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refactor
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1
.dockerignore
Normal file
1
.dockerignore
Normal file
@@ -0,0 +1 @@
|
|||||||
|
version.h
|
||||||
@@ -26,7 +26,7 @@ Both are pretty short reads and following them will get you up to speed with bra
|
|||||||
|
|
||||||
I will now cover a few examples of the complications people have encountered contributing to this project, how to understand them, overcome them and henceforth avoid them.
|
I will now cover a few examples of the complications people have encountered contributing to this project, how to understand them, overcome them and henceforth avoid them.
|
||||||
|
|
||||||
## Dirty pull requests
|
### Dirty pull requests
|
||||||
|
|
||||||
Many Pull Requests OpenFusion receives fail to present a clean set of commits to merge.
|
Many Pull Requests OpenFusion receives fail to present a clean set of commits to merge.
|
||||||
These are generally either:
|
These are generally either:
|
||||||
@@ -44,7 +44,7 @@ If you read the above links, you'll note that this isn't exactly a perfect solut
|
|||||||
The obvious issue, then, is that the people submitting dirty PRs are the exact people who don't *know* how to rebase their fork to continue submitting their work cleanly.
|
The obvious issue, then, is that the people submitting dirty PRs are the exact people who don't *know* how to rebase their fork to continue submitting their work cleanly.
|
||||||
So they end up creating countless merge commits when pulling upstream on top of their own incompatible histories, and then submitting those merge commits in their PRs and the cycle continues.
|
So they end up creating countless merge commits when pulling upstream on top of their own incompatible histories, and then submitting those merge commits in their PRs and the cycle continues.
|
||||||
|
|
||||||
## The details
|
### The details
|
||||||
|
|
||||||
A git commit is uniquely identified by its SHA1 hash.
|
A git commit is uniquely identified by its SHA1 hash.
|
||||||
Its hash is generated from its contents, as well as the hash(es) of its parent commit(s).
|
Its hash is generated from its contents, as well as the hash(es) of its parent commit(s).
|
||||||
@@ -52,7 +52,7 @@ Its hash is generated from its contents, as well as the hash(es) of its parent c
|
|||||||
That means that even if two commits are exactly the same in terms of content, they're not the same commit if their parent commits differ (ex. if they've been rebased).
|
That means that even if two commits are exactly the same in terms of content, they're not the same commit if their parent commits differ (ex. if they've been rebased).
|
||||||
So if you keep issuing `git pull`s after upstream has merged a rebased version of your PR, you will never re-synchronize with it, and will instead construct an alternate history polluted by pointless merge commits.
|
So if you keep issuing `git pull`s after upstream has merged a rebased version of your PR, you will never re-synchronize with it, and will instead construct an alternate history polluted by pointless merge commits.
|
||||||
|
|
||||||
## The solution
|
### The solution
|
||||||
|
|
||||||
If you already have a messed-up fork and you have no changes on it that you're afraid to lose, the solution is simple:
|
If you already have a messed-up fork and you have no changes on it that you're afraid to lose, the solution is simple:
|
||||||
|
|
||||||
@@ -67,7 +67,7 @@ If you do have some committed changes that haven't yet been merged upstream, you
|
|||||||
If you do end up messing something up, don't worry, it most likely isn't really lost and `git reflog` is your friend.
|
If you do end up messing something up, don't worry, it most likely isn't really lost and `git reflog` is your friend.
|
||||||
(You can checkout an arbitrary commit, and make it into its own branch with `git checkout -b BRANCH` or set a pre-exisitng branch to it with `git reset --hard COMMIT`)
|
(You can checkout an arbitrary commit, and make it into its own branch with `git checkout -b BRANCH` or set a pre-exisitng branch to it with `git reset --hard COMMIT`)
|
||||||
|
|
||||||
## Avoiding the problem
|
### Avoiding the problem
|
||||||
|
|
||||||
When working on a changeset you want to submit back upstream, don't do it on the main branch.
|
When working on a changeset you want to submit back upstream, don't do it on the main branch.
|
||||||
Create a work branch just for your changeset with `git checkout -b work`.
|
Create a work branch just for your changeset with `git checkout -b work`.
|
||||||
@@ -81,3 +81,34 @@ That way you can always keep master in sync with upstream with `git pull --ff-on
|
|||||||
Creating new branches for the rebase isn't strictly necessary since you can always return a branch to its previous state with `git reflog`.
|
Creating new branches for the rebase isn't strictly necessary since you can always return a branch to its previous state with `git reflog`.
|
||||||
|
|
||||||
For moving uncommited changes around between branches, `git stash` is a real blessing.
|
For moving uncommited changes around between branches, `git stash` is a real blessing.
|
||||||
|
|
||||||
|
## Code guidelines
|
||||||
|
|
||||||
|
Alright, you're up to speed on Git and ready to go. Here are a few specific code guidelines to try and follow:
|
||||||
|
|
||||||
|
### Match the styling
|
||||||
|
|
||||||
|
Pretty straightforward, make sure your code looks similar to the code around it. Match whitespacing, bracket styling, variable naming conventions, etc.
|
||||||
|
|
||||||
|
### Prefer short-circuiting
|
||||||
|
|
||||||
|
To minimize branching complexity (as this makes the code hard to read), we prefer to keep the number of `if-else` statements as low as possible. One easy way to achieve this is by doing an early return after branching into an `if` block and then writing the code for the other path outside the block entirely. You can find examples of this in practically every source file. Note that in a few select situations, this might actually make your code less elegant, which is why this isn't a strict rule. Lean towards short-circuiting and use your better judgement.
|
||||||
|
|
||||||
|
### Follow the include convention
|
||||||
|
|
||||||
|
This one matters a lot as it can cause cyclic dependencies and other code-breaking issues.
|
||||||
|
|
||||||
|
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.
