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...

96 Commits

Author SHA1 Message Date
gsemaj
0eff236512
Fix corruption reflection 2023-08-19 16:19:36 -07:00
gsemaj
0fcf41cbfe
Fix guard FOR REAL 2023-08-19 15:03:16 -07:00
gsemaj
efb3887e3e
Fix corruption attack rebound 2023-08-19 14:54:18 -07:00
gsemaj
874bdefb13
Fix passive powers 2023-08-19 14:46:35 -07:00
gsemaj
94b08659d2
Fix battery drain block 2023-08-19 14:21:04 -07:00
gsemaj
d936d0b621 Updater contributer guide 2023-08-19 20:46:41 +00:00
gsemaj
249e5b081f Move corruption block to new system 2023-08-19 20:46:41 +00:00
gsemaj
52c1ed4480 Return home heal to new system 2023-08-19 20:46:41 +00:00
gsemaj
522b9ab7b8 Passive mob buffs to new system 2023-08-19 20:46:41 +00:00
gsemaj
c0a9ec6b7c Move mob active skills to new system 2023-08-19 20:46:41 +00:00
gsemaj
d416763ae0 Move eruption attacks to new system 2023-08-19 20:46:41 +00:00
gsemaj
ff74c8ede1 Implement leech 2023-08-19 20:46:41 +00:00
gsemaj
e64bcf91a5 Make clearBuffs memory-safe
improperly erasing during iteration oops
2023-08-19 20:46:41 +00:00
gsemaj
b04c292272 Break if player dies from buff combat tick 2023-08-19 20:46:41 +00:00
gsemaj
36b6aeeb00 Fix segv: Halt buff iteration if mob is dead 2023-08-19 20:46:41 +00:00
gsemaj
93ec6380c1 Tighten parameter for removeBuff 2023-08-19 20:46:41 +00:00
gsemaj
c1aff8d3c3 Move drain to new system
TODO
- There is a seg fault that happens when drain kills the mob
- leech unimplemented
- mob skills unimplemented
2023-08-19 20:46:41 +00:00
gsemaj
1cf2be9968 reorder some stuff 2023-08-19 20:46:41 +00:00
gsemaj
dd4063e416 Fix icon not disappearing for debuffs 2023-08-19 20:46:41 +00:00
gsemaj
464d18820b Tick buffs for mobs 2023-08-19 20:46:41 +00:00
gsemaj
288a4a3da5 Fix infinite slowdown with snare 2023-08-19 20:46:41 +00:00
gsemaj
807e182407 Implement buff handling for CombatNPC 2023-08-19 20:46:41 +00:00
gsemaj
0dd628717d Move buffs from Mob to CombatNPC 2023-08-19 20:46:41 +00:00
gsemaj
c70205a15b Implement buffs for mobs 2023-08-19 20:46:41 +00:00
gsemaj
8062e52c55 Damage n debuff handler 2023-08-19 20:46:41 +00:00
gsemaj
3b5f6c0fe7 Fix trailing structs
The change to allow flexible trailing struct sizes broke
`attachSkillResults` oops
2023-08-19 20:46:41 +00:00
gsemaj
e9cd5db8a2 Get rid of cbf 2023-08-19 20:46:41 +00:00
gsemaj
e7450b974c Add clearBuffs 2023-08-19 20:46:41 +00:00
gsemaj
13e71de785 Make skill result size check an assertion 2023-08-19 20:46:41 +00:00
gsemaj
e3c3da87b2 Oops 2023-08-19 20:46:41 +00:00
gsemaj
4bc53b2e7e Change SkillResult size validation
Since leech uses trailing structs of two different sizes, just use the max SkillResult size in validation/zeroing and then check for overflow in a couple extra places
2023-08-19 20:46:41 +00:00
gsemaj
03abb6f830 Reorder abilities to match client handling 2023-08-19 20:46:41 +00:00
gsemaj
bd1abcef72 Don't add buff if player dead 2023-08-19 20:46:41 +00:00
gsemaj
49fa6d65c4 Fix seg fault with egg powers 2023-08-19 20:46:41 +00:00
gsemaj
773e4b36e1 Reuse useNanoSkill codepath for passive powers 2023-08-19 20:46:41 +00:00
gsemaj
945599f93c Fix recall 2023-08-19 20:46:41 +00:00
gsemaj
78c15e2899 Make SkillType an enum class 2023-08-19 20:46:41 +00:00
gsemaj
eaebe3ba4c Fix self recall 2023-08-19 20:46:41 +00:00
gsemaj
9312706524 [WIP] Fix targeting for groups 2023-08-19 20:46:41 +00:00
gsemaj
80dd6b5479 [WIP] Active power handling
TODO:
- recall (self and group) is broken
- revive (only group) is broken
- damage + debuff is unimplemented
2023-08-19 20:46:41 +00:00
gsemaj
751fd4fd9d Sync with master 2023-08-19 20:46:41 +00:00
gsemaj
ec71fd8f46 Add overload to remove specific class of buff
I initially added this because, despite the higher tickrate for
composite condition calculations thanks to the last commit, there is
still a slight status icon delay when rapidly switching nanos. I
attempted to use this to make that problem go away and for whatever
reason it wasn't effective, but I figure it would be useful to have
anyway so I'm keeping it.
2023-08-19 20:46:41 +00:00
gsemaj
f0bb90b547 Move some stuff from playerTick to player combat step 2023-08-19 20:46:41 +00:00
gsemaj
0dfcc928a9 Refactor group handling 2023-08-19 20:46:41 +00:00
gsemaj
dc6386131a Port egg buffs over to new system 2023-08-19 20:46:41 +00:00
gsemaj
9977907842 More skill handlers
Note: need to revisit these when active powers are implemented to make
sure they are correct. DamageNDebuff isn't even implemented yet.
2023-08-19 20:46:41 +00:00
gsemaj
723e455b1d Passive nano powers 2023-08-19 20:46:41 +00:00
gsemaj
ab4b763f00 YET ANOTHER ITERATION of the new ability system
I am very tired
2023-08-19 20:46:41 +00:00
gsemaj
8b94bcd5ca Passive nano powers pt 1 2023-08-19 20:46:41 +00:00
gsemaj
1637b8e789 Passive nano powers boilerplate 2023-08-19 20:46:41 +00:00
gsemaj
da38bbec29 Fix timed out buffs not calling onExpire 2023-08-19 20:46:41 +00:00
gsemaj
a07f36e379 Buff framework tweaks + polish 2023-08-19 20:46:41 +00:00
gsemaj
afc48b7676 Rework buff callbacks
The first implementation was way too complicated and prone to bugs.
This is much more simple flexible; first off, std::function is now used
instead of a raw function pointer, so lambdas and binds are fair game
which is great for scripting. Second, callbacks for all stacks are
executed. It is up to the callback target to ensure correct behavior.
2023-08-19 20:46:41 +00:00
gsemaj
15b6cd2fb4 oops 2023-08-19 20:46:41 +00:00
gsemaj
34669eb7b9 CRLF purge in Buffs.cpp 2023-08-19 20:46:41 +00:00
gsemaj
ded7462677 egg prep 2023-08-19 20:46:41 +00:00
gsemaj
704d6a2452 Move Buff implementation to Buffs.cpp 2023-08-19 20:46:41 +00:00
gsemaj
98634d5aa2 New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff
objects that get composited to a bitflag on-the-fly.
Buff objects can have callbacks for application, expiration, and tick,
making them pretty flexible. Scripting languages can eventually use
these for custom behavior, too.

