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1a7bb826d8
...
5671adbd74
@ -1,7 +1,5 @@
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#include "Abilities.hpp"
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#include "Abilities.hpp"
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#include "servers/CNShardServer.hpp"
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#include "NPCManager.hpp"
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#include "NPCManager.hpp"
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#include "PlayerManager.hpp"
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#include "PlayerManager.hpp"
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#include "Buffs.hpp"
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#include "Buffs.hpp"
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@ -47,39 +45,11 @@ static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* so
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}
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}
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static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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// take aggro
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// TODO abilities
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target->takeDamage(source->getRef(), 0);
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int duration = 0;
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int strength = 0;
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bool blocked = target->hasBuff(ECSB_FREEDOM);
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if(!blocked) {
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duration = skill->durationTime[power];
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strength = skill->values[0][power];
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BuffStack debuff = {
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(duration * 100) / MS_PER_COMBAT_TICK, // ticks
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strength, // value
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source->getRef(), // source
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BuffClass::NANO, // buff class
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};
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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target->addBuff(timeBuffId,
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[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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Buffs::timeBuffUpdate(self, buff, status, stack);
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if(status == ETBU_DEL) Buffs::timeBuffTimeout(self);
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},
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[](EntityRef self, Buff* buff, time_t currTime) {
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Buffs::timeBuffTick(self, buff);
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},
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&debuff);
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}
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sSkillResult_Damage_N_Debuff result{};
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sSkillResult_Damage_N_Debuff result{};
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result.iDamage = duration / 10; // we use the duration as the damage number (why?)
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result.iHP = target->getCurrentHP();
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result.eCT = target->getCharType();
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.iID = target->getID();
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result.bProtected = blocked;
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result.bProtected = false;
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result.iConditionBitFlag = target->getCompositeCondition();
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result.iConditionBitFlag = target->getCompositeCondition();
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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}
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}
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@ -90,33 +60,22 @@ static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* sou
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}
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}
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static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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int duration = skill->durationTime[power];
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int strength = skill->values[0][power];
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BuffStack passiveBuff = {
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BuffStack passiveBuff = {
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skill->drainType == SkillDrainType::PASSIVE ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
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skill->drainType == SkillDrainType::PASSIVE ? 1 : skill->durationTime[power], // ticks
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strength, // value
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skill->values[0][power], // value
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source->getRef(), // source
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source->getRef(), // source
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source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
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source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
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};
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};
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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SkillDrainType drainType = skill->drainType;
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if(!target->addBuff(timeBuffId,
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if(!target->addBuff(timeBuffId,
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[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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if(buff->id == ECSB_BOUNDINGBALL) {
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Buffs::timeBuffUpdate(self, buff, status, stack);
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// drain
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},
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ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
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[](EntityRef self, Buff* buff, time_t currTime) {
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combatant->takeDamage(buff->getLastSource(), 0); // aggro
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// no-op
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}
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},
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Buffs::timeBuffUpdate(self, buff, status, stack);
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&passiveBuff)) return SkillResult(); // no result if already buffed
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if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL)
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Buffs::timeBuffTimeout(self);
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},
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[](EntityRef self, Buff* buff, time_t currTime) {
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if(buff->id == ECSB_BOUNDINGBALL)
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Buffs::tickDrain(self, buff); // drain
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},
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&passiveBuff)) return SkillResult(); // no result if already buffed