|
||||||
|
|
||||||
|
## When in doubt, ask
|
||||||
|
|
||||||
|
If you still have questions that were not answered here, feel free to ping a dev in the Discord server or on GitHub.
|
||||||
|
|||||||
@@ -6,6 +6,7 @@
|
|||||||
#include "PlayerManager.hpp"
|
#include "PlayerManager.hpp"
|
||||||
#include "Buffs.hpp"
|
#include "Buffs.hpp"
|
||||||
#include "Nanos.hpp"
|
#include "Nanos.hpp"
|
||||||
|
#include "MobAI.hpp"
|
||||||
|
|
||||||
using namespace Abilities;
|
using namespace Abilities;
|
||||||
|
|
||||||
@@ -75,25 +76,52 @@ static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombat
|
|||||||
}
|
}
|
||||||
|
|
||||||
sSkillResult_Damage_N_Debuff result{};
|
sSkillResult_Damage_N_Debuff result{};
|
||||||
|
|
||||||
result.iDamage = duration / 10; // we use the duration as the damage number (why?)
|
result.iDamage = duration / 10; // we use the duration as the damage number (why?)
|
||||||
result.iHP = target->getCurrentHP();
|
result.iHP = target->getCurrentHP();
|
||||||
result.eCT = target->getCharType();
|
result.eCT = target->getCharType();
|
||||||
result.iID = target->getID();
|
result.iID = target->getID();
|
||||||
result.bProtected = blocked;
|
result.bProtected = blocked;
|
||||||
result.iConditionBitFlag = target->getCompositeCondition();
|
result.iConditionBitFlag = target->getCompositeCondition();
|
||||||
|
|
||||||
|
// for player targets, make sure to update Nano stamina
|
||||||
|
if (target->getCharType() == 1) {
|
||||||
|
Player *plr = dynamic_cast<Player*>(target);
|
||||||
|
result.iStamina = plr->getActiveNano()->iStamina;
|
||||||
|
}
|
||||||
|
|
||||||
return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
|
return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
|
||||||
}
|
}
|
||||||
|
|
||||||
static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
|
static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
|
||||||
// TODO abilities
|
EntityRef sourceRef = source->getRef();
|
||||||
return SkillResult();
|
int heal = skill->values[0][power];
|
||||||
|
int healed = source->heal(sourceRef, heal);
|
||||||
|
int damage = heal * 2;
|
||||||
|
int dealt = target->takeDamage(sourceRef, damage);
|
||||||
|
|
||||||
|
sSkillResult_Leech result{};
|
||||||
|
|
||||||
|
result.Damage.eCT = target->getCharType();
|
||||||
|
result.Damage.iID = target->getID();
|
||||||
|
result.Damage.bProtected = dealt <= 0;
|
||||||
|
result.Damage.iDamage = dealt;
|
||||||
|
result.Damage.iHP = target->getCurrentHP();
|
||||||
|
|
||||||
|
result.Heal.eCT = result.Damage.eCT;
|
||||||
|
result.Heal.iID = result.Damage.iID;
|
||||||
|
result.Heal.iHealHP = healed;
|
||||||
|
result.Heal.iHP = source->getCurrentHP();
|
||||||
|
|
||||||
|
return SkillResult(sizeof(sSkillResult_Leech), &result);
|
||||||
}
|
}
|
||||||
|
|
||||||
static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
|
static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
|
||||||
int duration = skill->durationTime[power];
|
int duration = skill->durationTime[power];
|
||||||
int strength = skill->values[0][power];
|
int strength = skill->values[0][power];
|
||||||
BuffStack passiveBuff = {
|
BuffStack passiveBuff = {
|
||||||
skill->drainType == SkillDrainType::PASSIVE ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
|
// if the duration is 0, it needs to be recast every tick
|
||||||
|
duration == 0 ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
|
||||||
strength, // value
|
strength, // value
|
||||||
source->getRef(), // source
|
source->getRef(), // source
|
||||||
source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
|
source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
|
||||||
@@ -101,21 +129,25 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
|
|||||||
|
|
||||||
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
|
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
|
||||||
SkillDrainType drainType = skill->drainType;
|
SkillDrainType drainType = skill->drainType;
|
||||||
|
int combatLifetime = 0;
|
||||||
if(!target->addBuff(timeBuffId,
|
if(!target->addBuff(timeBuffId,
|
||||||
[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
|
[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
|
||||||
if(buff->id == ECSB_BOUNDINGBALL) {
|
if(buff->id == ECSB_BOUNDINGBALL && status == ETBU_ADD) {
|
||||||
// drain
|
// drain
|
||||||
ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
|
ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
|
||||||
combatant->takeDamage(buff->getLastSource(), 0); // aggro
|
combatant->takeDamage(buff->getLastSource(), 0); // aggro
|
||||||
}
|
}
|
||||||
|
Buffs::timeBuffUpdate(self, buff, status, stack);
|
||||||
if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL)
|
if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL)
|
||||||
Buffs::timeBuffTimeout(self);
|
Buffs::timeBuffTimeout(self);
|
||||||
},
|
},
|
||||||
[](EntityRef self, Buff* buff, time_t currTime) {
|
[combatLifetime](EntityRef self, Buff* buff, time_t currTime) mutable {
|
||||||
if(buff->id == ECSB_BOUNDINGBALL)
|
if(buff->id == ECSB_BOUNDINGBALL &&
|
||||||
Buffs::tickDrain(self, buff); // drain
|
