Commit Graph

1102 Commits

Author SHA1 Message Date
Gent Semaj
e124bc0645
Merge 5671adbd74 into b12aecad63 2023-07-23 14:47:00 +00:00
gsemaj
5671adbd74
Make skill result size check an assertion 2023-07-23 10:46:53 -04:00
gsemaj
550b26db39
Oops 2023-07-23 10:42:07 -04:00
gsemaj
68be9cc381
Change SkillResult size validation
Since leech uses trailing structs of two different sizes, just use the max SkillResult size in validation/zeroing and then check for overflow in a couple extra places
2023-07-23 10:31:40 -04:00
gsemaj
ef33a182d1
Reorder abilities to match client handling 2023-07-23 10:15:00 -04:00
gsemaj
9bd8eabed7
Don't add buff if player dead 2023-07-23 10:13:22 -04:00
gsemaj
2249b5381b
Fix seg fault with egg powers 2023-07-22 15:10:00 -04:00
gsemaj
9b7656117d
Reuse useNanoSkill codepath for passive powers 2023-07-20 17:53:13 -04:00
gsemaj
9394825d41
Fix recall 2023-07-12 17:43:05 -04:00
gsemaj
6e0d55c4b7
Make SkillType an enum class 2023-07-12 17:37:05 -04:00
gsemaj
33396f8d28
Fix self recall 2023-07-11 20:21:37 -04:00
gsemaj
cd908666af
[WIP] Fix targeting for groups 2023-07-11 17:42:08 -04:00
gsemaj
74588f2c77
[WIP] Active power handling
TODO:
- recall (self and group) is broken
- revive (only group) is broken
- damage + debuff is unimplemented
2023-07-11 13:52:59 -04:00
gsemaj
829f75112c
Sync with master 2023-07-11 13:52:59 -04:00
gsemaj
343668fbcd
Add overload to remove specific class of buff
I initially added this because, despite the higher tickrate for
composite condition calculations thanks to the last commit, there is
still a slight status icon delay when rapidly switching nanos. I
attempted to use this to make that problem go away and for whatever
reason it wasn't effective, but I figure it would be useful to have
anyway so I'm keeping it.
2023-07-11 13:52:59 -04:00
gsemaj
2e572169c0
Move some stuff from playerTick to player combat step 2023-07-11 13:52:59 -04:00
gsemaj
b3e28ddea3
Refactor group handling 2023-07-11 13:52:58 -04:00
gsemaj
1670dfd830
Port egg buffs over to new system 2023-07-11 13:52:58 -04:00
gsemaj
e768ebcabe
More skill handlers
Note: need to revisit these when active powers are implemented to make
sure they are correct. DamageNDebuff isn't even implemented yet.
2023-07-11 13:52:58 -04:00
gsemaj
9bc7e8de62
Passive nano powers 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
gsemaj
215da0130d
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
2023-07-11 13:52:54 -04:00
gsemaj
0e8a4742eb
Get rid of player fire rate suspicion
This was super primitive & jank, and caused false positives.
Will replace with a polished system later on.
2023-07-11 13:52:54 -04:00
gsemaj
85bb4d163e
Handle case where cmake is invoked outside root 2023-07-11 13:52:54 -04:00
gsemaj
09b74a5711
Start moving passive power processing to playerTick 2023-07-11 13:52:53 -04:00
gsemaj
90819bea8e
Groundwork for new buff system 2023-07-11 13:52:53 -04:00
gsemaj
3cc5c09a91
Active power classification 2023-07-11 13:52:53 -04:00
gsemaj
536d5fbcfa
some struct reorg 2023-07-11 13:52:53 -04:00
gsemaj
4ec3a3acb7
Replace group filter operator with function 2023-07-11 13:52:52 -04:00
gsemaj
89ed0b99a3
Ignore .bak files
for my local backups lol
2023-07-11 13:52:52 -04:00
gsemaj
db73b85bc8
Refactor player groups
Group structures are used now. Adds more checks in some places but simplifies things overall.
We can expand this system to entities as well now pretty trivially.
2023-07-11 13:52:52 -04:00
gsemaj
6cab203401
(WIP) EXPERIMENTAL GROUP CHANGES 2023-07-11 13:52:52 -04:00
gsemaj
92846e0eac
(WIP) TODO ABILITIES 2023-07-11 13:52:51 -04:00
gsemaj
5963ea06be
Move mob aggro logic into takeDamage override
God that feels good
2023-07-11 13:52:51 -04:00
gsemaj
c28970f2e1
(WIP) Move away from rigid states/transitions to allow custom behavior 2023-07-11 13:52:51 -04:00
gsemaj
8be853c2dc
EntityType -> EntityKind 2023-07-11 13:52:51 -04:00
gsemaj
a811e73fed
(WIP) onRoamStart hook implementation 2023-07-11 13:52:50 -04:00
gsemaj
a58971c270
(WIP) Remove BaseNPC::barkerType to save space 2023-07-11 13:52:50 -04:00
gsemaj
07429a0e51
ope 2023-07-11 13:52:50 -04:00
gsemaj
7c9038cf10
(WIP) onCombatStart hook implementation 2023-07-11 13:52:50 -04:00