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sSkillResult_Buff result{};
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sSkillResult_Buff result{};
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result.eCT = target->getCharType();
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result.eCT = target->getCharType();
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@ -257,18 +216,16 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
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return results;
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return results;
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}
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}
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static void attachSkillResults(std::vector<SkillResult> results, uint8_t* pivot) {
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static void attachSkillResults(std::vector<SkillResult> results, size_t resultSize, uint8_t* pivot) {
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for(SkillResult& result : results) {
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for(SkillResult& result : results) {
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size_t sz = result.size;
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memcpy(pivot, result.payload, resultSize);
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memcpy(pivot, result.payload, sz);
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pivot += resultSize;
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pivot += sz;
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}
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}
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}
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}
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void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) {
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void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) {
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Player* plr = PlayerManager::getPlayer(sock);
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Player* plr = PlayerManager::getPlayer(sock);
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ICombatant* combatant = dynamic_cast<ICombatant*>(plr);
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int boost = 0;
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int boost = 0;
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if (Nanos::getNanoBoost(plr))
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if (Nanos::getNanoBoost(plr))
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@ -280,19 +237,17 @@ void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std:
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nano.iStamina = 0;
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nano.iStamina = 0;
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}
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}
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std::vector<SkillResult> results = handleSkill(skill, boost, combatant, affected);
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std::vector<SkillResult> results = handleSkill(skill, boost, plr, affected);
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if(results.empty()) return; // no effect; no need for confirmation packets
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if(results.empty()) return; // no effect; no need for confirmation packets
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// lazy validation since skill results might be different sizes
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size_t resultSize = MAX_SKILLRESULT_SIZE; // lazy
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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), MAX_SKILLRESULT_SIZE)) {
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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), resultSize)) {
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std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
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std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
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return;
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return;
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}
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}
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// initialize response struct
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC);
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size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + results.size() * resultSize;
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for(SkillResult& sr : results)
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resplen += sr.size;
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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memset(respbuf, 0, resplen);
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@ -305,7 +260,7 @@ void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std:
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pkt->eST = (int32_t)skill->skillType;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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pkt->iTargetCnt = (int32_t)results.size();
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attachSkillResults(results, (uint8_t*)(pkt + 1));
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attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
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sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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if(skill->skillType == SkillType::RECALL_GROUP)
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if(skill->skillType == SkillType::RECALL_GROUP)
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@ -329,16 +284,15 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
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std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
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std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
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if(results.empty()) return; // no effect; no need for confirmation packets
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if(results.empty()) return; // no effect; no need for confirmation packets
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// lazy validation since skill results might be different sizes
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size_t resultSize = results.back().size; // guaranteed to be the same for every item
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if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), MAX_SKILLRESULT_SIZE)) {
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if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), resultSize)) {
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std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n";
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std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n";
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return;
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return;
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}
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}
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// initialize response struct
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT);
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + results.size() * resultSize;
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for(SkillResult& sr : results)
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resplen += sr.size;
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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memset(respbuf, 0, resplen);
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@ -348,7 +302,7 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
