mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 13:30:06 +00:00
Moved Debuff handling to Combat + Bugfixes
* Majority of mob debuff handling is moved to combatStep(). * Drain now kills the mob and does 40% overall damage. * Bumped up active nano debuff durations, debuffs like drain linger longer but damage less. * Debuffs are cleared upon mob death and retreating. * Patched out vehicle off success packet spam * Boosts and potions now cost the right amount (100 taros) and give the right quantity (100). * Damage was tweaked slightly. At higher levels you are more likely to fall prey to rand(). * Enemies now use run animations during combat and retreating.
This commit is contained in:
parent
2af33da4e8
commit
d21f727e9d
@ -268,9 +268,9 @@ void ItemManager::itemUseHandler(CNSocket* sock, CNPacketData* data) {
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response.eIL = 1;
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response.iSlotNum = request->iSlotNum;
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response.RemainItem = gumball;
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// response.iTargetCnt = ?
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// response.eST = ?
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// response.iSkillID = ?
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// response.iTargetCnt = ?
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// response.eST = ?
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// response.iSkillID = ?
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_ITEM_USE_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_USE_SUCC));
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// update inventory serverside
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@ -144,7 +144,8 @@ void MobManager::npcAttackPc(Mob *mob, time_t currTime) {
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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aggroCheck(mob, currTime);
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if (!aggroCheck(mob, currTime))
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clearDebuff(mob);
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}
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}
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@ -351,6 +352,7 @@ void MobManager::killMob(CNSocket *sock, Mob *mob) {
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mob->state = MobState::DEAD;
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mob->target = nullptr;
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mob->appearanceData.iConditionBitFlag = 0;
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mob->unbuffTimes.clear();
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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// check for the edge case where hitting the mob did not aggro it
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@ -449,7 +451,8 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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if (PlayerManager::players.find(mob->target) == PlayerManager::players.end()) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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aggroCheck(mob, currTime);
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if (!aggroCheck(mob, currTime))
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clearDebuff(mob);
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return;
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}
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@ -462,10 +465,40 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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aggroCheck(mob, currTime);
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if (!aggroCheck(mob, currTime))
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clearDebuff(mob);
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return;
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}
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// drain
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if ((mob->lastDrainTime == 0 || currTime - mob->lastDrainTime >= 1000) && mob->appearanceData.iConditionBitFlag & CSB_BIT_BOUNDINGBALL) {
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drainMobHP(mob, mob->maxHealth / 15); // lose 6.67% every second
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mob->lastDrainTime = currTime;
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}
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// unbuffing
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std::unordered_map<int32_t, time_t>::iterator it = mob->unbuffTimes.begin();
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while (it != mob->unbuffTimes.end()) {
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if (currTime >= it->second) {
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mob->appearanceData.iConditionBitFlag &= ~it->first;
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
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pkt1.eCT = 2;
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pkt1.iID = mob->appearanceData.iNPC_ID;
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pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
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NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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it = mob->unbuffTimes.erase(it);
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} else {
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it++;
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}
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}
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// skip attack if stunned or asleep
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if (mob->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ))
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return;
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int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY);
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/*
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@ -481,6 +514,7 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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pkt.iToX = mob->appearanceData.iX;
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pkt.iToY = mob->appearanceData.iY;
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pkt.iToZ = mob->target->plr->z;
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pkt.iMoveStyle = 1;
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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mob->nextAttack = currTime + (int)mob->data["m_iInitalTime"] * 100; //I *think* this is what this is
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@ -514,6 +548,7 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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pkt.iToX = mob->appearanceData.iX = targ.first;
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pkt.iToY = mob->appearanceData.iY = targ.second;
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pkt.iToZ = mob->target->plr->z;
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pkt.iMoveStyle = 1;
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// notify all nearby players
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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@ -525,6 +560,7 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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if (distance >= mob->data["m_iCombatRange"]) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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clearDebuff(mob);
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}
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}
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@ -615,6 +651,7 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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pkt.iToX = mob->appearanceData.iX = targ.first;
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pkt.iToY = mob->appearanceData.iY = targ.second;
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pkt.iToZ = mob->appearanceData.iZ = mob->spawnZ;
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pkt.iMoveStyle = 1;
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// notify all nearby players
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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@ -631,12 +668,11 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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// HACK: we haven't found a better way to refresh a mob's client-side status
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drainMobHP(mob, 0);
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clearDebuff(mob);
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}
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}
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void MobManager::step(CNServer *serv, time_t currTime) {
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static time_t lastDrainTime = 0;
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for (auto& pair : Mobs) {
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int x = pair.second->appearanceData.iX;
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int y = pair.second->appearanceData.iY;
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@ -645,40 +681,11 @@ void MobManager::step(CNServer *serv, time_t currTime) {
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if (!ChunkManager::inPopulatedChunks(x, y, pair.second->instanceID))
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continue;
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// drain
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if (currTime - lastDrainTime >= 600 && pair.second->appearanceData.iConditionBitFlag & CSB_BIT_BOUNDINGBALL) {
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drainMobHP(pair.second, pair.second->maxHealth * 3 / 50); // lose 10% every second
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}
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// unbuffing
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std::unordered_map<int32_t, time_t>::iterator it = pair.second->unbuffTimes.begin();
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while (it != pair.second->unbuffTimes.end()) {
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if (currTime >= it->second) {
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pair.second->appearanceData.iConditionBitFlag &= ~it->first;
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
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pkt1.eCT = 2;
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pkt1.iID = pair.second->appearanceData.iNPC_ID;
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pkt1.iConditionBitFlag = pair.second->appearanceData.iConditionBitFlag;
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NPCManager::sendToViewable(pair.second, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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it = pair.second->unbuffTimes.erase(it);
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} else {
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it++;
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}
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}
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// skip mob movement and combat if disabled
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if (!simulateMobs && pair.second->state != MobState::DEAD
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&& pair.second->state != MobState::RETREAT)
