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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
UnsummonW Implementation + Tweaks
* UnsummonW can be used to remove the mob from existence. * Mob groups now aggro together. * Mobs space a little bit when chasing the player. * Combat balance tweaked a bit, you can take out an entire boss group of scoria cephalopod with good nano usage with common tier weapons.
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@ -284,6 +284,22 @@ void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket
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return;
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}
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int leadId = ((Mob*)npc)->groupLeader;
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if (leadId != 0) {
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Mob* leadNpc = MobManager::Mobs[leadId];
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for (int i = 0; i < 4; i++) {
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if (leadNpc->groupMember[i] == 0)
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break;
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TableData::RunningMobs.erase(leadNpc->groupMember[i]);
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NPCManager::destroyNPC(leadNpc->groupMember[i]);
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}
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TableData::RunningMobs.erase(leadId);
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NPCManager::destroyNPC(leadId);
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ChatManager::sendServerMessage(sock, "/unsummonW: Mob group destroyed.");
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return;
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}
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ChatManager::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->appearanceData.iNPCType) +
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", id: " + std::to_string(npc->appearanceData.iNPC_ID));
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@ -509,11 +525,11 @@ void notifyCommand(std::string full, std::vector<std::string>& args, CNSocket* s
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Player *plr = PlayerManager::getPlayer(sock);
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if (plr->notify) {
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plr->notify = false;
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ChatManager::sendServerMessage(sock, "[ADMIN] No longer receiving join notifications");
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plr->notify = false;
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ChatManager::sendServerMessage(sock, "[ADMIN] No longer receiving join notifications");
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} else {
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plr->notify = true;
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ChatManager::sendServerMessage(sock, "[ADMIN] Receiving join notifications");
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plr->notify = true;
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ChatManager::sendServerMessage(sock, "[ADMIN] Receiving join notifications");
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}
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}
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@ -523,14 +539,16 @@ void playersCommand(std::string full, std::vector<std::string>& args, CNSocket*
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ChatManager::sendServerMessage(sock, PlayerManager::getPlayerName(pair.second));
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}
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void summonGroupWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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if (args.size() < 4) {
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ChatManager::sendServerMessage(sock, "/summonGroupW <leadermob> <mob> <number> [distance]");
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ChatManager::sendServerMessage(sock, "/summonGroup(W) <leadermob> <mob> <number> [distance]");
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return;
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}
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Player* plr = PlayerManager::getPlayer(sock);
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char *rest;
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bool wCommand = (args[0] == "/summonGroupW");
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int type = std::strtol(args[1].c_str(), &rest, 10);
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int type2 = std::strtol(args[2].c_str(), &rest, 10);
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int count = std::strtol(args[3].c_str(), &rest, 10);
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@ -586,7 +604,8 @@ void summonGroupWCommand(std::string full, std::vector<std::string>& args, CNSoc
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}
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// re-enable respawning
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((Mob*)npc)->summoned = false;
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if (wCommand)
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, plr->instanceID, type, id);
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}
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@ -612,8 +631,8 @@ void summonGroupWCommand(std::string full, std::vector<std::string>& args, CNSoc
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mob->offsetX = x - plr->x;
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mob->offsetY = y - plr->y;
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}
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((Mob*)npc)->summoned = false;
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if (wCommand)
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, MAPNUM(plr->instanceID), type, id);
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}
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@ -624,9 +643,10 @@ void summonGroupWCommand(std::string full, std::vector<std::string>& args, CNSoc
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z);
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}
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ChatManager::sendServerMessage(sock, "/summonGroupW: placed mob with type: " + std::to_string(type) +
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ChatManager::sendServerMessage(sock, "/summonGroup(W): placed mob with type: " + std::to_string(type) +
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", id: " + std::to_string(npc->appearanceData.iNPC_ID));
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TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc; // only record the one in the template
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if (wCommand)
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TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc; // only record the one in the template
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if (i == 0 && team == 2) {
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type = type2;
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@ -666,7 +686,8 @@ void ChatManager::init() {
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registerCommand("tasks", 30, tasksCommand, "list all active missions and their respective task ids.");
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registerCommand("notify", 30, notifyCommand, "receive a message whenever a player joins the server");
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registerCommand("players", 30, playersCommand, "print all players on the server");
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registerCommand("summonGroupW", 30, summonGroupWCommand, "permanently summon group NPCs");
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registerCommand("summonGroup", 30, summonGroupCommand, "summon group NPCs");
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registerCommand("summonGroupW", 30, summonGroupCommand, "permanently summon group NPCs");
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}
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void ChatManager::registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) {