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pkt->eST = (int32_t)skill->skillType;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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pkt->iTargetCnt = (int32_t)results.size();
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attachSkillResults(results, (uint8_t*)(pkt + 1));
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attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
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NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
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NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
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}
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}
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@ -423,6 +377,12 @@ int Abilities::getCSTBFromST(SkillType skillType) {
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case SkillType::PROTECTINFECTION:
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case SkillType::PROTECTINFECTION:
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result = ECSB_PROTECT_INFECTION;
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result = ECSB_PROTECT_INFECTION;
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break;
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break;
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case SkillType::SNARE:
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result = ECSB_DN_MOVE_SPEED;
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break;
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case SkillType::SLEEP:
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result = ECSB_MEZ;
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break;
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case SkillType::MINIMAPENEMY:
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case SkillType::MINIMAPENEMY:
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result = ECSB_MINIMAP_ENEMY;
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result = ECSB_MINIMAP_ENEMY;
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break;
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break;
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@ -435,9 +395,15 @@ int Abilities::getCSTBFromST(SkillType skillType) {
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case SkillType::REWARDCASH:
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case SkillType::REWARDCASH:
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result = ECSB_REWARD_CASH;
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result = ECSB_REWARD_CASH;
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break;
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break;
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case SkillType::INFECTIONDAMAGE:
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result = ECSB_INFECTION;
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break;
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case SkillType::FREEDOM:
|
case SkillType::FREEDOM:
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result = ECSB_FREEDOM;
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result = ECSB_FREEDOM;
|
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break;
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break;
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case SkillType::BOUNDINGBALL:
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result = ECSB_BOUNDINGBALL;
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break;
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case SkillType::INVULNERABLE:
|
case SkillType::INVULNERABLE:
|
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result = ECSB_INVULNERABLE;
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result = ECSB_INVULNERABLE;
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break;
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break;
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@ -446,22 +412,6 @@ int Abilities::getCSTBFromST(SkillType skillType) {
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|||||||
break;
|
break;
|
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case SkillType::NANOSTIMPAK:
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case SkillType::NANOSTIMPAK:
|
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result = ECSB_STIMPAKSLOT1;
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result = ECSB_STIMPAKSLOT1;
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// shift as necessary
|
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break;
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|
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case SkillType::SNARE:
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|
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result = ECSB_DN_MOVE_SPEED;
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|
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break;
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|
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case SkillType::STUN:
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|
||||||
result = ECSB_STUN;
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|
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break;
|
|
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case SkillType::SLEEP:
|
|
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result = ECSB_MEZ;
|
|
||||||
break;
|
|
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case SkillType::INFECTIONDAMAGE:
|
|
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result = ECSB_INFECTION;
|
|
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break;
|
|
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case SkillType::BOUNDINGBALL:
|
|
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result = ECSB_BOUNDINGBALL;
|
|
||||||
break;
|
break;
|
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default:
|
default:
|
||||||
break;
|
break;
|
||||||
|
@ -95,12 +95,6 @@ int Buff::getValue(BuffValueSelector selector) {
|
|||||||
return value;
|
return value;
|
||||||
}
|
}
|
||||||
|
|
||||||
EntityRef Buff::getLastSource() {
|
|
||||||
if(stacks.empty())
|
|
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return self;
|
|
||||||
return stacks.back().source;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Buff::isStale() {
|
bool Buff::isStale() {
|
||||||
return stacks.empty();
|
return stacks.empty();
|
||||||
}
|
}
|
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@ -143,55 +137,15 @@ void Buffs::timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* st
|
|||||||
self.sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
|
self.sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Buffs::timeBuffTick(EntityRef self, Buff* buff) {
|
|
||||||
if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
|
|
||||||
return; // not implemented
|
|
||||||
Entity* entity = self.getEntity();
|
|
||||||
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
|
|
||||||
|
|
||||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK, pkt);
|
|
||||||
pkt.eCT = combatant->getCharType();
|
|
||||||
pkt.iID = combatant->getID();
|
|
||||||
pkt.iTB_ID = buff->id;
|
|
||||||
NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
|
|
||||||
}
|
|
||||||
|
|
||||||
void Buffs::timeBuffTimeout(EntityRef self) {
|
void Buffs::timeBuffTimeout(EntityRef self) {
|
||||||
if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
|
if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
|
||||||
return; // not a combatant
|
return; // not a combatant
|
||||||
Entity* entity = self.getEntity();
|
Entity* entity = self.getEntity();
|
||||||
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
|
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
|
||||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players
|
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players
|
||||||
int32_t eCharType = combatant->getCharType();
