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:
Jade 2020-09-29 22:27:48 +01:00
parent 3f35d2e960
commit ab990116a2
5 changed files with 96 additions and 45 deletions

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@ -167,11 +167,8 @@ bool MissionManager::endTask(CNSocket *sock, int32_t taskNum) {
saveMission(plr, (int)(task["m_iHMissionID"])-1);
// if it's a nano mission, reward the nano.
if (task["m_iSTNanoID"] != 0) {
if (task["m_iSTNanoID"] != 0)
NanoManager::addNano(sock, task["m_iSTNanoID"], 0, true);
// check if the player already has enough fm for the next mission
updateFusionMatter(sock, 0);
}
// remove current mission
plr->CurrentMissionID = 0;

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@ -114,7 +114,7 @@ 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, 36 - (int)mob->data["m_iNpcLevel"]);
auto damage = getDamage(470 + (int)mob->data["m_iPower"], plr->defense, false, 1);
plr->HP -= damage.first;
pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
@ -443,6 +443,11 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
mob->killedTime = 0;
mob->nextAttack = 0;
mob->appearanceData.iConditionBitFlag = 0;
//INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
//enterData.NPCAppearanceData = mob->appearanceData;
//NPCManager::sendToViewable(mob, &enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
resendMobHP(mob);
}
}
@ -489,19 +494,21 @@ void MobManager::step(CNServer *serv, time_t currTime) {
* only returns the first step, since the rest will need to be recalculated anyway if chasing player.
*/
std::pair<int,int> MobManager::lerp(int x1, int y1, int x2, int y2, int speed) {
std::pair<int,int> ret = {};
std::pair<int,int> ret = {x1, y1};
speed /= 2;
if (speed == 0)
return ret;
int distance = hypot(x1 - x2, y1 - y2);
if (distance > speed) {
if (speed == 0)
speed = 1;
int lerps = distance / speed;
// interpolate only the first point
float frac = 1.0f / (lerps);
float frac = 1.0f / lerps;
ret.first = (x1 + (x2 - x1) * frac);
ret.second = (y1 + (y2 - y1) * frac);
@ -579,15 +586,11 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
// fm patch/lake damage
if (plr->dotDamage)
dealGooDamage(sock, 150);
// a somewhat hacky way tick goo damage faster than heal, but eh
if (currTime - lastHealTime < 4000)
continue;
dealGooDamage(sock, PC_MAXHEALTH(plr->level) * 3 / 20);
// heal
if (!plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) {
plr->HP += 200;
if (currTime - lastHealTime >= 6000 && !plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) {
plr->HP += PC_MAXHEALTH(plr->level) / 5;
if (plr->HP > PC_MAXHEALTH(plr->level))
plr->HP = PC_MAXHEALTH(plr->level);
transmit = true;
@ -595,7 +598,10 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
for (int i = 0; i < 3; i++) {
if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // spend stamina
plr->Nanos[plr->activeNano].iStamina -= 3;
plr->Nanos[plr->activeNano].iStamina -= 1;
if (plr->passiveNanoOut)
plr->Nanos[plr->activeNano].iStamina -= 1;
if (plr->Nanos[plr->activeNano].iStamina < 0)
plr->activeNano = 0;
@ -603,7 +609,7 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
transmit = true;
} else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // regain stamina
sNano& nano = plr->Nanos[plr->equippedNanos[i]];
nano.iStamina += 3;
nano.iStamina += 1;
if (nano.iStamina > 150)
nano.iStamina = 150;
@ -627,7 +633,7 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
}
// if this was a heal tick, update the counter outside of the loop
if (currTime - lastHealTime < 4000)
if (currTime - lastHealTime >= 6000)
lastHealTime = currTime;
}
@ -694,14 +700,21 @@ void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
std::cout << "[WARN] pcAttackChars: player ID not found" << std::endl;
return;
}
std::pair<int,int> damage;
if (pkt->iTargetCnt > 1)
damage = getDamage(plr->groupDamage, target->defense, true, 1);
else
damage = getDamage(plr->pointDamage, target->defense, true, 1);
target->HP -= 700;
target->HP -= damage.first;
respdata[i].eCT = pktdata[i*2+1];
respdata[i].iID = target->iID;
respdata[i].iDamage = 700;
respdata[i].iDamage = damage.first;
respdata[i].iHP = target->HP;
respdata[i].iHitFlag = 2; // hitscan, not a rocket or a grenade
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
} else { // eCT == 4; attack mob
if (Mobs.find(pktdata[i*2]) == Mobs.end()) {
// not sure how to best handle this
@ -738,3 +751,25 @@ void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
// send to other players
PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_CHARs, resplen);
}
void MobManager::resendMobHP(Mob *mob) {
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Heal_HP);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_Heal_HP *heal = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
pkt->iID = mob->appearanceData.iNPC_ID;
pkt->eCT = 4; // mob
pkt->iTB_ID = ECSB_HEAL; // sSkillResult_Heal_HP
heal->eCT = 4;
heal->iID = mob->appearanceData.iNPC_ID;
heal->iHealHP = 0;
heal->iHP = mob->appearanceData.iHP;
NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
}