combatLifetime % COMBAT_TICKS_PER_DRAIN_PROC == 0)
|
||||||
|
Buffs::tickDrain(self, buff, COMBAT_TICKS_PER_DRAIN_PROC); // drain
|
||||||
|
combatLifetime++;
|
||||||
},
|
},
|
||||||
&passiveBuff)) return SkillResult(); // no result if already buffed
|
&passiveBuff)) return SkillResult();
|
||||||
|
|
||||||
sSkillResult_Buff result{};
|
sSkillResult_Buff result{};
|
||||||
result.eCT = target->getCharType();
|
result.eCT = target->getCharType();
|
||||||
@@ -131,19 +163,24 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
|
|||||||
Player* plr = dynamic_cast<Player*>(target);
|
Player* plr = dynamic_cast<Player*>(target);
|
||||||
|
|
||||||
const double scalingFactor = (18 + source->getLevel()) / 36.0;
|
const double scalingFactor = (18 + source->getLevel()) / 36.0;
|
||||||
|
const bool blocked = target->hasBuff(ECSB_PROTECT_BATTERY);
|
||||||
|
|
||||||
int boostDrain = (int)(skill->values[0][power] * scalingFactor);
|
int boostDrain = 0;
|
||||||
|
int potionDrain = 0;
|
||||||
|
if(!blocked) {
|
||||||
|
boostDrain = (int)(skill->values[0][power] * scalingFactor);
|
||||||
if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
|
if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
|
||||||
plr->batteryW -= boostDrain;
|
plr->batteryW -= boostDrain;
|
||||||
|
|
||||||
int potionDrain = (int)(skill->values[1][power] * scalingFactor);
|
potionDrain = (int)(skill->values[1][power] * scalingFactor);
|
||||||
if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
|
if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
|
||||||
plr->batteryN -= potionDrain;
|
plr->batteryN -= potionDrain;
|
||||||
|
}
|
||||||
|
|
||||||
sSkillResult_BatteryDrain result{};
|
sSkillResult_BatteryDrain result{};
|
||||||
result.eCT = target->getCharType();
|
result.eCT = target->getCharType();
|
||||||
result.iID = target->getID();
|
result.iID = target->getID();
|
||||||
result.bProtected = target->hasBuff(ECSB_PROTECT_BATTERY);
|
result.bProtected = blocked;
|
||||||
result.iDrainW = boostDrain;
|
result.iDrainW = boostDrain;
|
||||||
result.iBatteryW = plr->batteryW;
|
result.iBatteryW = plr->batteryW;
|
||||||
result.iDrainN = potionDrain;
|
result.iDrainN = potionDrain;
|
||||||
@@ -190,6 +227,11 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
|
|||||||
|
|
||||||
switch(skill->skillType)
|
switch(skill->skillType)
|
||||||
{
|
{
|
||||||
|
case SkillType::CORRUPTIONATTACK:
|
||||||
|
case SkillType::CORRUPTIONATTACKLOSE:
|
||||||
|
case SkillType::CORRUPTIONATTACKWIN:
|
||||||
|
// skillHandler = handleSkillCorruptionReflect;
|
||||||
|
// break;
|
||||||
case SkillType::DAMAGE:
|
case SkillType::DAMAGE:
|
||||||
skillHandler = handleSkillDamage;
|
skillHandler = handleSkillDamage;
|
||||||
break;
|
break;
|
||||||
@@ -346,6 +388,12 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
|
|||||||
pkt->iSkillID = skillID;
|
pkt->iSkillID = skillID;
|
||||||
pkt->eST = (int32_t)skill->skillType;
|
pkt->eST = (int32_t)skill->skillType;
|
||||||
pkt->iTargetCnt = (int32_t)results.size();
|
pkt->iTargetCnt = (int32_t)results.size();
|
||||||
|
if(npc.kind == EntityKind::MOB) {
|
||||||
|
Mob* mob = dynamic_cast<Mob*>(entity);
|
||||||
|
pkt->iValue1 = mob->hitX;
|
||||||
|
pkt->iValue2 = mob->hitY;
|
||||||
|
pkt->iValue3 = mob->hitZ;
|
||||||
|
}
|
||||||
|
|
||||||
attachSkillResults(results, (uint8_t*)(pkt + 1));
|
attachSkillResults(results, (uint8_t*)(pkt + 1));
|
||||||
NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
|
NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
|
||||||
|
|||||||
@@ -9,17 +9,18 @@
|
|||||||
#include <vector>
|
#include <vector>
|
||||||
#include <assert.h>
|
#include <assert.h>
|
||||||
|
|
||||||
|
const int COMBAT_TICKS_PER_DRAIN_PROC = 2;
|
||||||
constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain);
|
constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain);
|
||||||
|
|
||||||
enum class SkillType {
|
enum class SkillType {
|
||||||
DAMAGE = 1,
|
DAMAGE = 1,
|
||||||
HEAL_HP = 2,
|
HEAL_HP = 2,
|
||||||
KNOCKDOWN = 3, // dnd
|
KNOCKDOWN = 3, // uses DamageNDebuff
|
||||||
SLEEP = 4, // dnd
|
SLEEP = 4, // uses DamageNDebuff
|
||||||
SNARE = 5, // dnd
|
SNARE = 5, // uses DamageNDebuff
|
||||||
HEAL_STAMINA = 6,
|
HEAL_STAMINA = 6,
|
||||||
STAMINA_SELF = 7,
|
STAMINA_SELF = 7,
|
||||||
STUN = 8, // dnd
|
STUN = 8, // uses DamageNDebuff
|
||||||
WEAPONSLOW = 9,
|
WEAPONSLOW = 9,
|
||||||
JUMP = 10,
|
JUMP = 10,
|
||||||
RUN = 11,
|
RUN = 11,
|
||||||
|
|||||||
@@ -169,12 +169,13 @@ void Buffs::timeBuffTimeout(EntityRef self) {
|
|||||||
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) {
|
void Buffs::tickDrain(EntityRef self, Buff* buff, int mult) {
|
||||||
if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
|
if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
|
||||||
return; // not implemented
|
return; // not implemented
|
||||||
Entity* entity = self.getEntity();
|
Entity* entity = self.getEntity();
|
||||||
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
|
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
|
||||||
int damage = combatant->takeDamage(buff->getLastSource(), combatant->getMaxHP() / 100);