|
pkt.eCT = combatant->getCharType();
|
||||||
pkt.eCT = eCharType == 4 ? 2 : eCharType; // convention not followed by client here
|
|
||||||
pkt.iID = combatant->getID();
|
pkt.iID = combatant->getID();
|
||||||
pkt.iConditionBitFlag = combatant->getCompositeCondition();
|
pkt.iConditionBitFlag = combatant->getCompositeCondition();
|
||||||
NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Buffs::tickDrain(EntityRef self, Buff* buff) {
|
|
||||||
if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
|
|
||||||
return; // not implemented
|
|
||||||
Entity* entity = self.getEntity();
|
|
||||||
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
|
|
||||||
int damage = combatant->takeDamage(buff->getLastSource(), combatant->getMaxHP() / 100);
|
|
||||||
|
|
||||||
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
|
|
||||||
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
|
||||||
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
|
||||||
memset(respbuf, 0, resplen);
|
|
||||||
|
|
||||||
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
|
|
||||||
pkt->iID = self.id;
|
|
||||||
pkt->eCT = combatant->getCharType();
|
|
||||||
pkt->iTB_ID = ECSB_BOUNDINGBALL;
|
|
||||||
|
|
||||||
sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
|
|
||||||
drain->iDamage = damage;
|
|
||||||
drain->iHP = combatant->getCurrentHP();
|
|
||||||
drain->eCT = pkt->eCT;
|
|
||||||
drain->iID = pkt->iID;
|
|
||||||
|
|
||||||
NPCManager::sendToViewable(self.getEntity(), (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
|
|
||||||
}
|
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
@ -66,7 +66,6 @@ public:
|
|||||||
BuffClass maxClass();
|
BuffClass maxClass();
|
||||||
|
|
||||||
int getValue(BuffValueSelector selector);
|
int getValue(BuffValueSelector selector);
|
||||||
EntityRef getLastSource();
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* In general, a Buff object won't exist
|
* In general, a Buff object won't exist
|
||||||
@ -87,7 +86,5 @@ public:
|
|||||||
|
|
||||||
namespace Buffs {
|
namespace Buffs {
|
||||||
void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack);
|
void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack);
|
||||||
void timeBuffTick(EntityRef self, Buff* buff);
|
|
||||||
void timeBuffTimeout(EntityRef self);
|
void timeBuffTimeout(EntityRef self);
|
||||||
void tickDrain(EntityRef self, Buff* buff);
|
|
||||||
}
|
}
|
||||||
|
@ -24,11 +24,13 @@ bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCal
|
|||||||
if(!isAlive())
|
if(!isAlive())
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
|
EntityRef self = PlayerManager::getSockFromID(iID);
|
||||||
|
|
||||||
if(!hasBuff(buffId)) {
|
if(!hasBuff(buffId)) {
|
||||||
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
|
buffs[buffId] = new Buff(buffId, self, onUpdate, onTick, stack);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
buffs[buffId]->updateCallbacks(onUpdate, onTick);
|
buffs[buffId]->updateCallbacks(onUpdate, onTick);
|
||||||
buffs[buffId]->addStack(stack);
|
buffs[buffId]->addStack(stack);
|
||||||
return false;
|
return false;
|
||||||
@ -52,7 +54,6 @@ void Player::removeBuff(int buffId) {
|
|||||||
void Player::removeBuff(int buffId, int buffClass) {
|
void Player::removeBuff(int buffId, int buffClass) {
|
||||||
if(hasBuff(buffId)) {
|
if(hasBuff(buffId)) {
|
||||||
buffs[buffId]->clear((BuffClass)buffClass);
|
buffs[buffId]->clear((BuffClass)buffClass);
|
||||||
// buff might not be stale since another buff class might remain
|
|
||||||
if(buffs[buffId]->isStale()) {
|
if(buffs[buffId]->isStale()) {
|
||||||
delete buffs[buffId];
|
delete buffs[buffId];
|
||||||
buffs.erase(buffId);
|
buffs.erase(buffId);
|
||||||
@ -60,17 +61,6 @@ void Player::removeBuff(int buffId, int buffClass) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::clearBuffs(bool force) {
|
|
||||||
for(auto buff : buffs) {
|
|
||||||
if(!force) {
|
|
||||||
removeBuff(buff.first);
|
|
||||||
} else {
|
|
||||||
delete buff.second;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
buffs.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Player::hasBuff(int buffId) {
|
bool Player::hasBuff(int buffId) {
|
||||||
auto buff = buffs.find(buffId);
|
auto buff = buffs.find(buffId);
|
||||||
return buff != buffs.end() && !buff->second->isStale();
|
return buff != buffs.end() && !buff->second->isStale();
|
||||||
@ -175,68 +165,23 @@ void Player::step(time_t currTime) {
|
|||||||
|
|
||||||
#pragma region CombatNPC
|
#pragma region CombatNPC
|
||||||
bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
|
bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
|
||||||
if(!isAlive())
|
|
||||||
return false;
|
|
||||||
|
|
||||||
if(!hasBuff(buffId)) {
|
|
||||||
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
buffs[buffId]->updateCallbacks(onUpdate, onTick);
|
|
||||||
buffs[buffId]->addStack(stack);
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
|
Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
|
||||||
if(hasBuff(buffId)) {
|
|
||||||
return buffs[buffId];
|
|
||||||
}
|
|
||||||
return nullptr;
|
return nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CombatNPC::removeBuff(int buffId) {
|
void CombatNPC::removeBuff(int buffId) { /* stubbed */ }
|
||||||
if(hasBuff(buffId)) {
|
|
||||||
buffs[buffId]->clear();
|
void CombatNPC::removeBuff(int buffId, int buffClass) { /* stubbed */ }
|
||||||
delete buffs[buffId];
|
|
||||||
buffs.erase(buffId);
|
bool CombatNPC::hasBuff(int buffId) { /* stubbed */
|
||||||
}
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CombatNPC::removeBuff(int buffId, int buffClass) {
|
int CombatNPC::getCompositeCondition() { /* stubbed */
|
||||||
if(hasBuff(buffId)) {
|
return 0;
|
||||||
buffs[buffId]->clear((BuffClass)buffClass);
|
|
||||||
// buff might not be stale since another buff class might remain
|
|
||||||
if(buffs[buffId]->isStale()) {
|
|
||||||
delete buffs[buffId];
|
|
||||||
buffs.erase(buffId);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void CombatNPC::clearBuffs(bool force) {
|
|
||||||
for(auto buff : buffs) {
|
|
||||||
if(!force) {
|
|
||||||
removeBuff(buff.first);
|
|
||||||
} else {
|
|
||||||
delete buff.second;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
buffs.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool CombatNPC::hasBuff(int buffId) {
|
|
||||||
auto buff = buffs.find(buffId);
|
|
||||||
return buff != buffs.end() && !buff->second->isStale();
|
|
||||||
}
|
|
||||||
|
|
||||||
int CombatNPC::getCompositeCondition() {
|
|
||||||
int conditionBitFlag = 0;
|
|
||||||
for(auto buff : buffs) {
|
|
||||||
if(!buff.second->isStale() && buff.second->id > 0)
|
|
||||||
conditionBitFlag |= CSB_FROM_ECSB(buff.first);
|
|
||||||
}
|
|
||||||
return conditionBitFlag;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
int CombatNPC::takeDamage(EntityRef src, int amt) {
|
int CombatNPC::takeDamage(EntityRef src, int amt) {
|
||||||
|
@ -678,6 +678,7 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
|
|||||||
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id));
|
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id));
|
||||||
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type));
|
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type));
|
||||||
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp));
|
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp));
|
||||||
|
Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->cbf));
|
||||||
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind));
|
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind));
|
||||||
Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x));
|
Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x));
|
||||||
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
|
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
|
||||||
|
@ -40,7 +40,7 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
|
|||||||
sNPCAppearanceData data = {};
|
sNPCAppearanceData data = {};
|
||||||
data.iAngle = angle;
|
data.iAngle = angle;
|
||||||
data.iBarkerType = 0; // unused?
