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(WIP) Move ICombatant functions around a bit
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@ -17,6 +17,30 @@ using namespace Combat;
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/// Player Id -> Bullet Id -> Bullet
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std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
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void Player::takeDamage(EntityRef src, int amt) {
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// stubbed
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}
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void Player::heal(EntityRef src, int amt) {
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// stubbed
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}
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bool Player::isAlive() {
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return HP > 0;
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}
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void CombatNPC::takeDamage(EntityRef src, int amt) {
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// stubbed
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}
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void CombatNPC::heal(EntityRef src, int amt) {
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// stubbed
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}
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bool CombatNPC::isAlive() {
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return hp > 0;
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}
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static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,
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bool batteryBoost, int attackerStyle,
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int defenderStyle, int difficulty) {
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@ -103,19 +103,6 @@ sPCAppearanceData Player::getAppearanceData() {
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return data;
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}
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// player combat methods; not sure if this is the right place to put them
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void Player::takeDamage(EntityRef src, int amt) {
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// stubbed
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}
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void Player::heal(EntityRef src, int amt) {
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// stubbed
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}
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bool Player::isAlive() {
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return HP > 0;
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}
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// TODO: this is less effiecient than it was, because of memset()
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void Player::enterIntoViewOf(CNSocket *sock) {
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INITSTRUCT(sP_FE2CL_PC_NEW, pkt);
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@ -134,15 +134,11 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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_stepAI(this, currTime);
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}
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virtual void takeDamage(EntityRef src, int amt) override {
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// stubbed
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}
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virtual bool isExtant() override { return hp > 0; }
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virtual void heal(EntityRef src, int amt) override {
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// stubbed
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}
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virtual bool isAlive() override { return hp > 0; }
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virtual void takeDamage(EntityRef src, int amt) override;
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virtual void heal(EntityRef src, int amt) override;
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virtual bool isAlive() override;
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};
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// Mob is in MobAI.hpp, Player is in Player.hpp
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