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Active power classification
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@ -17,6 +17,35 @@ static void emailUpdateCheck(CNSocket* sock, CNPacketData* data) {
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}
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*/
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std::vector<EntityRef> Abilities::matchTargets(SkillData *skill, int count, int32_t *ids) {
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std::vector<int> tempTargs;
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switch (skill->effectTarget)
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{
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case SkillEffectTarget::POINT:
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std::cout << "[SKILL] POINT; ";
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break;
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case SkillEffectTarget::SELF:
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std::cout << "[SKILL] SELF; ";
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break;
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case SkillEffectTarget::CONE:
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std::cout << "[SKILL] CONE; ";
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break;
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case SkillEffectTarget::AREA_SELF:
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std::cout << "[SKILL] AREA_SELF; ";
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break;
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case SkillEffectTarget::AREA_TARGET:
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std::cout << "[SKILL] AREA_TARGET; ";
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break;
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}
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for (int i = 0; i < count; i++) std::cout << ids[i] << " ";
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std::cout << std::endl;
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std::vector<EntityRef> targets;
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return targets;
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}
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void Abilities::init() {
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//REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EMAIL_UPDATE_CHECK, emailUpdateCheck);
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}
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@ -3,11 +3,26 @@
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#include "core/Core.hpp"
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#include "Combat.hpp"
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enum class SkillEffectTarget {
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POINT = 1,
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SELF = 2,
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CONE = 3,
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WEAPON = 4,
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AREA_SELF = 5,
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AREA_TARGET = 6
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};
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enum class SkillTargetType {
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MOBS = 1,
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PLAYERS = 2,
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SELF = 3 // only used once by client /shrug
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};
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struct SkillData {
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int skillType;
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int effectTarget;
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int effectType;
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int targetType;
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SkillEffectTarget effectTarget;
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int effectType; // always 1?
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SkillTargetType targetType;
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int batteryDrainType;
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int effectArea;
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@ -21,5 +36,6 @@ struct SkillData {
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namespace Abilities {
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extern std::map<int32_t, SkillData> SkillTable;
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std::vector<EntityRef> matchTargets(SkillData*, int, int32_t*);
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void init();
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}
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@ -84,13 +84,14 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
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plr->nanoDrainRate = 0;
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int16_t skillID = plr->Nanos[plr->activeNano].iSkillID;
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SkillData* skillData = &Abilities::SkillTable[skillID];
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// passive nano unbuffing
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if (Abilities::SkillTable[skillID].batteryDrainType == 2) {
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if (skillData->batteryDrainType == 2) {
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// TODO ABILITIES
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/*std::vector<int> targetData = Abilities::findTargets(plr, skillID);
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std::vector<EntityRef> targetData = Abilities::matchTargets(skillData, 0, nullptr);
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for (auto& pwr : Abilities::Powers)
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/*for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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Abilities::removeBuff(sock, targetData, pwr.bitFlag, pwr.timeBuffID, 0,(Abilities::SkillTable[skillID].targetType == 3));*/
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}
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@ -290,8 +291,15 @@ static void nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
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static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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Player *plr = PlayerManager::getPlayer(sock);
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int16_t nanoID = plr->activeNano;
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int16_t skillID = plr->Nanos[nanoID].iSkillID;
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// validate request check
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sP_CL2FE_REQ_NANO_SKILL_USE* pkt = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf;
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if (!validInVarPacket(sizeof(sP_CL2FE_REQ_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(int32_t), data->size)) {
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std::cout << "[WARN] bad sP_CL2FE_REQ_NANO_SKILL_USE packet size" << std::endl;
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return;
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}
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int16_t skillID = plr->Nanos[plr->activeNano].iSkillID;
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SkillData* skillData = &Abilities::SkillTable[skillID];
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DEBUGLOG(
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std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
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@ -306,8 +314,8 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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plr->Nanos[plr->activeNano].iStamina = 0;
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// TODO ABILITIES
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/*std::vector<int> targetData = Abilities::findTargets(plr, skillID, data);
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for (auto& pwr : Abilities::Powers)
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std::vector<EntityRef> targetData = Abilities::matchTargets(skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
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/*for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(sock, targetData, nanoID, skillID, Abilities::SkillTable[skillID].durationTime[boost], Abilities::SkillTable[skillID].powerIntensity[boost]);*/
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