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Author | SHA1 | Date | |
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e124bc0645 |
@ -1,7 +1,5 @@
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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 "PlayerManager.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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static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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// take aggro
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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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// TODO abilities
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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.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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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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}
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@ -90,31 +60,20 @@ static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* sou
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}
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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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skill->drainType == SkillDrainType::PASSIVE ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
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strength, // value
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skill->drainType == SkillDrainType::PASSIVE ? 1 : skill->durationTime[power], // ticks
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skill->values[0][power], // value
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source->getRef(), // source
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source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
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};
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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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[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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if(buff->id == ECSB_BOUNDINGBALL) {
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// drain
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ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
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combatant->takeDamage(buff->getLastSource(), 0); // aggro
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}
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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(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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// no-op
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},
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&passiveBuff)) return SkillResult(); // no result if already buffed
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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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}
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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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size_t sz = result.size;
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memcpy(pivot, result.payload, sz);
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pivot += sz;
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memcpy(pivot, result.payload, resultSize);
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pivot += resultSize;
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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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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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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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}
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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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// lazy validation since skill results might be different sizes
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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), MAX_SKILLRESULT_SIZE)) {
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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(), resultSize)) {
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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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}
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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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for(SkillResult& sr : results)
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resplen += sr.size;
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size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + results.size() * resultSize;
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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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->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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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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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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if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), MAX_SKILLRESULT_SIZE)) {
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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(), resultSize)) {
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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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}
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT);
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for(SkillResult& sr : results)
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resplen += sr.size;
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + results.size() * resultSize;
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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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->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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}
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@ -423,6 +377,12 @@ int Abilities::getCSTBFromST(SkillType skillType) {
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case SkillType::PROTECTINFECTION:
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result = ECSB_PROTECT_INFECTION;
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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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result = ECSB_MINIMAP_ENEMY;
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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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result = ECSB_REWARD_CASH;
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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:
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result = ECSB_FREEDOM;
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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:
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result = ECSB_INVULNERABLE;
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break;
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@ -446,22 +412,6 @@ int Abilities::getCSTBFromST(SkillType skillType) {
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break;
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case SkillType::NANOSTIMPAK:
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result = ECSB_STIMPAKSLOT1;
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// shift as necessary
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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::STUN:
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result = ECSB_STUN;
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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::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;
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break;
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default:
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break;
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@ -95,12 +95,6 @@ int Buff::getValue(BuffValueSelector selector) {
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return value;
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}
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EntityRef Buff::getLastSource() {
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if(stacks.empty())
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return self;
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return stacks.back().source;
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}
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bool Buff::isStale() {
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return stacks.empty();
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}
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@ -143,55 +137,15 @@ void Buffs::timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* st
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self.sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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}
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void Buffs::timeBuffTick(EntityRef self, Buff* buff) {
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if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
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return; // not implemented
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Entity* entity = self.getEntity();
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ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK, pkt);
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pkt.eCT = combatant->getCharType();
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pkt.iID = combatant->getID();
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pkt.iTB_ID = buff->id;
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NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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}
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void Buffs::timeBuffTimeout(EntityRef self) {