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@ -107,4 +107,5 @@ namespace MobManager {
std::pair<int,int> getDamage(int, int, bool, int);
void pcAttackChars(CNSocket *sock, CNPacketData *data);
void resendMobHP(Mob *mob);
}

View File

@ -230,8 +230,10 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot, bool spe
* Note the use of the not-yet-incremented plr->level as opposed to level.
* Doing it the other way always leaves the FM at 0. Jade totally called it.
*/
plr->level = level;
if (spendfm)
MissionManager::updateFusionMatter(sock, -(int)MissionManager::AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"]);
MissionManager::updateFusionMatter(sock, -(int)MissionManager::AvatarGrowth[plr->level-1]["m_iReqBlob_NanoCreate"]);
// Send to client
INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp);
@ -241,10 +243,11 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot, bool spe
resp.iPC_Level = level;
resp.iPC_FusionMatter = plr->fusionmatter;
if (plr->activeNano > 0 && plr->activeNano == nanoId)
summonNano(sock, -1); // just unsummon the nano to prevent infinite buffs
// Update player
plr->Nanos[nanoId] = resp.Nano;
plr->level = level;
plr->iConditionBitFlag = 0;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC));
@ -281,8 +284,10 @@ void NanoManager::summonNano(CNSocket *sock, int slot) {
if (plr->activeNano > 0)
for (auto& pwr : PassivePowers)
if (pwr.powers.count(plr->Nanos[plr->activeNano].iSkillID)) // std::set's contains method is C++20 only...
if (pwr.powers.count(plr->Nanos[plr->activeNano].iSkillID)) { // std::set's contains method is C++20 only...
nanoUnbuff(sock, pwr.iCBFlag, pwr.eCharStatusTimeBuffID, pwr.iValue);
plr->passiveNanoOut = false;
}
sNano nano = plr->Nanos[nanoId];
skillId = nano.iSkillID;
@ -294,6 +299,7 @@ void NanoManager::summonNano(CNSocket *sock, int slot) {
if (pwr.powers.count(skillId)) { // std::set's contains method is C++20 only...
resp.eCSTB___Add = 1;
nanoBuff(sock, nanoId, skillId, pwr.eSkillType, pwr.iCBFlag, pwr.eCharStatusTimeBuffID, pwr.iValue);
plr->passiveNanoOut = true;
}
} else
plr->activeNano = 0;
@ -325,6 +331,9 @@ void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId)
if (plr == nullptr)
return;
if (plr->activeNano > 0 && plr->activeNano == nanoId)
summonNano(sock, -1); // just unsummon the nano to prevent infinite buffs
sNano nano = plr->Nanos[nanoId];
nano.iSkillID = skillId;
@ -417,16 +426,18 @@ bool doHeal(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *respdata, in
// player not found
if (plr == nullptr)
return false;
if (plr->HP + amount > PC_MAXHEALTH(plr->level))
int healedAmount = PC_MAXHEALTH(plr->level) * amount / 100;
plr->HP += healedAmount;
if (plr->HP > PC_MAXHEALTH(plr->level))
plr->HP = PC_MAXHEALTH(plr->level);
else
plr->HP += amount;
respdata[i].eCT = 1;
respdata[i].iID = plr->iID;
respdata[i].iHP = plr->HP;
respdata[i].iHealHP = amount;
respdata[i].iHealHP = healedAmount;
std::cout << (int)plr->iID << " was healed" << std::endl;
@ -441,7 +452,12 @@ bool doDamage(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage *respdata, i
}
Mob* mob = MobManager::Mobs[pktdata[i]];
