mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-12-20 03:20:03 +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.
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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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