(WIP) Start implementing ICombatant

Start by replacing `hitMob` with `takeDamage` interface function.
Simplify `pcAttackChars` a little by utilizing the new interface, then add more interface functions as needed.

A lot of the combat logic is tied to the `Mob` class. Need to start moving stuff over to CombatNPC.
This commit is contained in:
gsemaj 2022-04-11 23:14:03 -04:00 committed by gsemaj
parent dd9891f668
commit d9e0a4a281
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GPG Key ID: 24B96BAA40497929
6 changed files with 106 additions and 99 deletions

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@ -148,7 +148,7 @@ bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t target
} }
Mob* mob = (Mob*)npc; Mob* mob = (Mob*)npc;
Combat::hitMob(sock, mob, 0); mob->takeDamage(sock, 0);
respdata[i].eCT = 4; respdata[i].eCT = 4;
respdata[i].iID = mob->id; respdata[i].iID = mob->id;
@ -220,7 +220,7 @@ bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int
Mob* mob = (Mob*)npc; Mob* mob = (Mob*)npc;
Combat::hitMob(sock, mob, 0); // just to gain aggro mob->takeDamage(sock, 0);
respdata[i].eCT = 4; respdata[i].eCT = 4;
respdata[i].iDamage = duration / 10; respdata[i].iDamage = duration / 10;
@ -289,7 +289,7 @@ bool doDamage(CNSocket *sock, sSkillResult_Damage *respdata, int i, int32_t targ
Mob* mob = (Mob*)npc; Mob* mob = (Mob*)npc;
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
int damage = Combat::hitMob(sock, mob, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000)); int damage = mob->takeDamage(sock, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000));
respdata[i].eCT = 4; respdata[i].eCT = 4;
respdata[i].iDamage = damage; respdata[i].iDamage = damage;
@ -344,7 +344,7 @@ bool doLeech(CNSocket *sock, sSkillResult_Heal_HP *healdata, int i, int32_t targ
Mob* mob = (Mob*)npc; Mob* mob = (Mob*)npc;
int damage = Combat::hitMob(sock, mob, amount * 2); int damage = mob->takeDamage(sock, amount * 2);
damagedata->eCT = 4; damagedata->eCT = 4;
damagedata->iDamage = damage; damagedata->iDamage = damage;

