25 @@ void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
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// send to other players
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PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_CHARs, resplen);
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}
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void MobManager::resendMobHP(Mob *mob) {
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size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Heal_HP);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
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sSkillResult_Heal_HP *heal = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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pkt->iID = mob->appearanceData.iNPC_ID;
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pkt->eCT = 4; // mob
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pkt->iTB_ID = ECSB_HEAL; // sSkillResult_Heal_HP
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heal->eCT = 4;
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heal->iID = mob->appearanceData.iNPC_ID;
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heal->iHealHP = 0;
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heal->iHP = mob->appearanceData.iHP;
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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}
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@ -107,4 +107,5 @@ namespace MobManager {
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std::pair<int,int> getDamage(int, int, bool, int);
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void pcAttackChars(CNSocket *sock, CNPacketData *data);
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void resendMobHP(Mob *mob);
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}
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@ -230,8 +230,10 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot, bool spe
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* Note the use of the not-yet-incremented plr->level as opposed to level.
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* Doing it the other way always leaves the FM at 0. Jade totally called it.
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*/
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plr->level = level;
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if (spendfm)
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MissionManager::updateFusionMatter(sock, -(int)MissionManager::AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"]);
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MissionManager::updateFusionMatter(sock, -(int)MissionManager::AvatarGrowth[plr->level-1]["m_iReqBlob_NanoCreate"]);
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// Send to client
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INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp);
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@ -241,10 +243,11 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot, bool spe
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resp.iPC_Level = level;
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resp.iPC_FusionMatter = plr->fusionmatter;
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if (plr->activeNano > 0 && plr->activeNano == nanoId)
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summonNano(sock, -1); // just unsummon the nano to prevent infinite buffs
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// Update player
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plr->Nanos[nanoId] = resp.Nano;
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plr->level = level;
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plr->iConditionBitFlag = 0;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC));
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@ -281,8 +284,10 @@ void NanoManager::summonNano(CNSocket *sock, int slot) {
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if (plr->activeNano > 0)
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for (auto& pwr : PassivePowers)
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if (pwr.powers.count(plr->Nanos[plr->activeNano].iSkillID)) // std::set's contains method is C++20 only...
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if (pwr.powers.count(plr->Nanos[plr->activeNano].iSkillID)) { // std::set's contains method is C++20 only...
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nanoUnbuff(sock, pwr.iCBFlag, pwr.eCharStatusTimeBuffID, pwr.iValue);
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plr->passiveNanoOut = false;
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}
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sNano nano = plr->Nanos[nanoId];
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skillId = nano.iSkillID;
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@ -294,6 +299,7 @@ void NanoManager::summonNano(CNSocket *sock, int slot) {
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if (pwr.powers.count(skillId)) { // std::set's contains method is C++20 only...
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resp.eCSTB___Add = 1;
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nanoBuff(sock, nanoId, skillId, pwr.eSkillType, pwr.iCBFlag, pwr.eCharStatusTimeBuffID, pwr.iValue);
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plr->passiveNanoOut = true;
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}
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} else
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plr->activeNano = 0;
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@ -325,6 +331,9 @@ void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId)
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if (plr == nullptr)
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return;
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if (plr->activeNano > 0 && plr->activeNano == nanoId)
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summonNano(sock, -1); // just unsummon the nano to prevent infinite buffs
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sNano nano = plr->Nanos[nanoId];
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nano.iSkillID = skillId;
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@ -417,16 +426,18 @@ bool doHeal(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *respdata, in
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// player not found
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if (plr == nullptr)
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return false;
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if (plr->HP + amount > PC_MAXHEALTH(plr->level))
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int healedAmount = PC_MAXHEALTH(plr->level) * amount / 100;
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plr->HP += healedAmount;
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if (plr->HP > PC_MAXHEALTH(plr->level))
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plr->HP = PC_MAXHEALTH(plr->level);
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else
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plr->HP += amount;
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respdata[i].eCT = 1;
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respdata[i].iID = plr->iID;
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respdata[i].iHP = plr->HP;