|
data.iBarkerType = 0; // unused?
|
||||||
data.iConditionBitFlag = 0;
|
data.iConditionBitFlag = cbf;
|
||||||
data.iHP = hp;
|
data.iHP = hp;
|
||||||
data.iNPCType = type;
|
data.iNPCType = type;
|
||||||
data.iNPC_ID = id;
|
data.iNPC_ID = id;
|
||||||
@ -50,12 +50,6 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
|
|||||||
return data;
|
return data;
|
||||||
}
|
}
|
||||||
|
|
||||||
sNPCAppearanceData CombatNPC::getAppearanceData() {
|
|
||||||
sNPCAppearanceData data = BaseNPC::getAppearanceData();
|
|
||||||
data.iConditionBitFlag = getCompositeCondition();
|
|
||||||
return data;
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Entity coming into view.
|
* Entity coming into view.
|
||||||
*/
|
*/
|
||||||
|
@ -48,7 +48,6 @@ public:
|
|||||||
virtual Buff* getBuff(int) = 0;
|
virtual Buff* getBuff(int) = 0;
|
||||||
virtual void removeBuff(int) = 0;
|
virtual void removeBuff(int) = 0;
|
||||||
virtual void removeBuff(int, int) = 0;
|
virtual void removeBuff(int, int) = 0;
|
||||||
virtual void clearBuffs(bool) = 0;
|
|
||||||
virtual bool hasBuff(int) = 0;
|
virtual bool hasBuff(int) = 0;
|
||||||
virtual int getCompositeCondition() = 0;
|
virtual int getCompositeCondition() = 0;
|
||||||
virtual int takeDamage(EntityRef, int) = 0;
|
virtual int takeDamage(EntityRef, int) = 0;
|
||||||
@ -73,6 +72,7 @@ public:
|
|||||||
int type;
|
int type;
|
||||||
int hp;
|
int hp;
|
||||||
int angle;
|
int angle;
|
||||||
|
int cbf;
|
||||||
bool loopingPath = false;
|
bool loopingPath = false;
|
||||||
|
|
||||||
BaseNPC(int _A, uint64_t iID, int t, int _id) {
|
BaseNPC(int _A, uint64_t iID, int t, int _id) {
|
||||||
@ -80,6 +80,7 @@ public:
|
|||||||
type = t;
|
type = t;
|
||||||
hp = 400;
|
hp = 400;
|
||||||
angle = _A;
|
angle = _A;
|
||||||
|
cbf = 0;
|
||||||
id = _id;
|
id = _id;
|
||||||
instanceID = iID;
|
instanceID = iID;
|
||||||
};
|
};
|
||||||
@ -87,7 +88,7 @@ public:
|
|||||||
virtual void enterIntoViewOf(CNSocket *sock) override;
|
virtual void enterIntoViewOf(CNSocket *sock) override;
|
||||||
virtual void disappearFromViewOf(CNSocket *sock) override;
|
virtual void disappearFromViewOf(CNSocket *sock) override;
|
||||||
|
|
||||||
virtual sNPCAppearanceData getAppearanceData();
|
sNPCAppearanceData getAppearanceData();
|
||||||
};
|
};
|
||||||
|
|
||||||
struct CombatNPC : public BaseNPC, public ICombatant {
|
struct CombatNPC : public BaseNPC, public ICombatant {
|
||||||
@ -104,8 +105,6 @@ struct CombatNPC : public BaseNPC, public ICombatant {
|
|||||||
std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
|
std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
|
||||||
std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
|
std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
|
||||||
|
|
||||||
std::unordered_map<int, Buff*> buffs = {};
|
|
||||||
|
|
||||||
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP)
|
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP)
|
||||||
: BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
|
: BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
|
||||||
spawnX = x;
|
spawnX = x;
|
||||||
@ -118,15 +117,12 @@ struct CombatNPC : public BaseNPC, public ICombatant {
|
|||||||
transitionHandlers[AIState::INACTIVE] = {};
|
transitionHandlers[AIState::INACTIVE] = {};
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual sNPCAppearanceData getAppearanceData() override;
|
|
||||||
|
|
||||||
virtual bool isExtant() override { return hp > 0; }
|
virtual bool isExtant() override { return hp > 0; }
|
||||||
|
|
||||||
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
|
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
|
||||||
virtual Buff* getBuff(int buffId) override;
|
virtual Buff* getBuff(int buffId) override;
|
||||||
virtual void removeBuff(int buffId) override;
|