|
int damage = combatant->getMaxHP() / 100 * mult;
|
||||||
|
int dealt = combatant->takeDamage(buff->getLastSource(), damage);
|
||||||
|
|
||||||
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);
|
||||||
@@ -187,7 +188,7 @@ void Buffs::tickDrain(EntityRef self, Buff* buff) {
|
|||||||
pkt->iTB_ID = ECSB_BOUNDINGBALL;
|
pkt->iTB_ID = ECSB_BOUNDINGBALL;
|
||||||
|
|
||||||
sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
|
sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
|
||||||
drain->iDamage = damage;
|
drain->iDamage = dealt;
|
||||||
drain->iHP = combatant->getCurrentHP();
|
drain->iHP = combatant->getCurrentHP();
|
||||||
drain->eCT = pkt->eCT;
|
drain->eCT = pkt->eCT;
|
||||||
drain->iID = pkt->iID;
|
drain->iID = pkt->iID;
|
||||||
|
|||||||
@@ -89,5 +89,5 @@ 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 timeBuffTick(EntityRef self, Buff* buff);
|
||||||
void timeBuffTimeout(EntityRef self);
|
void timeBuffTimeout(EntityRef self);
|
||||||
void tickDrain(EntityRef self, Buff* buff);
|
void tickDrain(EntityRef self, Buff* buff, int mult);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -61,15 +61,14 @@ void Player::removeBuff(int buffId, BuffClass buffClass) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Player::clearBuffs(bool force) {
|
void Player::clearBuffs(bool force) {
|
||||||
for(auto buff : buffs) {
|
auto it = buffs.begin();
|
||||||
if(!force) {
|
while(it != buffs.end()) {
|
||||||
removeBuff(buff.first);
|
Buff* buff = (*it).second;
|
||||||
} else {
|
if(!force) buff->clear();
|
||||||
delete buff.second;
|
delete buff;
|
||||||
|
it = buffs.erase(it);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
buffs.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Player::hasBuff(int buffId) {
|
bool Player::hasBuff(int buffId) {
|
||||||
auto buff = buffs.find(buffId);
|
auto buff = buffs.find(buffId);
|
||||||
@@ -169,15 +168,20 @@ void Player::step(time_t currTime) {
|
|||||||
// buffs
|
// buffs
|
||||||
for(auto buffEntry : buffs) {
|
for(auto buffEntry : buffs) {
|
||||||
buffEntry.second->combatTick(currTime);
|
buffEntry.second->combatTick(currTime);
|
||||||
|
if(!isAlive())
|
||||||
|
break; // unsafe to keep ticking if we're dead
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
#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) {
|
||||||
if(!isAlive())
|
if(!isAlive())
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
|
if (this->state != AIState::COMBAT && this->state != AIState::ROAMING)
|
||||||
|
return false;
|
||||||
|
|
||||||
if(!hasBuff(buffId)) {
|
if(!hasBuff(buffId)) {
|
||||||
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
|
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
|
||||||
return true;
|
return true;
|
||||||
@@ -188,7 +192,7 @@ bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, Buff
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
|
Buff* CombatNPC::getBuff(int buffId) {
|
||||||
if(hasBuff(buffId)) {
|
if(hasBuff(buffId)) {
|
||||||
return buffs[buffId];
|
return buffs[buffId];
|
||||||
}
|
}
|
||||||
@@ -215,15 +219,14 @@ void CombatNPC::removeBuff(int buffId, BuffClass buffClass) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void CombatNPC::clearBuffs(bool force) {
|
void CombatNPC::clearBuffs(bool force) {
|
||||||
for(auto buff : buffs) {
|
auto it = buffs.begin();
|
||||||
if(!force) {
|
while(it != buffs.end()) {
|
||||||
removeBuff(buff.first);
|
Buff* buff = (*it).second;
|
||||||
} else {
|
if(!force) buff->clear();
|
||||||
delete buff.second;
|
delete buff;
|
||||||
|
it = buffs.erase(it);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
buffs.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool CombatNPC::hasBuff(int buffId) {
|
bool CombatNPC::hasBuff(int buffId) {
|
||||||
auto buff = buffs.find(buffId);
|
auto buff = buffs.find(buffId);
|
||||||
@@ -307,19 +310,19 @@ void CombatNPC::step(time_t currTime) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void CombatNPC::transition(AIState newState, EntityRef src) {
|
void CombatNPC::transition(AIState newState, EntityRef src) {
|
||||||
|
|
||||||
state = newState;
|
state = newState;
|
||||||
|
|
||||||
if (transitionHandlers.find(newState) != transitionHandlers.end())
|
if (transitionHandlers.find(newState) != transitionHandlers.end())
|
||||||
transitionHandlers[newState](this, src);
|
transitionHandlers[newState](this, src);
|
||||||
else {
|
else {
|
||||||
std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl;
|
std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl;
|
||||||
transition(AIState::INACTIVE, id);
|
transition(AIState::INACTIVE, id);
|
||||||
}
|
}
|
||||||
/* TODO: fire any triggered events
|
|
||||||
|
// trigger special NPCEvents, if applicable
|
||||||
for (NPCEvent& event : NPCManager::NPCEvents)
|
for (NPCEvent& event : NPCManager::NPCEvents)
|
||||||
if (event.trigger == ON_KILLED && event.npcType == type)
|
if (event.triggerState == newState && event.npcType == type)
|
||||||
event.handler(src, this);
|
event.handler(this);
|
||||||
*/
|
|
||||||
}
|
}
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
