Commit Graph

31 Commits

Author SHA1 Message Date
6ffde9bb44
Replace most usages of CN_PACKET_BUFFER_SIZE with usable body size 2024-10-28 20:39:25 -07:00
96c430c994 Restore rapid-fire anti-cheat for projectiles
For a while we had made the temporary rapid-fire anti-cheat optional on
master, but had removed it entirely on the refactor branch. The
modification on master was acidentally only applied to the regular
(non-projectile) combat handler, while the removal on refactor removed
both that and the projectile check.

When the refactor branch was merged, that resulted in the removal of
only the projectile rapid-fire check, while the conditional regular
combat rapid-fire check was kept.

This change restores the projectile rapid-fire check such that it is
conditional, just like for regular combat.
2023-10-12 02:02:23 +02:00
9b2a65f8fd
[refactor] More buff + skill fixes 2023-10-08 16:43:11 -04:00
6a69388822
Refactor and generalize NPCEvent logic 2023-10-08 16:43:11 -04:00
ba20f5a401
Quick fix for Fuse boss fight NPCEvent logic
Will be replaced with a proper rework immediately.
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
13c009b448
Get rid of player fire rate suspicion
This was super primitive & jank, and caused false positives.
Will replace with a polished system later on.
2023-10-08 16:34:18 -04:00
gsemaj
3b6b61d087
[refactor] SkillData additions for buffs 2023-10-08 16:34:18 -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
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
2914b95cff Combat: 3+ targets should automatically kick the connection 2023-03-01 11:18:41 -06:00
12dde394c0 Add undocumented config option to disable rapid fire anticheat
This quick hack has been around for a while, so we might as well make it
configurable.

Also updated tdata reference.
2022-11-26 19:36:10 +01:00
57c9f139a2 Fix quest item drop chances being shared between missions
In our original implementation, quest item drops were rolled on the
spot, so the chances of getting two quest items for different missions
in a single kill (where both missions have you kill the same mob) were
independent of each other.

When we made quest item drop chances shared between group members so
players doing missions together would progress at the same rate, we
accidentally linked the quest item odds of different missions together.

This change makes it so that the odds are per-task, so they're shared
between different group members doing the same tasks, but distinct for
different tasks being done by the same player.
2022-02-12 23:53:04 +01:00
00865e1c7b Fix player state issue after failing to complete a mission
Fixes #225.

Co-authored-by: Jade <jadeshrinemaiden@gmail.com>
2022-02-11 23:20:40 +01:00
28bfd14362 Quick-fix for doDamage() crash
Couldn't get a reliable repro, but this is probably what that bug was.
It's not very throughly investigated, but we'll be tweaking those parts
of the codebase anyway, so we can examine if there's a deeper issue
later.
2022-02-08 17:02:42 +01:00
CakeLancelot
bab17eb23f
Mobs can now get criticial hits
Explanation: it was uncertain whether mobs could perform critical hits, since the color of damage numbers didn't change at all. However, I found that male characters will actually use a different sound effect when receiving a crit (I confirmed this SFX appeared in old FF videos), so I went ahead and re-enabled it.
2021-09-05 13:34:27 -05:00
CakeLancelot
bb12a60e04 Cleanly remove player after triggering rapidfire anticheat
Previously, the socket was killed but the player was still technically present.
2021-05-27 00:12:44 -05:00
FinnHornhoover
4eaf3b2f08 altered event drop logic, fixed taro/fm logic 2021-04-26 11:26:00 -04:00
FinnHornhoover
78b17aea72 added better drop handling, parsing, rng 2021-04-26 11:26:00 -04:00
gsemaj
fd965fbf03 Remove redundant Mob map 2021-04-07 03:03:43 +02:00
55b140f673 [refactor] Initial conversion to new packet handler interfaces
Manually converted PlayerManager, PlayerMovement and a few parts of
Combat to the new system.
2021-03-31 21:10:54 +02:00
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
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
2017b38e23 [refactor] Move mob drop logic from Combat to ItemManager 2021-03-16 19:50:33 +01:00
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