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@ -133,7 +133,7 @@ void MobManager::npcAttackPc(Mob *mob, time_t currTime) {
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sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf;
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sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
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auto damage = getDamage(450 + (int)mob->data["m_iPower"], plr->defense, false, false, -1, -1, rand() % plr->level + 1);
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auto damage = getDamage(450 + (int)mob->data["m_iPower"], plr->defense, false, false, -1, -1, 0);
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plr->HP -= damage.first;
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pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
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@ -338,6 +338,9 @@ int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) {
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mob->roamX = mob->appearanceData.iX;
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mob->roamY = mob->appearanceData.iY;
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mob->roamZ = mob->appearanceData.iZ;
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if (mob->groupLeader != 0)
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followToCombat(mob);
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}
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mob->appearanceData.iHP -= damage;
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@ -560,7 +563,14 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
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speed /= 2;
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->target->plr->x, mob->target->plr->y,std::min(distance-(int)mob->data["m_iAtkRange"]+1, speed*2/5));
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int targetX = mob->target->plr->x;
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int targetY = mob->target->plr->y;
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if (mob->groupLeader != 0) {
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targetX += mob->offsetX*distance/(mob->sightRange+1);
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targetY += mob->offsetY*distance/(mob->sightRange+1);
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}
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, targetX, targetY, std::min(distance-(int)mob->data["m_iAtkRange"]+1, speed*2/5));
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NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ, mob->instanceID, mob->appearanceData.iAngle);
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@ -570,10 +580,6 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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pkt.iSpeed = speed;
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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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if (mob->groupLeader != 0 && mob->groupLeader != mob->appearanceData.iNPC_ID) {
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pkt.iToX += mob->offsetX;
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pkt.iToY += mob->offsetY;
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}
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pkt.iToZ = mob->target->plr->z;
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pkt.iMoveStyle = 1;
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@ -972,7 +978,7 @@ 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) / 100);
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damage = std::max(10 + attackPower / 10, damage - (defensePower - attackPower / 2) * difficulty / 72);
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damage = damage * (rand() % 40 + 80) / 100;
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// Adaptium/Blastons/Cosmix
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@ -1053,7 +1059,7 @@ void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
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else
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damage.first = plr->pointDamage;
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damage = getDamage(damage.first, target->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 1);
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damage = getDamage(damage.first, target->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
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if (plr->batteryW >= 6 + plr->level)
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plr->batteryW -= 6 + plr->level;
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@ -1188,6 +1194,9 @@ bool MobManager::aggroCheck(Mob *mob, time_t currTime) {
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mob->roamY = mob->appearanceData.iY;
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mob->roamZ = mob->appearanceData.iZ;
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if (mob->groupLeader != 0)
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followToCombat(mob);
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return true;
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}
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@ -1380,3 +1389,39 @@ void MobManager::projectileHit(CNSocket* sock, CNPacketData* data) {
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Bullets[plr->iID].erase(resp->iBulletID);
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}
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void MobManager::followToCombat(Mob *mob) {
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if (Mobs.find(mob->groupLeader) != Mobs.end()) {
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Mob* leadMob = Mobs[mob->groupLeader];
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for (int i = 0; i < 4; i++) {
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if (leadMob->groupMember[i] == 0)
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break;
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if (Mobs.find(leadMob->groupMember[i]) == Mobs.end()) {
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std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
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continue;
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}
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Mob* followerMob = Mobs[leadMob->groupMember[i]];
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if (followerMob->state == MobState::COMBAT)
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continue;
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followerMob->target = mob->target;
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followerMob->state = MobState::COMBAT;
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followerMob->nextMovement = getTime();
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followerMob->nextAttack = 0;
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followerMob->roamX = followerMob->appearanceData.iX;
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followerMob->roamY = followerMob->appearanceData.iY;
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followerMob->roamZ = followerMob->appearanceData.iZ;
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}
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leadMob->target = mob->target;
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leadMob->state = MobState::COMBAT;
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leadMob->nextMovement = getTime();
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leadMob->nextAttack = 0;
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leadMob->roamX = leadMob->appearanceData.iX;
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leadMob->roamY = leadMob->appearanceData.iY;
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leadMob->roamZ = leadMob->appearanceData.iZ;
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}
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}
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@ -163,4 +163,6 @@ namespace MobManager {
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/// returns bullet id
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int8_t addBullet(Player* plr, bool isGrenade);
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void followToCombat(Mob *mob);
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}
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