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Implement buff handling for CombatNPC
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@@ -1,9 +1,12 @@
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#include "Abilities.hpp"
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#include "servers/CNShardServer.hpp"
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#include "NPCManager.hpp"
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#include "PlayerManager.hpp"
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#include "Buffs.hpp"
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#include "Nanos.hpp"
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#include "MobAI.hpp"
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using namespace Abilities;
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@@ -55,7 +58,7 @@ static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombat
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duration = skill->durationTime[power];
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strength = skill->values[0][power];
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BuffStack debuff = {
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duration, // ticks
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(duration * 100) / MS_PER_COMBAT_TICK, // ticks
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strength, // value
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source->getRef(), // source
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BuffClass::NANO, // buff class
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@@ -64,9 +67,10 @@ static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombat
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target->addBuff(timeBuffId,
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[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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Buffs::timeBuffUpdate(self, buff, status, stack);
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if(status == ETBU_DEL) Buffs::timeBuffTimeout(self);
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},
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[](EntityRef self, Buff* buff, time_t currTime) {
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// no-op
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Buffs::timeBuffTick(self, buff);
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},
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&debuff);
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}
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@@ -82,27 +86,53 @@ static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombat
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}
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static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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// TODO abilities
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return SkillResult();
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EntityRef sourceRef = source->getRef();
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int heal = skill->values[0][power];
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int healed = source->heal(sourceRef, heal);
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int damage = heal * 2;
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int dealt = target->takeDamage(sourceRef, damage);
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sSkillResult_Leech result{};
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result.Damage.eCT = target->getCharType();
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result.Damage.iID = target->getID();
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result.Damage.bProtected = dealt <= 0;
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result.Damage.iDamage = dealt;
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result.Damage.iHP = target->getCurrentHP();
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result.Heal.eCT = result.Damage.eCT;
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result.Heal.iID = result.Damage.iID;
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result.Heal.iHealHP = healed;
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result.Heal.iHP = source->getCurrentHP();
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return SkillResult(sizeof(sSkillResult_Leech), &result);
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}
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static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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int duration = skill->durationTime[power];
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int strength = skill->values[0][power];
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BuffStack passiveBuff = {
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skill->drainType == SkillDrainType::PASSIVE ? 1 : duration, // ticks
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skill->drainType == SkillDrainType::PASSIVE ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
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strength, // value
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source->getRef(), // source
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source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
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};
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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SkillDrainType drainType = skill->drainType;
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if(!target->addBuff(timeBuffId,
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[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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Buffs::timeBuffUpdate(self, buff, status, stack);
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[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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if(buff->id == ECSB_BOUNDINGBALL) {
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// drain
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ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
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combatant->takeDamage(buff->getLastSource(), 0); // aggro
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}
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if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL)
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Buffs::timeBuffTimeout(self);
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},
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[](EntityRef self, Buff* buff, time_t currTime) {
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// no-op
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if(buff->id == ECSB_BOUNDINGBALL)
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Buffs::tickDrain(self, buff); // drain
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},
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&passiveBuff)) return SkillResult(); // no result if already buffed
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@@ -335,6 +365,12 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
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pkt->iSkillID = skillID;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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if(npc.kind == EntityKind::MOB) {
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Mob* mob = dynamic_cast<Mob*>(entity);
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pkt->iValue1 = mob->hitX;
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pkt->iValue2 = mob->hitY;
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pkt->iValue3 = mob->hitZ;
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}
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attachSkillResults(results, (uint8_t*)(pkt + 1));
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NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
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@@ -411,12 +447,6 @@ int Abilities::getCSTBFromST(SkillType skillType) {
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case SkillType::PROTECTINFECTION:
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result = ECSB_PROTECT_INFECTION;
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break;
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case SkillType::SNARE:
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result = ECSB_DN_MOVE_SPEED;
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break;
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case SkillType::SLEEP:
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result = ECSB_MEZ;
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break;
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case SkillType::MINIMAPENEMY:
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result = ECSB_MINIMAP_ENEMY;
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break;
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@@ -429,15 +459,9 @@ int Abilities::getCSTBFromST(SkillType skillType) {
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case SkillType::REWARDCASH:
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result = ECSB_REWARD_CASH;
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break;
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case SkillType::INFECTIONDAMAGE:
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result = ECSB_INFECTION;
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break;
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case SkillType::FREEDOM:
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result = ECSB_FREEDOM;
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break;
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case SkillType::BOUNDINGBALL:
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result = ECSB_BOUNDINGBALL;
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break;
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case SkillType::INVULNERABLE:
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result = ECSB_INVULNERABLE;
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break;
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@@ -446,6 +470,22 @@ int Abilities::getCSTBFromST(SkillType skillType) {
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break;
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case SkillType::NANOSTIMPAK:
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result = ECSB_STIMPAKSLOT1;
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// shift as necessary
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break;
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case SkillType::SNARE:
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result = ECSB_DN_MOVE_SPEED;
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break;
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case SkillType::STUN:
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result = ECSB_STUN;
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break;
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case SkillType::SLEEP:
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result = ECSB_MEZ;
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break;
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case SkillType::INFECTIONDAMAGE:
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result = ECSB_INFECTION;
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break;
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case SkillType::BOUNDINGBALL:
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result = ECSB_BOUNDINGBALL;
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break;
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default:
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break;
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