[WIP] Fix targeting for groups

This commit is contained in:
gsemaj 2023-07-11 17:42:08 -04:00
parent 74588f2c77
commit cd908666af
No known key found for this signature in database
GPG Key ID: 24B96BAA40497929
5 changed files with 39 additions and 29 deletions

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@ -270,10 +270,30 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
}
std::vector<ICombatant*> Abilities::matchTargets(SkillData* skill, int count, int32_t *ids) {
static std::vector<ICombatant*> entityRefsToCombatants(std::vector<EntityRef> refs) {
std::vector<ICombatant*> combatants;
for(EntityRef ref : refs) {
if(ref.kind == EntityKind::PLAYER)
combatants.push_back(dynamic_cast<ICombatant*>(PlayerManager::getPlayer(ref.sock)));
else if(ref.kind == EntityKind::COMBAT_NPC || ref.kind == EntityKind::MOB)
combatants.push_back(dynamic_cast<ICombatant*>(ref.getEntity()));
}
return combatants;
}
std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* skill, int count, int32_t *ids) {
if(skill->targetType == SkillTargetType::GROUP) {
// group
if(count != 1 || ids[0] != src->getID()) {
std::cout << "[WARN] skill: bad group targeting (id " << ids[0] << ")\n";
return {};
}
return entityRefsToCombatants(src->getGroupMembers());
}
// individuals
std::vector<ICombatant*> targets;
for (int i = 0; i < count; i++) {
int32_t id = ids[i];
if (skill->targetType == SkillTargetType::MOBS) {
@ -286,8 +306,8 @@ std::vector<ICombatant*> Abilities::matchTargets(SkillData* skill, int count, in
}
}
std::cout << "[WARN] skill: invalid mob target (id " << id << ")\n";
} else if(skill->targetType == SkillTargetType::SELF || skill->targetType == SkillTargetType::GROUP) {
// players (?)
} else if(skill->targetType == SkillTargetType::PLAYERS) {
// player
Player* plr = PlayerManager::getPlayerFromID(id);
if (plr != nullptr) {
targets.push_back(dynamic_cast<ICombatant*>(plr));

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@ -21,7 +21,7 @@ enum class SkillEffectTarget {
enum class SkillTargetType {
MOBS = 1,
SELF = 2,
PLAYERS = 2,
GROUP = 3
};
@ -63,6 +63,6 @@ namespace Abilities {
void useNanoSkill(CNSocket*, SkillData*, sNano&, std::vector<ICombatant*>);
void useNPCSkill(EntityRef, int skillID, std::vector<ICombatant*>);
std::vector<ICombatant*> matchTargets(SkillData*, int, int32_t*);
std::vector<ICombatant*> matchTargets(ICombatant*, SkillData*, int, int32_t*);
int getCSTBFromST(int eSkillType);
}

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@ -29,7 +29,7 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
SkillData* skill = &Abilities::SkillTable[skillId];
if(skill->drainType == SkillDrainType::PASSIVE) {
// apply buff
if(skill->targetType != SkillTargetType::SELF) {
if(skill->targetType != SkillTargetType::PLAYERS) {
std::cout << "[WARN] weird skill type for egg " << eggId << " with skill " << skillId << ", should be " << (int)skill->targetType << std::endl;
}

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@ -73,16 +73,6 @@ std::vector<ICombatant*> Nanos::applyNanoBuff(SkillData* skill, Player* plr) {
assert(skill->drainType == SkillDrainType::PASSIVE);
EntityRef self = PlayerManager::getSockFromID(plr->iID);
std::vector<ICombatant*> affected;
std::vector<EntityRef> targets;
if (skill->targetType == SkillTargetType::GROUP) {
targets = plr->getGroupMembers(); // group
}
else if(skill->targetType == SkillTargetType::SELF) {
targets.push_back(self); // self
} else {
std::cout << "[WARN] Passive skill with type " << skill->skillType << " has target type MOB" << std::endl;
}
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
int boost = Nanos::getNanoBoost(plr) ? 3 : 0;
@ -95,21 +85,22 @@ std::vector<ICombatant*> Nanos::applyNanoBuff(SkillData* skill, Player* plr) {
BuffClass::NONE, // overwritten per target
};
for (EntityRef target : targets) {
Entity* entity = target.getEntity();
if (entity->kind != PLAYER && entity->kind != COMBAT_NPC && entity->kind != MOB)
continue; // not a combatant
// for passive skills, using just the player as a target is fine
// this is because the group skill type will ignore the count,
// and the other option is single-target
std::vector<ICombatant*> targets = Abilities::matchTargets(dynamic_cast<ICombatant*>(plr), skill, 1, &plr->iID);
std::vector<ICombatant*> affected;
for (ICombatant* target : targets) {
passiveBuff.buffStackClass = target == self ? BuffClass::NANO : BuffClass::GROUP_NANO;
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
if(combatant->addBuff(timeBuffId,
passiveBuff.buffStackClass = target == plr ? BuffClass::NANO : BuffClass::GROUP_NANO;
if(target->addBuff(timeBuffId,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
},
[](EntityRef self, Buff* buff, time_t currTime) {
// no-op
},
&passiveBuff)) affected.push_back(combatant);
&passiveBuff)) affected.push_back(target);
}
return affected;
@ -317,8 +308,8 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
)
// TODO ABILITIES
std::vector<ICombatant*> targetData = Abilities::matchTargets(skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
ICombatant* plrCombatant = dynamic_cast<ICombatant*>(plr);
std::vector<ICombatant*> targetData = Abilities::matchTargets(plrCombatant, skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
Abilities::useNanoSkill(sock, skillData, nano, targetData);
if (plr->Nanos[plr->activeNano].iStamina < 0)

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@ -401,12 +401,11 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
if (!(plr->hasBuff(ECSB_PHOENIX)))
return; // sanity check
plr->Nanos[plr->activeNano].iStamina = 0;
// TODO ABILITIES
//Abilities::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
// fallthrough
case ePCRegenType::HereByPhoenixGroup: // revived by group member's nano
plr->HP = PC_MAXHEALTH(plr->level) / 2;
break;
default: // plain respawn
plr->HP = PC_MAXHEALTH(plr->level) / 2;
// fallthrough