@@ -957,6 +960,7 @@ static void playerTick(CNServer *serv, time_t currTime) {
|
|||||||
auto it = plr->buffs.begin();
|
auto it = plr->buffs.begin();
|
||||||
while(it != plr->buffs.end()) {
|
while(it != plr->buffs.end()) {
|
||||||
Buff* buff = (*it).second;
|
Buff* buff = (*it).second;
|
||||||
|
//buff->combatTick() gets called in Player::step
|
||||||
buff->tick(currTime);
|
buff->tick(currTime);
|
||||||
if(buff->isStale()) {
|
if(buff->isStale()) {
|
||||||
// garbage collect
|
// garbage collect
|
||||||
|
|||||||
54
src/Eggs.cpp
54
src/Eggs.cpp
@@ -26,6 +26,7 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
SkillResult result = SkillResult();
|
||||||
SkillData* skill = &Abilities::SkillTable[skillId];
|
SkillData* skill = &Abilities::SkillTable[skillId];
|
||||||
if(skill->drainType == SkillDrainType::PASSIVE) {
|
if(skill->drainType == SkillDrainType::PASSIVE) {
|
||||||
// apply buff
|
// apply buff
|
||||||
@@ -50,12 +51,57 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
|
|||||||
// no-op
|
// no-op
|
||||||
},
|
},
|
||||||
&eggBuff);
|
&eggBuff);
|
||||||
|
|
||||||
|
sSkillResult_Buff resultBuff{};
|
||||||
|
resultBuff.eCT = plr->getCharType();
|
||||||
|
resultBuff.iID = plr->getID();
|
||||||
|
resultBuff.bProtected = false;
|
||||||
|
resultBuff.iConditionBitFlag = plr->getCompositeCondition();
|
||||||
|
result = SkillResult(sizeof(sSkillResult_Buff), &resultBuff);
|
||||||
|
} else {
|
||||||
|
int value = plr->getMaxHP() * skill->values[0][0] / 1000;
|
||||||
|
sSkillResult_Damage resultDamage{};
|
||||||
|
sSkillResult_Heal_HP resultHeal{};
|
||||||
|
switch(skill->skillType)
|
||||||
|
{
|
||||||
|
case SkillType::DAMAGE:
|
||||||
|
resultDamage.bProtected = false;
|
||||||
|
resultDamage.eCT = plr->getCharType();
|
||||||
|
resultDamage.iID = plr->getID();
|
||||||
|
resultDamage.iDamage = plr->takeDamage(src, value);
|
||||||
|
resultDamage.iHP = plr->getCurrentHP();
|
||||||
|
result = SkillResult(sizeof(sSkillResult_Damage), &resultDamage);
|
||||||
|
break;
|
||||||
|
case SkillType::HEAL_HP:
|
||||||
|
resultHeal.eCT = plr->getCharType();
|
||||||
|
resultHeal.iID = plr->getID();
|
||||||
|
resultHeal.iHealHP = plr->heal(src, value);
|
||||||
|
resultHeal.iHP = plr->getCurrentHP();
|
||||||
|
result = SkillResult(sizeof(sSkillResult_Heal_HP), &resultHeal);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
std::cout << "[WARN] oops, egg with active skill type " << (int)skill->skillType << " unhandled";
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// use skill
|
// initialize response struct
|
||||||
std::vector<ICombatant*> targets;
|
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + result.size;
|
||||||
targets.push_back(dynamic_cast<ICombatant*>(plr));
|
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
||||||
Abilities::useNPCSkill(src, skillId, targets);
|
memset(respbuf, 0, resplen);
|
||||||
|
|
||||||
|
sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
|
||||||
|
pkt->iNPC_ID = eggId;
|
||||||
|
pkt->iSkillID = skillId;
|
||||||
|
pkt->eST = (int32_t)skill->skillType;
|
||||||
|
pkt->iTargetCnt = 1;
|
||||||
|
|
||||||
|
if(result.size > 0) {
|
||||||
|
void* attached = (void*)(pkt + 1);
|
||||||
|
memcpy(attached, result.payload, result.size);
|
||||||
|
}
|
||||||
|
|
||||||
|
NPCManager::sendToViewable(src.getEntity(), pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void eggStep(CNServer* serv, time_t currTime) {
|
static void eggStep(CNServer* serv, time_t currTime) {
|
||||||
|
|||||||
@@ -106,11 +106,11 @@ struct CombatNPC : public BaseNPC, public ICombatant {
|
|||||||
|
|
||||||
std::unordered_map<int, Buff*> buffs = {};
|
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 spawnX, int spawnY, int spawnZ, 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;
|
this->spawnX = spawnX;
|
||||||
spawnY = y;
|
this->spawnY = spawnY;
|
||||||
spawnZ = z;
|
this->spawnZ = spawnZ;
|
||||||
|
|
||||||
kind = EntityKind::COMBAT_NPC;
|
kind = EntityKind::COMBAT_NPC;
|
||||||
|
|
||||||
|
|||||||
@@ -227,7 +227,7 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style) {
|
static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int mobStyle) {
|
||||||
Player *plr = PlayerManager::getPlayer(mob->target);
|
Player *plr = PlayerManager::getPlayer(mob->target);
|
||||||
|
|
||||||
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult);
|
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult);
|
||||||
@@ -246,7 +246,7 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
|
|||||||
|
|
||||||
resp->iNPC_ID = mob->id;
|
resp->iNPC_ID = mob->id;
|
||||||
resp->iSkillID = skillID;
|
resp->iSkillID = skillID;
|
||||||
resp->iStyle = style;
|
resp->iStyle = mobStyle;
|
||||||
resp->iValue1 = plr->x;
|
resp->iValue1 = plr->x;
|
||||||
resp->iValue2 = plr->y;
|
resp->iValue2 = plr->y;
|
||||||
resp->iValue3 = plr->z;
|
resp->iValue3 = plr->z;
|
||||||
@@ -280,26 +280,38 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
|
|||||||
respdata[i].iActiveNanoSlotNum = n;
|
respdata[i].iActiveNanoSlotNum = n;
|
||||||
respdata[i].iNanoID = plr->activeNano;
|
respdata[i].iNanoID = plr->activeNano;
|
||||||
|