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if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
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return; // not a combatant
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Entity* entity = self.getEntity();
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ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players
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int32_t eCharType = combatant->getCharType();
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pkt.eCT = eCharType == 4 ? 2 : eCharType; // convention not followed by client here
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pkt.eCT = combatant->getCharType();
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pkt.iID = combatant->getID();
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pkt.iConditionBitFlag = combatant->getCompositeCondition();
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NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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}
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void Buffs::tickDrain(EntityRef self, Buff* buff) {
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if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
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return; // not implemented
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Entity* entity = self.getEntity();
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ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
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int damage = combatant->takeDamage(buff->getLastSource(), combatant->getMaxHP() / 100);
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size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
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pkt->iID = self.id;
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pkt->eCT = combatant->getCharType();
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pkt->iTB_ID = ECSB_BOUNDINGBALL;
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sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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drain->iDamage = damage;
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drain->iHP = combatant->getCurrentHP();
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drain->eCT = pkt->eCT;
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drain->iID = pkt->iID;
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NPCManager::sendToViewable(self.getEntity(), (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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}
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#pragma endregion
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|
@ -66,7 +66,6 @@ public:
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BuffClass maxClass();
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int getValue(BuffValueSelector selector);
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EntityRef getLastSource();
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/*
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* In general, a Buff object won't exist
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@ -87,7 +86,5 @@ public:
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namespace Buffs {
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void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack);
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void timeBuffTick(EntityRef self, Buff* buff);
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void timeBuffTimeout(EntityRef self);
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void tickDrain(EntityRef self, Buff* buff);
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}
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|
@ -24,8 +24,10 @@ bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCal
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if(!isAlive())
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return false;
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EntityRef self = PlayerManager::getSockFromID(iID);
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if(!hasBuff(buffId)) {
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buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
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buffs[buffId] = new Buff(buffId, self, onUpdate, onTick, stack);
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return true;
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}
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@ -52,7 +54,6 @@ void Player::removeBuff(int buffId) {
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void Player::removeBuff(int buffId, int buffClass) {
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if(hasBuff(buffId)) {
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buffs[buffId]->clear((BuffClass)buffClass);
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// buff might not be stale since another buff class might remain
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if(buffs[buffId]->isStale()) {
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delete buffs[buffId];
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buffs.erase(buffId);
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@ -60,17 +61,6 @@ void Player::removeBuff(int buffId, int buffClass) {
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}
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}
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void Player::clearBuffs(bool force) {
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for(auto buff : buffs) {
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if(!force) {
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removeBuff(buff.first);
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} else {
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delete buff.second;
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}
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}
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buffs.clear();
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}
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bool Player::hasBuff(int buffId) {
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auto buff = buffs.find(buffId);
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return buff != buffs.end() && !buff->second->isStale();
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@ -175,68 +165,23 @@ void Player::step(time_t currTime) {
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#pragma region CombatNPC
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bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
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if(!isAlive())
|
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return false;
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|
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if(!hasBuff(buffId)) {
|
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buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
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return true;
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}
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buffs[buffId]->updateCallbacks(onUpdate, onTick);
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buffs[buffId]->addStack(stack);
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return false;
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}
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Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
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if(hasBuff(buffId)) {
|
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return buffs[buffId];
|
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}
|
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return nullptr;
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}
|
||||
|
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void CombatNPC::removeBuff(int buffId) {
|
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if(hasBuff(buffId)) {
|
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buffs[buffId]->clear();
|
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delete buffs[buffId];
|
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buffs.erase(buffId);
|
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}
|
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void CombatNPC::removeBuff(int buffId) { /* stubbed */ }
|
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|
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void CombatNPC::removeBuff(int buffId, int buffClass) { /* stubbed */ }
|
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|
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bool CombatNPC::hasBuff(int buffId) { /* stubbed */
|
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return false;
|
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}
|
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|
||||
void CombatNPC::removeBuff(int buffId, int buffClass) {
|
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if(hasBuff(buffId)) {
|
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buffs[buffId]->clear((BuffClass)buffClass);
|
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// buff might not be stale since another buff class might remain
|
||||
if(buffs[buffId]->isStale()) {
|
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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::getCompositeCondition() { /* stubbed */
|
||||
return 0;
|
||||
}
|
||||
|
||||
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] Type: " + std::to_string(npc->type));
|
||||
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] X: " + std::to_string(npc->x));
|
||||
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
|
||||
|
@ -40,7 +40,7 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
|
||||
sNPCAppearanceData data = {};
|
||||
data.iAngle = angle;
|
||||
data.iBarkerType = 0; // unused?
|
||||
data.iConditionBitFlag = 0;
|
||||
data.iConditionBitFlag = cbf;
|
||||
data.iHP = hp;
|
||||
data.iNPCType = type;
|
||||
data.iNPC_ID = id;
|
||||
@ -50,12 +50,6 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
|
||||
return data;
|
||||
}
|
||||
|
||||
sNPCAppearanceData CombatNPC::getAppearanceData() {
|
||||
sNPCAppearanceData data = BaseNPC::getAppearanceData();
|
||||
data.iConditionBitFlag = getCompositeCondition();
|
||||
return data;
|
||||
}
|
||||
|
||||
/*
|
||||
* Entity coming into view.