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continue;
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// skip attack/move if stunned or asleep
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if (pair.second->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ)
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&& (pair.second->state == MobState::ROAMING || pair.second->state == MobState::COMBAT))
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continue;
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switch (pair.second->state) {
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case MobState::INACTIVE:
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// no-op
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@ -697,9 +704,6 @@ void MobManager::step(CNServer *serv, time_t currTime) {
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break;
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}
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}
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if (currTime - lastDrainTime >= 600)
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lastDrainTime = currTime;
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// deallocate all NPCs queued for removal
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while (RemovalQueue.size() > 0) {
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@ -920,7 +924,7 @@ std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool
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// base calculation
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int damage = attackPower * attackPower / (attackPower + defensePower);
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damage = std::max(10 + attackPower / 10, damage - defensePower * (4 + difficulty) / 40);
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//damage = std::max(10 + attackPower / 10, damage - defensePower * (4 + difficulty) / 100);
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damage = damage * (rand() % 40 + 80) / 100;
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// Adaptium/Blastons/Cosmix
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@ -1082,6 +1086,9 @@ void MobManager::drainMobHP(Mob *mob, int amount) {
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drain->iHP = mob->appearanceData.iHP -= amount;
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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if (mob->appearanceData.iHP <= 0)
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killMob(mob->target, mob);
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}
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/*
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@ -1137,3 +1144,14 @@ bool MobManager::aggroCheck(Mob *mob, time_t currTime) {
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return false;
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}
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void MobManager::clearDebuff(Mob *mob) {
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mob->appearanceData.iConditionBitFlag = 0;
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mob->unbuffTimes.clear();
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
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pkt1.eCT = 2;
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pkt1.iID = mob->appearanceData.iNPC_ID;
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pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
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NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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}
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@ -46,7 +46,7 @@ struct Mob : public BaseNPC {
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// combat
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CNSocket *target = nullptr;
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time_t nextAttack = 0;
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time_t lastDrainTime = 0;
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// drop
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int dropType;
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@ -142,4 +142,5 @@ namespace MobManager {
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void drainMobHP(Mob *mob, int amount);
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void incNextMovement(Mob *mob, time_t currTime=0);
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bool aggroCheck(Mob *mob, time_t currTime);
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void clearDebuff(Mob *mob);
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}
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@ -406,16 +406,16 @@ void NPCManager::npcVendorBuyBattery(CNSocket* sock, CNPacketData* data) {
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if (plr == nullptr)
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return;
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int cost = req->Item.iOpt * 10;
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int cost = req->Item.iOpt * 100;
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if ((req->Item.iID == 3 ? (plr->batteryW >= 9999) : (plr->batteryN >= 9999)) || plr->money < cost) { // sanity check
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL, failResp);
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failResp.iErrorCode = 0;
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sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL));
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}
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plr->money -= cost;
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plr->batteryW += req->Item.iID == 3 ? req->Item.iOpt * 10 : 0;
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plr->batteryN += req->Item.iID == 4 ? req->Item.iOpt * 10 : 0;
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cost = plr->batteryW + plr->batteryN;
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plr->batteryW += req->Item.iID == 3 ? req->Item.iOpt * 100 : 0;
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plr->batteryN += req->Item.iID == 4 ? req->Item.iOpt * 100 : 0;
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// caps
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if (plr->batteryW > 9999)
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@ -423,6 +423,9 @@ void NPCManager::npcVendorBuyBattery(CNSocket* sock, CNPacketData* data) {
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if (plr->batteryN > 9999)
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plr->batteryN = 9999;
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cost = plr->batteryW + plr->batteryN - cost;
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plr->money -= cost;
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_SUCC, resp);
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resp.iCandy = plr->money;
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@ -715,15 +715,15 @@ 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, 2250),
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ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 4000),
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ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 35),
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ActivePower(GroupHealPowers, activePower<sSkillResult_Heal_HP, doGroupHeal, GHEAL>,EST_HEAL_HP, CSB_BIT_NONE, 20),
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// TODO: Recall
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ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 3000),
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ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 4500),
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ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 6000),
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ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 8000),
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ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 12),
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ActivePower(LeechPowers, activePower<sSkillResult_Heal_HP, doLeech, LEECH>, EST_BLOODSUCKING, CSB_BIT_NONE, 18),
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ActivePower(SleepPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SLEEP, CSB_BIT_MEZ, 4500),
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ActivePower(SleepPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SLEEP, CSB_BIT_MEZ, 8000),
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};
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}; // namespace
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@ -855,10 +855,10 @@ void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_ON_SUCC));
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// send to other players
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plr.plr->iPCState = 8;
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plr.plr->iPCState |= 8;
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
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response2.iPC_ID = plr.plr->iID;
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response2.iState = 8;
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response2.iState = plr.plr->iPCState;
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for (Chunk* chunk : players[sock].currentChunks) {
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for (CNSocket* otherSock : chunk->players) {
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@ -879,19 +879,20 @@ void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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}
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void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
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sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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PlayerView plr = PlayerManager::players[sock];
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// send to other players
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plr.plr->iPCState = 0;
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
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response2.iPC_ID = plr.plr->iID;
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response2.iState = 0;
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if (plr.plr->iPCState & 8) {
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
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sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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sendToViewable(sock, (void*)&response2, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
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// send to other players
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plr.plr->iPCState &= ~8;
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
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response2.iPC_ID = plr.plr->iID;
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response2.iState = plr.plr->iPCState;
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sendToViewable(sock, (void*)&response2, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
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}
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}
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void PlayerManager::setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
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