|
||||||
int style2 = Nanos::nanoStyle(plr->activeNano);
|
int nanoStyle = Nanos::nanoStyle(plr->activeNano);
|
||||||
if (style2 == -1) { // no nano
|
if (nanoStyle == -1) { // no nano
|
||||||
respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
|
respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
|
||||||
respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
|
respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
|
||||||
} else if (style == style2) {
|
} else if (mobStyle == nanoStyle) {
|
||||||
respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
|
respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
|
||||||
respdata[i].iDamage = 0;
|
respdata[i].iDamage = 0;
|
||||||
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina;
|
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina;
|
||||||
} else if (style - style2 == 1 || style2 - style == 2) {
|
} else if (mobStyle - nanoStyle == 1 || nanoStyle - mobStyle == 2) {
|
||||||
respdata[i].iHitFlag = HF_BIT_STYLE_WIN;
|
respdata[i].iHitFlag = HF_BIT_STYLE_WIN;
|
||||||
respdata[i].iDamage = 0;
|
respdata[i].iDamage = 0;
|
||||||
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina += 45;
|
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina += 45;
|
||||||
if (plr->Nanos[plr->activeNano].iStamina > 150)
|
if (plr->Nanos[plr->activeNano].iStamina > 150)
|
||||||
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
|
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
|
||||||
// fire damage power disguised as a corruption attack back at the enemy
|
// fire damage power disguised as a corruption attack back at the enemy
|
||||||
// TODO ABILITIES
|
SkillData skill = {
|
||||||
/*std::vector<int> targetData2 = {1, mob->id, 0, 0, 0};
|
SkillType::DAMAGE, // skillType
|
||||||
for (auto& pwr : Abilities::Powers)
|
SkillEffectTarget::POINT, // effectTarget
|
||||||
if (pwr.skillType == EST_DAMAGE)
|
1, // effectType
|
||||||
pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);*/
|
SkillTargetType::MOBS, // targetType
|
||||||
|
SkillDrainType::ACTIVE, // drainType
|
||||||
|
0, // effectArea
|
||||||
|
{0, 0, 0, 0}, // batteryUse
|
||||||
|
{0, 0, 0, 0}, // durationTime
|
||||||
|
{0, 0, 0}, // valueTypes (unused)
|
||||||
|
{
|
||||||
|
{200, 200, 200, 200},
|
||||||
|
{200, 200, 200, 200},
|
||||||
|
{200, 200, 200, 200},
|
||||||
|
}
|
||||||
|
};
|
||||||
|
Abilities::useNanoSkill(sock, &skill, *plr->getActiveNano(), { mob });
|
||||||
} else {
|
} else {
|
||||||
respdata[i].iHitFlag = HF_BIT_STYLE_LOSE;
|
respdata[i].iHitFlag = HF_BIT_STYLE_LOSE;
|
||||||
respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
|
respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
|
||||||
@@ -326,12 +338,6 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
|
|||||||
}
|
}
|
||||||
|
|
||||||
static void useAbilities(Mob *mob, time_t currTime) {
|
static void useAbilities(Mob *mob, time_t currTime) {
|
||||||
/*
|
|
||||||
* targetData approach
|
|
||||||
* first integer is the count
|
|
||||||
* second to fifth integers are IDs, these can be either player iID or mob's iID
|
|
||||||
* whether the skill targets players or mobs is determined by the skill packet being fired
|
|
||||||
*/
|
|
||||||
Player *plr = PlayerManager::getPlayer(mob->target);
|
Player *plr = PlayerManager::getPlayer(mob->target);
|
||||||
|
|
||||||
if (mob->skillStyle >= 0) { // corruption hit
|
if (mob->skillStyle >= 0) { // corruption hit
|
||||||
@@ -346,7 +352,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
|
|||||||
|
|
||||||
if (mob->skillStyle == -2) { // eruption hit
|
if (mob->skillStyle == -2) { // eruption hit
|
||||||
int skillID = (int)mob->data["m_iMegaType"];
|
int skillID = (int)mob->data["m_iMegaType"];
|
||||||
std::vector<int> targetData = {0, 0, 0, 0, 0};
|
std::vector<ICombatant*> targets{};
|
||||||
|
|
||||||
// find the players within range of eruption
|
// find the players within range of eruption
|
||||||
for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
|
for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
|
||||||
@@ -359,23 +365,19 @@ static void useAbilities(Mob *mob, time_t currTime) {
|
|||||||
CNSocket *s = ref.sock;
|
CNSocket *s = ref.sock;
|
||||||
Player *plr = PlayerManager::getPlayer(s);
|
Player *plr = PlayerManager::getPlayer(s);
|
||||||
|
|
||||||
if (plr->HP <= 0)
|
if (!plr->isAlive())
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
|
int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
|
||||||
if (distance < Abilities::SkillTable[skillID].effectArea) {
|
if (distance < Abilities::SkillTable[skillID].effectArea) {
|
||||||
targetData[0] += 1;
|
targets.push_back(plr);
|
||||||
targetData[targetData[0]] = plr->iID;
|
if (targets.size() > 3) // make sure not to have more than 4
|
||||||
if (targetData[0] > 3) // make sure not to have more than 4
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO ABILITIES
|
Abilities::useNPCSkill(mob->id, skillID, targets);
|
||||||
/*for (auto& pwr : Abilities::Powers)
|
|
||||||
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
|
|
||||||
pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