virtual void removeBuff(int buffId) override;
|
||||||
virtual void removeBuff(int buffId, int buffClass) override;
|
virtual void removeBuff(int buffId, int buffClass) override;
|
||||||
virtual void clearBuffs(bool force) override;
|
|
||||||
virtual bool hasBuff(int buffId) override;
|
virtual bool hasBuff(int buffId) override;
|
||||||
virtual int getCompositeCondition() override;
|
virtual int getCompositeCondition() override;
|
||||||
virtual int takeDamage(EntityRef src, int amt) override;
|
virtual int takeDamage(EntityRef src, int amt) override;
|
||||||
|
@ -3,7 +3,6 @@
|
|||||||
#include "EntityRef.hpp"
|
#include "EntityRef.hpp"
|
||||||
|
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <assert.h>
|
|
||||||
|
|
||||||
struct Group {
|
struct Group {
|
||||||
std::vector<EntityRef> members;
|
std::vector<EntityRef> members;
|
||||||
@ -15,10 +14,6 @@ struct Group {
|
|||||||
});
|
});
|
||||||
return filtered;
|
return filtered;
|
||||||
}
|
}
|
||||||
EntityRef getLeader() {
|
|
||||||
assert(members.size() > 0);
|
|
||||||
return members[0];
|
|
||||||
}
|
|
||||||
|
|
||||||
Group(EntityRef leader);
|
Group(EntityRef leader);
|
||||||
};
|
};
|
||||||
|
@ -51,13 +51,13 @@ int Mob::takeDamage(EntityRef src, int amt) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// wake up sleeping monster
|
// wake up sleeping monster
|
||||||
if (hasBuff(ECSB_MEZ)) {
|
if (cbf & CSB_BIT_MEZ) {
|
||||||
removeBuff(ECSB_MEZ);
|
cbf &= ~CSB_BIT_MEZ;
|
||||||
|
|
||||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
||||||
pkt1.eCT = 2;
|
pkt1.eCT = 2;
|
||||||
pkt1.iID = id;
|
pkt1.iID = id;
|
||||||
pkt1.iConditionBitFlag = getCompositeCondition();
|
pkt1.iConditionBitFlag = cbf;
|
||||||
NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -96,12 +96,13 @@ static std::pair<int,int> lerp(int x1, int y1, int x2, int y2, int speed) {
|
|||||||
|
|
||||||
void MobAI::clearDebuff(Mob *mob) {
|
void MobAI::clearDebuff(Mob *mob) {
|
||||||
mob->skillStyle = -1;
|
mob->skillStyle = -1;
|
||||||
mob->clearBuffs(false);
|
mob->cbf = 0;
|
||||||
|
mob->unbuffTimes.clear();
|
||||||
|
|
||||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
||||||
pkt1.eCT = 2;
|
pkt1.eCT = 2;
|
||||||
pkt1.iID = mob->id;
|
pkt1.iID = mob->id;
|
||||||
pkt1.iConditionBitFlag = mob->getCompositeCondition();
|
pkt1.iConditionBitFlag = mob->cbf;
|
||||||
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -441,7 +442,6 @@ static void useAbilities(Mob *mob, time_t currTime) {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO abiilities
|
|
||||||
static void drainMobHP(Mob *mob, int amount) {
|
static void drainMobHP(Mob *mob, int amount) {
|
||||||
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
|
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
|
||||||
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
||||||
@ -553,26 +553,38 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// tick buffs
|
// drain
|
||||||
auto it = npc->buffs.begin();
|
if (self->skillStyle < 0 && (self->lastDrainTime == 0 || currTime - self->lastDrainTime >= 1000)
|
||||||
while(it != npc->buffs.end()) {
|
&& self->cbf & CSB_BIT_BOUNDINGBALL) {
|
||||||
Buff* buff = (*it).second;
|
drainMobHP(self, self->maxHealth / 20); // lose 5% every second
|
||||||
buff->combatTick(currTime);
|
self->lastDrainTime = currTime;
|
||||||
buff->tick(currTime);
|
|
||||||
if(buff->isStale()) {
|
|
||||||
// garbage collect
|
|
||||||
it = npc->buffs.erase(it);
|
|
||||||
delete buff;
|
|
||||||
}
|
|
||||||
else it++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// if debuffs killed the mob, return early
|
// if drain killed the mob, return early
|
||||||
if (self->hp <= 0)
|
if (self->hp <= 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
// unbuffing
|
||||||
|
std::unordered_map<int32_t, time_t>::iterator it = self->unbuffTimes.begin();
