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@ -6,6 +6,7 @@
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#include "PlayerManager.hpp"
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#include "Buffs.hpp"
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#include "Nanos.hpp"
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#include "MobAI.hpp"
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using namespace Abilities;
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@ -364,6 +365,12 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
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pkt->iSkillID = skillID;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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if(npc.kind == EntityKind::MOB) {
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Mob* mob = dynamic_cast<Mob*>(entity);
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pkt->iValue1 = mob->hitX;
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pkt->iValue2 = mob->hitY;
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pkt->iValue3 = mob->hitZ;
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}
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attachSkillResults(results, (uint8_t*)(pkt + 1));
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NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
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@ -326,12 +326,6 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
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}
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static void useAbilities(Mob *mob, time_t currTime) {
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/*
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* targetData approach
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* first integer is the count
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* second to fifth integers are IDs, these can be either player iID or mob's iID
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* whether the skill targets players or mobs is determined by the skill packet being fired
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*/
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Player *plr = PlayerManager::getPlayer(mob->target);
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if (mob->skillStyle >= 0) { // corruption hit
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@ -346,7 +340,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
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if (mob->skillStyle == -2) { // eruption hit
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int skillID = (int)mob->data["m_iMegaType"];
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std::vector<int> targetData = {0, 0, 0, 0, 0};
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std::vector<ICombatant*> targets{};
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// find the players within range of eruption
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for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
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@ -356,26 +350,22 @@ static void useAbilities(Mob *mob, time_t currTime) {
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if (ref.kind != EntityKind::PLAYER)
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continue;
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CNSocket *s= ref.sock;
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CNSocket *s = ref.sock;
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Player *plr = PlayerManager::getPlayer(s);
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if (plr->HP <= 0)
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if (!plr->isAlive())
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continue;
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int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
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if (distance < Abilities::SkillTable[skillID].effectArea) {
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targetData[0] += 1;
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targetData[targetData[0]] = plr->iID;
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if (targetData[0] > 3) // make sure not to have more than 4
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targets.push_back(plr);
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if (targets.size() > 3) // make sure not to have more than 4
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break;
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}
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}
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}
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// TODO ABILITIES
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/*for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
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Abilities::useNPCSkill(mob->id, skillID, targets);
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mob->skillStyle = -3; // eruption cooldown
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mob->nextAttack = currTime + 1000;
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return;
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@ -393,14 +383,11 @@ static void useAbilities(Mob *mob, time_t currTime) {
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if (random < prob1) { // active skill hit
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int skillID = (int)mob->data["m_iActiveSkill1"];
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// TODO ABILITIES
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//std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
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//for (auto& pwr : Abilities::Powers)
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// if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
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// if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
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// return; // prevent debuffing a player twice
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// pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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// }
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SkillData* skill = &Abilities::SkillTable[skillID];
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int debuffID = Abilities::getCSTBFromST(skill->skillType);
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if(plr->hasBuff(debuffID))
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return; // prevent debuffing a player twice
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Abilities::useNPCSkill(mob->getRef(), skillID, { plr });
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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return;
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}
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@ -754,11 +741,8 @@ void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) {
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self->nextAttack = 0;
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// cast a return home heal spell, this is the right way(tm)
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// TODO ABILITIES
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/*std::vector<int> targetData = { 1, 0, 0, 0, 0 };
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[110].skillType)
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pwr.handle(self->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);*/
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Abilities::useNPCSkill(npc->getRef(), 110, { npc });
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// clear outlying debuffs
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clearDebuff(self);
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}
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@ -775,12 +759,9 @@ void MobAI::onCombatStart(CombatNPC* npc, EntityRef src) {
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self->roamY = self->y;
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self->roamZ = self->z;
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int skillID = (int)self->data["m_iPassiveBuff"]; // cast passive
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// TODO ABILITIES
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/*std::vector<int> targetData = { 1, self->id, 0, 0, 0 };
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(self->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
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int skillID = (int)self->data["m_iPassiveBuff"];
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if(skillID != 0) // cast passive
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Abilities::useNPCSkill(npc->getRef(), skillID, { npc });
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}
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void MobAI::onRetreat(CombatNPC* npc, EntityRef src) {
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