|
|
||||||
mob->skillStyle = -3; // eruption cooldown
|
mob->skillStyle = -3; // eruption cooldown
|
||||||
mob->nextAttack = currTime + 1000;
|
mob->nextAttack = currTime + 1000;
|
||||||
return;
|
return;
|
||||||
@@ -393,14 +395,11 @@ static void useAbilities(Mob *mob, time_t currTime) {
|
|||||||
|
|
||||||
if (random < prob1) { // active skill hit
|
if (random < prob1) { // active skill hit
|
||||||
int skillID = (int)mob->data["m_iActiveSkill1"];
|
int skillID = (int)mob->data["m_iActiveSkill1"];
|
||||||
// TODO ABILITIES
|
SkillData* skill = &Abilities::SkillTable[skillID];
|
||||||
//std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
|
int debuffID = Abilities::getCSTBFromST(skill->skillType);
|
||||||
//for (auto& pwr : Abilities::Powers)
|
if(plr->hasBuff(debuffID))
|
||||||
// if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
|
return; // prevent debuffing a player twice
|
||||||
// if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
|
Abilities::useNPCSkill(mob->getRef(), skillID, { plr });
|
||||||
// return; // prevent debuffing a player twice
|
|
||||||
// pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
|
|
||||||
// }
|
|
||||||
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
|
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -754,11 +753,8 @@ void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) {
|
|||||||
self->nextAttack = 0;
|
self->nextAttack = 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
|
Abilities::useNPCSkill(npc->getRef(), 110, { npc });
|
||||||
/*std::vector<int> targetData = { 1, 0, 0, 0, 0 };
|
|
||||||
for (auto& pwr : Abilities::Powers)
|
|
||||||
if (pwr.skillType == Abilities::SkillTable[110].skillType)
|
|
||||||
pwr.handle(self->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);*/
|
|
||||||
// clear outlying debuffs
|
// clear outlying debuffs
|
||||||
clearDebuff(self);
|
clearDebuff(self);
|
||||||
}
|
}
|
||||||
@@ -775,12 +771,9 @@ void MobAI::onCombatStart(CombatNPC* npc, EntityRef src) {
|
|||||||
self->roamY = self->y;
|
self->roamY = self->y;
|
||||||
self->roamZ = self->z;
|
self->roamZ = self->z;
|
||||||
|
|
||||||
int skillID = (int)self->data["m_iPassiveBuff"]; // cast passive
|
int skillID = (int)self->data["m_iPassiveBuff"];
|
||||||
// TODO ABILITIES
|
if(skillID != 0) // cast passive
|
||||||
/*std::vector<int> targetData = { 1, self->id, 0, 0, 0 };
|
Abilities::useNPCSkill(npc->getRef(), skillID, { npc });
|
||||||
for (auto& pwr : Abilities::Powers)
|
|
||||||
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
|
|
||||||
pwr.handle(self->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void MobAI::onRetreat(CombatNPC* npc, EntityRef src) {
|
void MobAI::onRetreat(CombatNPC* npc, EntityRef src) {
|
||||||
|
|||||||
@@ -50,8 +50,8 @@ struct Mob : public CombatNPC {
|
|||||||
// temporary; until we're sure what's what
|
// temporary; until we're sure what's what
|
||||||
nlohmann::json data = {};
|
nlohmann::json data = {};
|
||||||
|
|
||||||
Mob(int x, int y, int z, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
|
Mob(int spawnX, int spawnY, int spawnZ, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
|
||||||
: CombatNPC(x, y, z, angle, iID, t, id, d["m_iHP"]),
|
: CombatNPC(spawnX, spawnY, spawnZ, angle, iID, t, id, d["m_iHP"]),
|
||||||
sightRange(d["m_iSightRange"]) {
|
sightRange(d["m_iSightRange"]) {
|
||||||
state = AIState::ROAMING;
|
state = AIState::ROAMING;
|
||||||
|
|
||||||
@@ -62,9 +62,9 @@ struct Mob : public CombatNPC {
|
|||||||
idleRange = (int)data["m_iIdleRange"];
|
idleRange = (int)data["m_iIdleRange"];
|
||||||
level = data["m_iNpcLevel"];
|
level = data["m_iNpcLevel"];
|
||||||
|
|
||||||
roamX = x;
|
roamX = spawnX;
|
||||||
roamY = y;
|
roamY = spawnY;
|
||||||
roamZ = z;
|
roamZ = spawnZ;
|
||||||
|
|
||||||
offsetX = 0;
|
offsetX = 0;
|
||||||
offsetY = 0;
|
offsetY = 0;
|
||||||
|
|||||||
@@ -122,16 +122,15 @@ static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// type must already be checked and updateNPCPosition() must be called on the result
|
// type must already be checked and updateNPCPosition() must be called on the result
|
||||||
BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn, bool baseInstance) {
|
BaseNPC *NPCManager::summonNPC(int spawnX, int spawnY, int spawnZ, uint64_t instance, int type, bool respawn, bool baseInstance) {
|
||||||
uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
|
uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
|
||||||
|
|
||||||
//assert(nextId < INT32_MAX);
|
|
||||||
int id = nextId--;
|
int id = nextId--;
|
||||||
int team = NPCData[type]["m_iTeam"];
|
int team = NPCData[type]["m_iTeam"];
|
||||||
BaseNPC *npc = nullptr;
|
BaseNPC *npc = nullptr;
|
||||||
|
|
||||||
if (team == 2) {
|
if (team == 2) {
|
||||||
npc = new Mob(x, y, z, inst, type, NPCData[type], id);
|
npc = new Mob(spawnX, spawnY, spawnZ, inst, type, NPCData[type], id);
|
||||||
|
|
||||||
// re-enable respawning, if desired
|
// re-enable respawning, if desired
|
||||||
((Mob*)npc)->summoned = !respawn;
|
((Mob*)npc)->summoned = !respawn;
|
||||||