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respdata[i].iHealHP = amount;
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respdata[i].iHealHP = healedAmount;
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std::cout << (int)plr->iID << " was healed" << std::endl;
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@ -441,7 +452,12 @@ bool doDamage(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage *respdata, i
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}
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Mob* mob = MobManager::Mobs[pktdata[i]];
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int damage = MobManager::hitMob(sock, mob, amount);
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Player *plr = PlayerManager::getPlayer(sock);
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if (plr == nullptr)
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return false;
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int damage = MobManager::hitMob(sock, mob, PC_MAXHEALTH(plr->level) * amount / 100);
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respdata[i].eCT = 4;
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respdata[i].iDamage = damage;
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@ -474,15 +490,17 @@ bool doLeech(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *healdata, i
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if (plr == nullptr)
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return false;
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if (plr->HP + amount > PC_MAXHEALTH(plr->level))
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int healedAmount = PC_MAXHEALTH(plr->level) * amount / 100;
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plr->HP += healedAmount;
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if (plr->HP > PC_MAXHEALTH(plr->level))
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plr->HP = PC_MAXHEALTH(plr->level);
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else
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plr->HP += amount;
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healdata->eCT = 1;
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healdata->iID = plr->iID;
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healdata->iHP = plr->HP;
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healdata->iHealHP = amount;
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healdata->iHealHP = healedAmount;
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if (MobManager::Mobs.find(pktdata[i]) == MobManager::Mobs.end()) {
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// not sure how to best handle this
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@ -491,7 +509,7 @@ bool doLeech(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *healdata, i
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}
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Mob* mob = MobManager::Mobs[pktdata[i]];
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int damage = MobManager::hitMob(sock, mob, amount);
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int damage = MobManager::hitMob(sock, mob, PC_MAXHEALTH(plr->level) * amount / 100);
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damagedata->eCT = 4;
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damagedata->iDamage = damage;
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@ -567,13 +585,13 @@ void activePower(CNSocket *sock, CNPacketData *data,
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// active nano power dispatch table
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std::vector<ActivePower> ActivePowers = {
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ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 0),
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ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 333),
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ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 25),
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// TODO: Recall
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ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 0),
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ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 0),
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ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 133),
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ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 12),
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// TODO: GroupRevive
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ActivePower(LeechPowers, activePower<sSkillResult_Heal_HP, doLeech, true>, EST_BLOODSUCKING, CSB_BIT_NONE, 133),
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ActivePower(LeechPowers, activePower<sSkillResult_Heal_HP, doLeech, true>, EST_BLOODSUCKING, CSB_BIT_NONE, 18),
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ActivePower(SleepPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SLEEP, CSB_BIT_MEZ, 0),
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};
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@ -610,7 +628,8 @@ void NanoManager::nanoBuff(CNSocket* sock, int16_t nanoId, int skillId, int16_t
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// this looks stupid but in the future there will be more counts (for group powers)
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for (int i = 0; i < 1; i++) {
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plr->iConditionBitFlag += iCBFlag;
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if (!(plr->iConditionBitFlag & iCBFlag))
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plr->iConditionBitFlag ^= iCBFlag;
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respdata[i].eCT = 1;
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respdata[i].iID = plr->iID;
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@ -641,10 +660,8 @@ void NanoManager::nanoUnbuff(CNSocket* sock, int32_t iCBFlag, int16_t eCharStatu
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if (plr == nullptr)
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return;
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if (iCBFlag < plr->iConditionBitFlag) // prevents integer underflow
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plr->iConditionBitFlag -= iCBFlag;
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else
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plr->iConditionBitFlag = 0;
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if (plr->iConditionBitFlag & iCBFlag)
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plr->iConditionBitFlag ^= iCBFlag;
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resp1.eCSTB = eCharStatusTimeBuffID; //eCharStatusTimeBuffID
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resp1.eTBU = 2; //eTimeBuffUpdate
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@ -47,6 +47,7 @@ struct Player {
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bool inCombat;
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bool dotDamage;
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bool passiveNanoOut;
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int pointDamage;
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int groupDamage;
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