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@ -17,8 +17,9 @@ using namespace Combat;
/// Player Id -> Bullet Id -> Bullet /// Player Id -> Bullet Id -> Bullet
std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets; std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
void Player::takeDamage(EntityRef src, int amt) { int Player::takeDamage(EntityRef src, int amt) {
// stubbed HP -= amt;
return amt;
} }
void Player::heal(EntityRef src, int amt) { void Player::heal(EntityRef src, int amt) {
@ -29,8 +30,54 @@ bool Player::isAlive() {
return HP > 0; return HP > 0;
} }
void CombatNPC::takeDamage(EntityRef src, int amt) { int Player::getCurrentHP() {
// stubbed return HP;
}
int32_t Player::getID() {
return iID;
}
int CombatNPC::takeDamage(EntityRef src, int amt) {
/* REFACTOR: all of this logic is strongly coupled to mobs.
* come back to this when more of it is moved to CombatNPC.
* remove this cast when done */
Mob* mob = (Mob*)this;
// cannot kill mobs multiple times; cannot harm retreating mobs
if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
return 0; // no damage
}
if (mob->skillStyle >= 0)
return 0; // don't hurt a mob casting corruption
if (mob->state == MobState::ROAMING) {
assert(mob->target == nullptr && src.type == EntityType::PLAYER); // players only for now
MobAI::enterCombat(src.sock, mob);
if (mob->groupLeader != 0)
MobAI::followToCombat(mob);
}
hp -= amt;
// wake up sleeping monster
if (mob->cbf & CSB_BIT_MEZ) {
mob->cbf &= ~CSB_BIT_MEZ;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->id;
pkt1.iConditionBitFlag = mob->cbf;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
if (mob->hp <= 0)
killMob(mob->target, mob);
return amt;
} }
void CombatNPC::heal(EntityRef src, int amt) { void CombatNPC::heal(EntityRef src, int amt) {
@ -41,6 +88,14 @@ bool CombatNPC::isAlive() {
return hp > 0; return hp > 0;
} }
int CombatNPC::getCurrentHP() {
return hp;
}
int32_t CombatNPC::getID() {
return id;
}
static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit, static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,
bool batteryBoost, int attackerStyle, bool batteryBoost, int attackerStyle,
int defenderStyle, int difficulty) { int defenderStyle, int difficulty) {
@ -161,7 +216,7 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
else else
plr->batteryW = 0; plr->batteryW = 0;
damage.first = hitMob(sock, mob, damage.first); damage.first = mob->takeDamage(sock, damage.first);
respdata[i].iID = mob->id; respdata[i].iID = mob->id;
respdata[i].iDamage = damage.first; respdata[i].iDamage = damage.first;
@ -214,42 +269,6 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
} }
} }
int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
// cannot kill mobs multiple times; cannot harm retreating mobs
if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
return 0; // no damage
}
if (mob->skillStyle >= 0)
return 0; // don't hurt a mob casting corruption
if (mob->state == MobState::ROAMING) {
assert(mob->target == nullptr);
MobAI::enterCombat(sock, mob);
if (mob->groupLeader != 0)
MobAI::followToCombat(mob);
}
mob->hp -= damage;
// wake up sleeping monster
if (mob->cbf & CSB_BIT_MEZ) {
mob->cbf &= ~CSB_BIT_MEZ;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->id;
pkt1.iConditionBitFlag = mob->cbf;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
if (mob->hp <= 0)
killMob(mob->target, mob);
return damage;
}
/* /*
* When a group of players is doing missions together, we want them to all get * When a group of players is doing missions together, we want them to all get
* quest items at the same time, but we don't want the odds of quest item * quest items at the same time, but we don't want the odds of quest item
@ -441,7 +460,7 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
return; return;
// Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes). // Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes).
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(int32_t) * 2, data->size)) { if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(sGM_PVPTarget), data->size)) {
std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n"; std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n";
return; return;
} }
@ -465,11 +484,20 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
resp->iTargetCnt = pkt->iTargetCnt; resp->iTargetCnt = pkt->iTargetCnt;
for (int i = 0; i < pkt->iTargetCnt; i++) { for (int i = 0; i < pkt->iTargetCnt; i++) {
if (pktdata[i*2+1] == 1) { // eCT == 1; attack player
Player *target = nullptr; ICombatant* target = nullptr;
sGM_PVPTarget* targdata = (sGM_PVPTarget*)(pktdata + i * 2);
std::pair<int, int> damage;
if (pkt->iTargetCnt > 1)
damage.first = plr->groupDamage;
else
damage.first = plr->pointDamage;
if (targdata->eCT == 1) { // eCT == 1; attack player
for (auto& pair : PlayerManager::players) { for (auto& pair : PlayerManager::players) {
if (pair.second->iID == pktdata[i*2]) { if (pair.second->iID == targdata->iID) {
target = pair.second; target = pair.second;
break; break;
} }
@ -481,68 +509,42 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
return; return;
} }
std::pair<int,int> damage; damage = getDamage(damage.first, ((Player*)target)->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
if (pkt->iTargetCnt > 1)
damage.first = plr->groupDamage;
else
damage.first = plr->pointDamage;
damage = getDamage(damage.first, target->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
if (plr->batteryW >= 6 + plr->level)
plr->batteryW -= 6 + plr->level;
else
plr->batteryW = 0;
target->HP -= damage.first;
respdata[i].eCT = pktdata[i*2+1];
respdata[i].iID = target->iID;
respdata[i].iDamage = damage.first;
respdata[i].iHP = target->HP;
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
} else { // eCT == 4; attack mob } else { // eCT == 4; attack mob
if (NPCManager::NPCs.find(pktdata[i*2]) == NPCManager::NPCs.end()) {
if (NPCManager::NPCs.find(targdata->iID) == NPCManager::NPCs.end()) {
// not sure how to best handle this // not sure how to best handle this
std::cout << "[WARN] pcAttackChars: NPC ID not found" << std::endl; std::cout << "[WARN] pcAttackChars: NPC ID not found" << std::endl;
return; return;
} }
BaseNPC* npc = NPCManager::NPCs[pktdata[i * 2]]; BaseNPC* npc = NPCManager::NPCs[targdata->iID];
if (npc->kind != EntityType::MOB) { if (npc->kind != EntityType::MOB) {
std::cout << "[WARN] pcAttackChars: NPC is not a mob" << std::endl; std::cout << "[WARN] pcAttackChars: NPC is not a mob" << std::endl;
return; return;
} }
Mob* mob = (Mob*)npc; Mob* mob = (Mob*)npc;
target = mob;
std::pair<int,int> damage;
if (pkt->iTargetCnt > 1)
damage.first = plr->groupDamage;
else
damage.first = plr->pointDamage;
int difficulty = (int)mob->data["m_iNpcLevel"]; int difficulty = (int)mob->data["m_iNpcLevel"];
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty), damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty),
Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty); Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
}
if (plr->batteryW >= 6 + difficulty) if (plr->batteryW >= 6 + plr->level)
plr->batteryW -= 6 + difficulty; plr->batteryW -= 6 + plr->level;
else else
plr->batteryW = 0; plr->batteryW = 0;
damage.first = hitMob(sock, mob, damage.first); damage.first = target->takeDamage(sock, damage.first);
respdata[i].eCT = pktdata[i*2+1]; respdata[i].eCT = targdata->eCT;
respdata[i].iID = mob->id; respdata[i].iID = target->getID();
respdata[i].iDamage = damage.first; respdata[i].iDamage = damage.first;
respdata[i].iHP = mob->hp; respdata[i].iHP = target->getCurrentHP();
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
} }
}
sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen); sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen);
@ -733,7 +735,7 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
int difficulty = (int)mob->data["m_iNpcLevel"]; int difficulty = (int)mob->data["m_iNpcLevel"];
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, bullet->weaponBoost, Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty); damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, bullet->weaponBoost, Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
damage.first = hitMob(sock, mob, damage.first); damage.first = mob->takeDamage(sock, damage.first);
respdata[i].iID = mob->id; respdata[i].iID = mob->id;
respdata[i].iDamage = damage.first; respdata[i].iDamage = damage.first;