|
||||||
|
while (it != self->unbuffTimes.end()) {
|
||||||
|
|
||||||
|
if (currTime >= it->second) {
|
||||||
|
self->cbf &= ~it->first;
|
||||||
|
|
||||||
|
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
||||||
|
pkt1.eCT = 2;
|
||||||
|
pkt1.iID = self->id;
|
||||||
|
pkt1.iConditionBitFlag = self->cbf;
|
||||||
|
NPCManager::sendToViewable(self, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
||||||
|
|
||||||
|
it = self->unbuffTimes.erase(it);
|
||||||
|
} else {
|
||||||
|
it++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// skip attack if stunned or asleep
|
// skip attack if stunned or asleep
|
||||||
if (self->hasBuff(ECSB_STUN) || self->hasBuff(ECSB_MEZ)) {
|
if (self->cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
|
||||||
self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
|
self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@ -588,7 +600,6 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
int distanceToTravel = INT_MAX;
|
int distanceToTravel = INT_MAX;
|
||||||
int speed = self->speed;
|
|
||||||
// movement logic: move when out of range but don't move while casting a skill
|
// movement logic: move when out of range but don't move while casting a skill
|
||||||
if (distance > mobRange && self->skillStyle == -1) {
|
if (distance > mobRange && self->skillStyle == -1) {
|
||||||
if (self->nextMovement != 0 && currTime < self->nextMovement)
|
if (self->nextMovement != 0 && currTime < self->nextMovement)
|
||||||
@ -598,8 +609,8 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
|||||||
self->nextAttack = 0;
|
self->nextAttack = 0;
|
||||||
|
|
||||||
// halve movement speed if snared
|
// halve movement speed if snared
|
||||||
if (self->hasBuff(ECSB_DN_MOVE_SPEED))
|
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
|
||||||
speed /= 2;
|
self->speed /= 2;
|
||||||
|
|
||||||
int targetX = plr->x;
|
int targetX = plr->x;
|
||||||
int targetY = plr->y;
|
int targetY = plr->y;
|
||||||
@ -608,9 +619,9 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
|||||||
targetY += self->offsetY*distance/(self->idleRange + 1);
|
targetY += self->offsetY*distance/(self->idleRange + 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
distanceToTravel = std::min(distance-mobRange+1, speed*2/5);
|
distanceToTravel = std::min(distance-mobRange+1, self->speed*2/5);
|
||||||
auto targ = lerp(self->x, self->y, targetX, targetY, distanceToTravel);
|
auto targ = lerp(self->x, self->y, targetX, targetY, distanceToTravel);
|
||||||
if (distanceToTravel < speed*2/5 && currTime >= self->nextAttack)
|
if (distanceToTravel < self->speed*2/5 && currTime >= self->nextAttack)
|
||||||
self->nextAttack = 0;
|
self->nextAttack = 0;
|
||||||
|
|
||||||
NPCManager::updateNPCPosition(self->id, targ.first, targ.second, self->z, self->instanceID, self->angle);
|
NPCManager::updateNPCPosition(self->id, targ.first, targ.second, self->z, self->instanceID, self->angle);
|
||||||
@ -618,7 +629,7 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
|||||||
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
||||||
|
|
||||||
pkt.iNPC_ID = self->id;
|
pkt.iNPC_ID = self->id;
|
||||||
pkt.iSpeed = speed;
|
pkt.iSpeed = self->speed;
|
||||||
pkt.iToX = self->x = targ.first;
|
pkt.iToX = self->x = targ.first;
|
||||||
pkt.iToY = self->y = targ.second;
|
pkt.iToY = self->y = targ.second;
|
||||||
pkt.iToZ = plr->z;
|
pkt.iToZ = plr->z;
|
||||||
@ -704,7 +715,7 @@ void MobAI::roamingStep(CombatNPC* npc, time_t currTime) {
|
|||||||
farY = std::clamp(farY, yStart, yStart + self->idleRange);
|
farY = std::clamp(farY, yStart, yStart + self->idleRange);
|
||||||
|
|
||||||
// halve movement speed if snared
|
// halve movement speed if snared
|
||||||
if (self->hasBuff(ECSB_DN_MOVE_SPEED))
|
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
