Commit Graph

13 Commits

Author SHA1 Message Date
gsemaj
2e572169c0
Move some stuff from playerTick to player combat step 2023-07-11 13:52:59 -04:00
gsemaj
1670dfd830
Port egg buffs over to new system 2023-07-11 13:52:58 -04:00
gsemaj
f249599ab5
YET ANOTHER ITERATION of the new ability system
I am very tired
2023-07-11 13:52:57 -04:00
gsemaj
2901f5f285
Passive nano powers pt 1 2023-07-11 13:52:57 -04:00
gsemaj
36f329c302
Passive nano powers boilerplate 2023-07-11 13:52:57 -04:00
gsemaj
eb7daf8eaa
Fix timed out buffs not calling onExpire 2023-07-11 13:52:57 -04:00
gsemaj
0c5a9400ce
Buff framework tweaks + polish 2023-07-11 13:52:56 -04:00
gsemaj
f150595f70
Rework buff callbacks
The first implementation was way too complicated and prone to bugs.
This is much more simple flexible; first off, std::function is now used
instead of a raw function pointer, so lambdas and binds are fair game
which is great for scripting. Second, callbacks for all stacks are
executed. It is up to the callback target to ensure correct behavior.
2023-07-11 13:52:56 -04:00
gsemaj
c6528eb2ac
oops 2023-07-11 13:52:56 -04:00
gsemaj
d631ca1aa1
CRLF purge in Buffs.cpp 2023-07-11 13:52:56 -04:00
gsemaj
a94fb0ed6d
egg prep 2023-07-11 13:52:55 -04:00
gsemaj
d48aa21135
Move Buff implementation to Buffs.cpp 2023-07-11 13:52:55 -04:00
gsemaj
c60c4dac38
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
- ???
2023-07-11 13:52:55 -04:00