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@ -23,6 +23,5 @@ namespace Combat {
void init(); void init();
void npcAttackPc(Mob *mob, time_t currTime); void npcAttackPc(Mob *mob, time_t currTime);
int hitMob(CNSocket *sock, Mob *mob, int damage);
void killMob(CNSocket *sock, Mob *mob); void killMob(CNSocket *sock, Mob *mob);
} }

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@ -78,9 +78,11 @@ public:
ICombatant() {} ICombatant() {}
virtual ~ICombatant() {} virtual ~ICombatant() {}
virtual void takeDamage(EntityRef, int) = 0; virtual int takeDamage(EntityRef, int) = 0;
virtual void heal(EntityRef, int) = 0; virtual void heal(EntityRef, int) = 0;
virtual bool isAlive() = 0; virtual bool isAlive() = 0;
virtual int getCurrentHP() = 0;
virtual int32_t getID() = 0;
}; };
/* /*
@ -136,9 +138,11 @@ struct CombatNPC : public BaseNPC, public ICombatant {
virtual bool isExtant() override { return hp > 0; } virtual bool isExtant() override { return hp > 0; }
virtual void takeDamage(EntityRef src, int amt) override; virtual int takeDamage(EntityRef src, int amt) override;
virtual void heal(EntityRef src, int amt) override; virtual void heal(EntityRef src, int amt) override;
virtual bool isAlive() override; virtual bool isAlive() override;
virtual int getCurrentHP() override;
virtual int32_t getID() override;
}; };
// Mob is in MobAI.hpp, Player is in Player.hpp // Mob is in MobAI.hpp, Player is in Player.hpp

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@ -90,9 +90,11 @@ struct Player : public Entity, public ICombatant {
virtual void enterIntoViewOf(CNSocket *sock) override; virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override;
virtual void takeDamage(EntityRef src, int amt) override; virtual int takeDamage(EntityRef src, int amt) override;
virtual void heal(EntityRef src, int amt) override; virtual void heal(EntityRef src, int amt) override;
virtual bool isAlive() override; virtual bool isAlive() override;
virtual int getCurrentHP() override;
virtual int32_t getID() override;
sPCAppearanceData getAppearanceData(); sPCAppearanceData getAppearanceData();
}; };

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@ -47,8 +47,8 @@ struct PacketDesc {
* really should. * really should.
*/ */
struct sGM_PVPTarget { struct sGM_PVPTarget {
uint32_t eCT;
uint32_t iID; uint32_t iID;
uint32_t eCT;
}; };
struct sSkillResult_Leech { struct sSkillResult_Leech {