Commit Graph

28 Commits

Author SHA1 Message Date
gsemaj 7af39b3d04
[refactor] Buff + skill bugfixes 2023-10-08 16:43:11 -04:00
gsemaj e325f7a40b
Implement buff handling for CombatNPC 2023-10-08 16:43:11 -04:00
gsemaj 82bee2051a
[refactor] Active power handling 2023-10-08 16:43:11 -04:00
gsemaj 31677e2638
[refactor] New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff
objects that get composited to a bitflag on-the-fly.
Buff objects can have callbacks for application, expiration, and tick,
making them pretty flexible. Scripting languages can eventually use
these for custom behavior, too.

TODO:
- Get rid of bitflag in BaseNPC
- Apply buffs from passive nano powers
- Apply buffs from active nano powers
- Move eggs to new system
- ???
2023-10-08 16:34:43 -04:00
gsemaj d32827b692
The great re-`#include`
Was getting frustrated by the inconsistency in our include statements,
which were causing me problems. As a result, I went through and manually
re-organized every include statement in non-core files.

I'm just gonna copy my rant from Discord:
FOR HEADER FILES (.hpp):
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
- you may NOT include ANYTHING ELSE

FOR SOURCE FILES (.cpp):
- you can #include whatever you want as long as the partner header is included first
- anything that gets included by another include is fair game
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.

the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
2023-10-08 16:34:18 -04:00
gsemaj 3b6b61d087
[refactor] SkillData additions for buffs 2023-10-08 16:34:18 -04:00
gsemaj 6d760f5bce
Replace group filter operator with function 2023-10-08 16:33:54 -04:00
gsemaj 03d28bf4e4
[refactor] Refactor groups 2023-10-08 16:33:53 -04:00
gsemaj 4b834579c5
[refactor] Remaining ICombatant implementation 2023-10-08 16:33:34 -04:00
gsemaj 2f3f8a3951
[refactor] Initial ICombatant draft 2023-10-08 16:32:49 -04:00
dongresource 8517e0c7de
[refactor] Replace a few uses of magic numbers with enums 2023-10-08 16:31:53 -04:00
gsemaj 564c275d51
[WIP] Use EntityRef instead of CNSocket in ability handler 2023-10-08 16:31:53 -04:00
gsemaj 3ce9ae5f77
[WIP] Replace appearance data with individual fields
Storing certain things in appearance data and others in their own fields
was gross. Now everything is stored on the same level and functions have
been added to generate appearance data when it's needed by the client.
2023-10-08 16:31:53 -04:00
gsemaj 7c5b9a8105
[WIP] Rename Entity.type -> Entity.kind 2023-10-08 16:31:53 -04:00
gsemaj 258ff35e20
[WIP] Initial merge of ability namespaces & features 2023-10-08 16:31:53 -04:00
dongresource bb4029a9bf Fix invisible group mobs bug
This is a simplified adaptation of
29e7bd25a4f888e9d72fa01f84df98de79f861d1 from Retrobution.

Co-authored-by: Jade <jadeshrinemaiden@gmail.com>
2021-09-19 04:55:10 +02:00
CakeLancelot aaaf03128a
Don't aggro to players using MSS 2021-09-05 13:23:05 -05:00
gsemaj e546d3948c [refac] Stop using WarpLocation for coordinates and introduce a Vec3 2021-05-06 12:17:34 -04:00
CPunch 33ea5af8b7 Added speed to CombatNPC
- Mob's constructor sets speed
- MobAI.cpp now uses mob->speed
2021-04-29 19:20:53 -05:00
FinnHornhoover 78b17aea72 added better drop handling, parsing, rng 2021-04-26 11:26:00 -04:00
CPunch 9b84d9dc4d [refactor] BaseNPC now uses Entity XYZ fields for handling positions
- fixed many references to Entity.appearanceData.i[XYZ] to use the base Entity XYZ values
- BaseNPC::enterIntoViewOf grabs the position from the base Entity XYZ values
- NPCManager::updateNPCPosition updates the base Entity XYZ values
- MobAI.c/deadStep() also sends it's packet based on the Entity XYZ values
2021-04-13 20:03:51 -05:00
gsemaj fd965fbf03 Remove redundant Mob map 2021-04-07 03:03:43 +02:00
dongresource 65462d01e3 Generalize NPC AI stepping logic
The MobAI::Mobs map still needs to be removed.
2021-03-31 22:28:27 +02:00
dongresource 0c8e209360 [WIP] Convert all chunk-related logic to the new system's semantics
Replaced all references to chunk->players and chunk->NPCs with
chunk->entities and all instances of the old NPCClass enum with
EntityType.

The server compiles but will not yet run properly.
2021-03-31 22:28:27 +02:00
dongresource 7f9cdfc9ae Use direct members instead of pointers for viewableChunks and buyback
We had avoided putting STL containers into Players back when we thought
Players was still POD and needed to remain POD, but it turned out that
neither were the case all along, so there's no need for the indirection.
2021-03-31 21:10:54 +02:00
dongresource e9bc2fe561 [refactor] Remove the word 'Manager' from most source files/namespaces
ChatManager -> Chat
MissionManager -> Missions
NanoManager -> Nanos
TransportManager -> Transport
ChunkManager -> Chunking
BuddyManager -> Buddies
GroupManager -> Groups
RacingManager -> Racing
ItemManager -> Items

NPCManager and PlayerManager remain.

Note: You can use git log --follow src/file.cpp to trace the history of
a file from before it was renamed.
2021-03-17 20:16:43 +01:00
dongresource cee09f6344 [refactor] Mark all internal functions static
All packet handlers and helper functions that are only used in the
source file they're declared in have been taken out of the namespaces in
the corresponding header files, have been marked static, and have been
reordered to avoid the need for declarations at the top of each source
file.

Each source file now contains a "using namespace" directive so that the
static functions don't need to prefix the source file's symbols with
their namespace. All redundant namespace prefixes found have been
removed.

An unused nano power resetting function in NanoManager has been removed.
2021-03-16 22:54:41 +01:00
dongresource 2024fb4969 [refactor] Split MobManager.cpp into MobAI.cpp and Combat.cpp
This is terrible. It was a mistake to do this before cleaning up the
actual code. It might be better not to use this commit and to do this
refactor in a different order or something.
2021-03-13 23:55:16 +01:00