int damage = MobManager::hitMob(sock, mob, amount);
Player *plr = PlayerManager::getPlayer(sock);
if (plr == nullptr)
return false;
int damage = MobManager::hitMob(sock, mob, PC_MAXHEALTH(plr->level) * amount / 100);
respdata[i].eCT = 4;
respdata[i].iDamage = damage;
@ -474,15 +490,17 @@ bool doLeech(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *healdata, i
if (plr == nullptr)
return false;
if (plr->HP + amount > PC_MAXHEALTH(plr->level))
int healedAmount = PC_MAXHEALTH(plr->level) * amount / 100;
plr->HP += healedAmount;
if (plr->HP > PC_MAXHEALTH(plr->level))
plr->HP = PC_MAXHEALTH(plr->level);
else
plr->HP += amount;
healdata->eCT = 1;
healdata->iID = plr->iID;
healdata->iHP = plr->HP;
healdata->iHealHP = amount;
healdata->iHealHP = healedAmount;
if (MobManager::Mobs.find(pktdata[i]) == MobManager::Mobs.end()) {
// not sure how to best handle this
@ -491,7 +509,7 @@ bool doLeech(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *healdata, i
}
Mob* mob = MobManager::Mobs[pktdata[i]];
int damage = MobManager::hitMob(sock, mob, amount);
int damage = MobManager::hitMob(sock, mob, PC_MAXHEALTH(plr->level) * amount / 100);
damagedata->eCT = 4;
damagedata->iDamage = damage;
@ -567,13 +585,13 @@ void activePower(CNSocket *sock, CNPacketData *data,
// active nano power dispatch table
std::vector<ActivePower> ActivePowers = {
ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 0),
ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 333),
ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 25),
// TODO: Recall
ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 0),
ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 0),
ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 133),
ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 12),
// TODO: GroupRevive
ActivePower(LeechPowers, activePower<sSkillResult_Heal_HP, doLeech, true>, EST_BLOODSUCKING, CSB_BIT_NONE, 133),
ActivePower(LeechPowers, activePower<sSkillResult_Heal_HP, doLeech, true>, EST_BLOODSUCKING, CSB_BIT_NONE, 18),
ActivePower(SleepPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SLEEP, CSB_BIT_MEZ, 0),
};
@ -610,7 +628,8 @@ void NanoManager::nanoBuff(CNSocket* sock, int16_t nanoId, int skillId, int16_t
// this looks stupid but in the future there will be more counts (for group powers)
for (int i = 0; i < 1; i++) {
plr->iConditionBitFlag += iCBFlag;
if (!(plr->iConditionBitFlag & iCBFlag))
plr->iConditionBitFlag ^= iCBFlag;
respdata[i].eCT = 1;
respdata[i].iID = plr->iID;
@ -641,10 +660,8 @@ void NanoManager::nanoUnbuff(CNSocket* sock, int32_t iCBFlag, int16_t eCharStatu
if (plr == nullptr)
return;
if (iCBFlag < plr->iConditionBitFlag) // prevents integer underflow
plr->iConditionBitFlag -= iCBFlag;
else
plr->iConditionBitFlag = 0;
if (plr->iConditionBitFlag & iCBFlag)
plr->iConditionBitFlag ^= iCBFlag;
resp1.eCSTB = eCharStatusTimeBuffID; //eCharStatusTimeBuffID
resp1.eTBU = 2; //eTimeBuffUpdate

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@ -47,6 +47,7 @@ struct Player {
bool inCombat;
bool dotDamage;
bool passiveNanoOut;
int pointDamage;
int groupDamage;