|
||||
*/
|
||||
|
@ -48,7 +48,6 @@ public:
|
||||
virtual Buff* getBuff(int) = 0;
|
||||
virtual void removeBuff(int) = 0;
|
||||
virtual void removeBuff(int, int) = 0;
|
||||
virtual void clearBuffs(bool) = 0;
|
||||
virtual bool hasBuff(int) = 0;
|
||||
virtual int getCompositeCondition() = 0;
|
||||
virtual int takeDamage(EntityRef, int) = 0;
|
||||
@ -73,6 +72,7 @@ public:
|
||||
int type;
|
||||
int hp;
|
||||
int angle;
|
||||
int cbf;
|
||||
bool loopingPath = false;
|
||||
|
||||
BaseNPC(int _A, uint64_t iID, int t, int _id) {
|
||||
@ -80,6 +80,7 @@ public:
|
||||
type = t;
|
||||
hp = 400;
|
||||
angle = _A;
|
||||
cbf = 0;
|
||||
id = _id;
|
||||
instanceID = iID;
|
||||
};
|
||||
@ -87,7 +88,7 @@ public:
|
||||
virtual void enterIntoViewOf(CNSocket *sock) override;
|
||||
virtual void disappearFromViewOf(CNSocket *sock) override;
|
||||
|
||||
virtual sNPCAppearanceData getAppearanceData();
|
||||
sNPCAppearanceData getAppearanceData();
|
||||
};
|
||||
|
||||
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*, 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)
|
||||
: BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
|
||||
spawnX = x;
|
||||
@ -118,15 +117,12 @@ struct CombatNPC : public BaseNPC, public ICombatant {
|
||||
transitionHandlers[AIState::INACTIVE] = {};
|
||||
}
|
||||
|
||||
virtual sNPCAppearanceData getAppearanceData() override;
|
||||
|
||||
virtual bool isExtant() override { return hp > 0; }
|
||||
|
||||
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
|
||||
virtual Buff* getBuff(int buffId) override;
|
||||
virtual void removeBuff(int buffId) override;
|
||||
virtual void removeBuff(int buffId, int buffClass) override;
|
||||
virtual void clearBuffs(bool force) override;
|
||||
virtual bool hasBuff(int buffId) override;
|
||||
virtual int getCompositeCondition() override;
|
||||
virtual int takeDamage(EntityRef src, int amt) override;
|
||||
|
@ -3,7 +3,6 @@
|
||||
#include "EntityRef.hpp"
|
||||
|
||||
#include <vector>
|
||||
#include <assert.h>
|
||||
|
||||
struct Group {
|
||||
std::vector<EntityRef> members;
|
||||
@ -15,10 +14,6 @@ struct Group {
|
||||
});
|
||||
return filtered;
|
||||
}
|
||||
EntityRef getLeader() {
|
||||
assert(members.size() > 0);
|
||||
return members[0];
|
||||
}
|
||||
|
||||
Group(EntityRef leader);
|
||||
};
|
||||
|
@ -51,13 +51,13 @@ int Mob::takeDamage(EntityRef src, int amt) {
|
||||
}
|
||||
|
||||
// wake up sleeping monster
|
||||
if (hasBuff(ECSB_MEZ)) {
|
||||
removeBuff(ECSB_MEZ);
|
||||
if (cbf & CSB_BIT_MEZ) {
|
||||
cbf &= ~CSB_BIT_MEZ;
|
||||
|
||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
||||
pkt1.eCT = 2;
|
||||
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));
|
||||
}
|
||||
|
||||
@ -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) {
|
||||
mob->skillStyle = -1;
|
||||
mob->clearBuffs(false);
|
||||
mob->cbf = 0;
|
||||
mob->unbuffTimes.clear();
|
||||
|
||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
||||
pkt1.eCT = 2;
|
||||
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));
|
||||
}
|
||||
|
||||
@ -441,7 +442,6 @@ static void useAbilities(Mob *mob, time_t currTime) {
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO abiilities
|
||||
static void drainMobHP(Mob *mob, int amount) {
|
||||
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
|
||||
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
||||
@ -553,26 +553,38 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
||||
return;
|
||||
}
|
||||
|
||||
// tick buffs
|
||||
auto it = npc->buffs.begin();
|
||||
while(it != npc->buffs.end()) {
|
||||
Buff* buff = (*it).second;
|
||||
buff->combatTick(currTime);
|
||||
buff->tick(currTime);
|
||||
if(buff->isStale()) {
|
||||
// garbage collect
|
||||
it = npc->buffs.erase(it);
|
||||
delete buff;
|
||||
}
|
||||
else it++;
|
||||
// drain
|
||||
if (self->skillStyle < 0 && (self->lastDrainTime == 0 || currTime - self->lastDrainTime >= 1000)
|
||||
&& self->cbf & CSB_BIT_BOUNDINGBALL) {
|
||||
drainMobHP(self, self->maxHealth / 20); // lose 5% every second
|
||||
self->lastDrainTime = currTime;
|
||||
}
|
||||
|
||||
// if debuffs killed the mob, return early
|
||||
// if drain killed the mob, return early
|
||||
if (self->hp <= 0)
|
||||
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
|
||||
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.