|
||||||
self->speed /= 2;
|
self->speed /= 2;
|
||||||
|
|
||||||
std::queue<Vec3> queue;
|
std::queue<Vec3> queue;
|
||||||
@ -777,6 +788,7 @@ void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) {
|
|||||||
self->hp = self->maxHealth;
|
self->hp = self->maxHealth;
|
||||||
self->killedTime = 0;
|
self->killedTime = 0;
|
||||||
self->nextAttack = 0;
|
self->nextAttack = 0;
|
||||||
|
self->cbf = 0;
|
||||||
|
|
||||||
// cast a return home heal spell, this is the right way(tm)
|
// cast a return home heal spell, this is the right way(tm)
|
||||||
// TODO ABILITIES
|
// TODO ABILITIES
|
||||||
@ -821,8 +833,9 @@ void MobAI::onDeath(CombatNPC* npc, EntityRef src) {
|
|||||||
Mob* self = (Mob*)npc;
|
Mob* self = (Mob*)npc;
|
||||||
|
|
||||||
self->target = nullptr;
|
self->target = nullptr;
|
||||||
|
self->cbf = 0;
|
||||||
self->skillStyle = -1;
|
self->skillStyle = -1;
|
||||||
self->clearBuffs(true);
|
self->unbuffTimes.clear();
|
||||||
self->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
|
self->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
|
||||||
|
|
||||||
// check for the edge case where hitting the mob did not aggro it
|
// check for the edge case where hitting the mob did not aggro it
|
||||||
|
@ -21,6 +21,8 @@ namespace MobAI {
|
|||||||
}
|
}
|
||||||
|
|
||||||
struct Mob : public CombatNPC {
|
struct Mob : public CombatNPC {
|
||||||
|
// general
|
||||||
|
std::unordered_map<int32_t,time_t> unbuffTimes = {};
|
||||||
|
|
||||||
// dead
|
// dead
|
||||||
time_t killedTime = 0;
|
time_t killedTime = 0;
|
||||||
@ -69,6 +71,8 @@ struct Mob : public CombatNPC {
|
|||||||
offsetX = 0;
|
offsetX = 0;
|
||||||
offsetY = 0;
|
offsetY = 0;
|
||||||
|
|
||||||
|
cbf = 0;
|
||||||
|
|
||||||
// NOTE: there appear to be discrepancies in the dump
|
// NOTE: there appear to be discrepancies in the dump
|
||||||
hp = maxHealth;
|
hp = maxHealth;
|
||||||
|
|
||||||
|
@ -376,5 +376,5 @@ void NPCManager::init() {
|
|||||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler);
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler);
|
||||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
|
||||||
|
|
||||||
REGISTER_SHARD_TIMER(step, MS_PER_COMBAT_TICK);
|
REGISTER_SHARD_TIMER(step, 200);
|
||||||
}
|
}
|
||||||
|
@ -93,7 +93,6 @@ struct Player : public Entity, public ICombatant {
|
|||||||
virtual Buff* getBuff(int buffId) override;
|
virtual Buff* getBuff(int buffId) override;
|
||||||
virtual void removeBuff(int buffId) override;
|
virtual void removeBuff(int buffId) override;
|
||||||
virtual void removeBuff(int buffId, int buffClass) override;
|
virtual void removeBuff(int buffId, int buffClass) override;
|
||||||
virtual void clearBuffs(bool force) override;
|
|
||||||
virtual bool hasBuff(int buffId) override;
|
virtual bool hasBuff(int buffId) override;
|
||||||
virtual int getCompositeCondition() override;
|
virtual int getCompositeCondition() override;
|
||||||
virtual int takeDamage(EntityRef src, int amt) override;
|
virtual int takeDamage(EntityRef src, int amt) override;
|
||||||
|
@ -8,7 +8,6 @@
|
|||||||
#define REGISTER_SHARD_PACKET(pactype, handlr) CNShardServer::ShardPackets[pactype] = handlr;
|
#define REGISTER_SHARD_PACKET(pactype, handlr) CNShardServer::ShardPackets[pactype] = handlr;
|
||||||
#define REGISTER_SHARD_TIMER(handlr, delta) CNShardServer::Timers.push_back(TimerEvent(handlr, delta));
|
#define REGISTER_SHARD_TIMER(handlr, delta) CNShardServer::Timers.push_back(TimerEvent(handlr, delta));
|
||||||
#define MS_PER_PLAYER_TICK 500
|
#define MS_PER_PLAYER_TICK 500
|
||||||
#define MS_PER_COMBAT_TICK 200
|
|
||||||
|
|
||||||
class CNShardServer : public CNServer {
|
class CNShardServer : public CNServer {
|
||||||
private:
|
private:
|
||||||
|
Loading…
Reference in New Issue
Block a user