@@ -294,57 +293,55 @@ BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z
|
|||||||
return npc;
|
return npc;
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: Move this to MobAI, possibly
|
// TODO: Move this to separate file in ai/ subdir when implementing more events
|
||||||
#pragma region NPCEvents
|
#pragma region NPCEvents
|
||||||
|
|
||||||
// summon right arm and stage 2 body
|
// summon right arm and stage 2 body
|
||||||
static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
|
static void lordFuseStageTwo(CombatNPC *npc) {
|
||||||
Mob *oldbody = (Mob*)npc; // adaptium, stun
|
Mob *oldbody = (Mob*)npc; // adaptium, stun
|
||||||
Player *plr = PlayerManager::getPlayer(sock);
|
|
||||||
|
|
||||||
std::cout << "Lord Fuse stage two" << std::endl;
|
std::cout << "Lord Fuse stage two" << std::endl;
|
||||||
|
|
||||||
// Fuse doesn't move
|
// Fuse doesn't move
|
||||||
// Blastons, Heal
|
// Blastons, Heal
|
||||||
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2467);
|
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2467);
|
||||||
|
|
||||||
newbody->angle = oldbody->angle;
|
newbody->angle = oldbody->angle;
|
||||||
NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
|
NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
|
||||||
plr->instanceID, oldbody->angle);
|
oldbody->instanceID, oldbody->angle);
|
||||||
|
|
||||||
// right arm, Adaptium, Stun
|
// right arm, Adaptium, Stun
|
||||||
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, plr->instanceID, 2469);
|
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, oldbody->instanceID, 2469);
|
||||||
|
|
||||||
arm->angle = oldbody->angle;
|
arm->angle = oldbody->angle;
|
||||||
NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
|
NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
|
||||||
plr->instanceID, oldbody->angle);
|
oldbody->instanceID, oldbody->angle);
|
||||||
}
|
}
|
||||||
|
|
||||||
// summon left arm and stage 3 body
|
// summon left arm and stage 3 body
|
||||||
static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
|
static void lordFuseStageThree(CombatNPC *npc) {
|
||||||
Mob *oldbody = (Mob*)npc;
|
Mob *oldbody = (Mob*)npc;
|
||||||
Player *plr = PlayerManager::getPlayer(sock);
|
|
||||||
|
|
||||||
std::cout << "Lord Fuse stage three" << std::endl;
|
std::cout << "Lord Fuse stage three" << std::endl;
|
||||||
|
|
||||||
// Cosmix, Damage Point
|
// Cosmix, Damage Point
|
||||||
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2468);
|
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2468);
|
||||||
|
|
||||||
newbody->angle = oldbody->angle;
|
newbody->angle = oldbody->angle;
|
||||||
NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
|
NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
|
||||||
plr->instanceID, oldbody->angle);
|
newbody->instanceID, oldbody->angle);
|
||||||
|
|
||||||
// Blastons, Heal
|
// Blastons, Heal
|
||||||
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, plr->instanceID, 2470);
|
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, oldbody->instanceID, 2470);
|
||||||
|
|
||||||
arm->angle = oldbody->angle;
|
arm->angle = oldbody->angle;
|
||||||
NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
|
NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
|
||||||
plr->instanceID, oldbody->angle);
|
arm->instanceID, oldbody->angle);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<NPCEvent> NPCManager::NPCEvents = {
|
std::vector<NPCEvent> NPCManager::NPCEvents = {
|
||||||
NPCEvent(2466, ON_KILLED, lordFuseStageTwo),
|
NPCEvent(2466, AIState::DEAD, lordFuseStageTwo),
|
||||||
NPCEvent(2467, ON_KILLED, lordFuseStageThree),
|
NPCEvent(2467, AIState::DEAD, lordFuseStageThree),
|
||||||
};
|
};
|
||||||
|
|
||||||
#pragma endregion NPCEvents
|
#pragma endregion NPCEvents
|
||||||
|
|||||||
@@ -14,20 +14,15 @@
|
|||||||
|
|
||||||
#define RESURRECT_HEIGHT 400
|
#define RESURRECT_HEIGHT 400
|
||||||
|
|
||||||
enum Trigger {
|
typedef void (*NPCEventHandler)(CombatNPC*);
|
||||||
ON_KILLED,
|
|
||||||
ON_COMBAT
|
|
||||||
};
|
|
||||||
|
|
||||||
typedef void (*NPCEventHandler)(CNSocket*, BaseNPC*);
|
|
||||||
|
|
||||||
struct NPCEvent {
|
struct NPCEvent {
|
||||||
int32_t npcType;
|
int32_t npcType;
|
||||||
int trigger;
|
AIState triggerState;
|
||||||
NPCEventHandler handler;
|
NPCEventHandler handler;
|
||||||
|
|
||||||
NPCEvent(int32_t t, int tr, NPCEventHandler hndlr)
|
NPCEvent(int32_t t, AIState tr, NPCEventHandler hndlr)
|
||||||
: npcType(t), trigger(tr), handler(hndlr) {}
|
: npcType(t), triggerState(tr), handler(hndlr) {}
|
||||||
};
|
};
|
||||||
|
|
||||||
namespace NPCManager {
|
namespace NPCManager {
|
||||||
|
|||||||
@@ -416,6 +416,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
|
|||||||
|
|
||||||
default: // plain respawn
|
default: // plain respawn
|
||||||
plr->HP = PC_MAXHEALTH(plr->level) / 2;
|
plr->HP = PC_MAXHEALTH(plr->level) / 2;
|
||||||
|
plr->clearBuffs(false);
|
||||||
// fallthrough
|
// fallthrough
|
||||||
case ePCRegenType::Unstick: // warp away
|
case ePCRegenType::Unstick: // warp away
|
||||||
move = true;
|
move = true;
|
||||||
|
|||||||
Reference in New Issue
Block a user