|
||||
return;
|
||||
}
|
||||
@ -588,7 +600,6 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
||||
}
|
||||
|
||||
int distanceToTravel = INT_MAX;
|
||||
int speed = self->speed;
|
||||
// movement logic: move when out of range but don't move while casting a skill
|
||||
if (distance > mobRange && self->skillStyle == -1) {
|
||||
if (self->nextMovement != 0 && currTime < self->nextMovement)
|
||||
@ -598,8 +609,8 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
||||
self->nextAttack = 0;
|
||||
|
||||
// halve movement speed if snared
|
||||
if (self->hasBuff(ECSB_DN_MOVE_SPEED))
|
||||
speed /= 2;
|
||||
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
|
||||
self->speed /= 2;
|
||||
|
||||
int targetX = plr->x;
|
||||
int targetY = plr->y;
|
||||
@ -608,9 +619,9 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
||||
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);
|
||||
if (distanceToTravel < speed*2/5 && currTime >= self->nextAttack)
|
||||
if (distanceToTravel < self->speed*2/5 && currTime >= self->nextAttack)
|
||||
self->nextAttack = 0;
|
||||
|
||||
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);
|
||||
|
||||
pkt.iNPC_ID = self->id;
|
||||
pkt.iSpeed = speed;
|
||||
pkt.iSpeed = self->speed;
|
||||
pkt.iToX = self->x = targ.first;
|
||||
pkt.iToY = self->y = targ.second;
|
||||
pkt.iToZ = plr->z;
|
||||
@ -704,7 +715,7 @@ void MobAI::roamingStep(CombatNPC* npc, time_t currTime) {
|
||||
farY = std::clamp(farY, yStart, yStart + self->idleRange);
|
||||
|
||||
// halve movement speed if snared
|
||||
if (self->hasBuff(ECSB_DN_MOVE_SPEED))
|
||||
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
|
||||
self->speed /= 2;
|
||||
|
||||
std::queue<Vec3> queue;
|
||||
@ -777,6 +788,7 @@ void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) {
|
||||
self->hp = self->maxHealth;
|
||||
self->killedTime = 0;
|
||||
self->nextAttack = 0;
|
||||
self->cbf = 0;
|
||||
|
||||
// cast a return home heal spell, this is the right way(tm)
|
||||
// TODO ABILITIES
|
||||
@ -821,8 +833,9 @@ void MobAI::onDeath(CombatNPC* npc, EntityRef src) {
|
||||
Mob* self = (Mob*)npc;
|
||||
|
||||
self->target = nullptr;
|
||||
self->cbf = 0;
|
||||
self->skillStyle = -1;
|
||||
self->clearBuffs(true);
|
||||
self->unbuffTimes.clear();
|
||||
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
|
||||
|
@ -21,6 +21,8 @@ namespace MobAI {
|
||||
}
|
||||
|
||||
struct Mob : public CombatNPC {
|
||||
// general
|
||||
std::unordered_map<int32_t,time_t> unbuffTimes = {};
|
||||
|
||||
// dead
|
||||
time_t killedTime = 0;
|
||||
@ -69,6 +71,8 @@ struct Mob : public CombatNPC {
|
||||
offsetX = 0;
|
||||
offsetY = 0;
|
||||
|
||||
cbf = 0;
|
||||
|
||||
// NOTE: there appear to be discrepancies in the dump
|
||||
hp = maxHealth;
|
||||
|
||||
|
@ -376,5 +376,5 @@ void NPCManager::init() {
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler);
|
||||
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 void removeBuff(int buffId) override;
|
||||
virtual void removeBuff(int buffId, int buffClass) override;
|
||||
virtual void clearBuffs(bool force) override;
|
||||
virtual bool hasBuff(int buffId) override;
|
||||
virtual int getCompositeCondition() 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_TIMER(handlr, delta) CNShardServer::Timers.push_back(TimerEvent(handlr, delta));
|
||||
#define MS_PER_PLAYER_TICK 500
|
||||
#define MS_PER_COMBAT_TICK 200
|
||||
|
||||
class CNShardServer : public CNServer {
|
||||
private:
|
||||
|
Loading…
Reference in New Issue
Block a user