TODO:
- Get rid of bitflag in BaseNPC
- Apply buffs from passive nano powers
- Apply buffs from active nano powers
- Move eggs to new system
- ???
2023-08-19 20:46:41 +00:00
gsemaj
306a75f469 The great re-#include
Was getting frustrated by the inconsistency in our include statements,
which were causing me problems. As a result, I went through and manually
re-organized every include statement in non-core files.

I'm just gonna copy my rant from Discord:
FOR HEADER FILES (.hpp):
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
- you may NOT include ANYTHING ELSE

FOR SOURCE FILES (.cpp):
- you can #include whatever you want as long as the partner header is included first
- anything that gets included by another include is fair game
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.

the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
2023-08-19 20:46:41 +00:00
gsemaj
e4e4a421f4 Get rid of player fire rate suspicion
This was super primitive & jank, and caused false positives.
Will replace with a polished system later on.
2023-08-19 20:46:41 +00:00
gsemaj
2f612ce0e1 Handle case where cmake is invoked outside root 2023-08-19 20:46:41 +00:00
gsemaj
760170af94 Start moving passive power processing to playerTick 2023-08-19 20:46:41 +00:00
gsemaj
2f4c8cdd60 Groundwork for new buff system 2023-08-19 20:46:41 +00:00
gsemaj
c8f5aab929 Active power classification 2023-08-19 20:46:41 +00:00
gsemaj
9f74b7decb some struct reorg 2023-08-19 20:46:41 +00:00
gsemaj
eea4107665 Replace group filter operator with function 2023-08-19 20:46:41 +00:00
gsemaj
ad53ec82af Ignore .bak files
for my local backups lol
2023-08-19 20:46:41 +00:00
gsemaj
22c93ac854 Refactor player groups
Group structures are used now. Adds more checks in some places but simplifies things overall.
We can expand this system to entities as well now pretty trivially.
2023-08-19 20:46:41 +00:00
gsemaj
710300c04c (WIP) EXPERIMENTAL GROUP CHANGES 2023-08-19 20:46:41 +00:00
gsemaj
04221f1c5f (WIP) TODO ABILITIES 2023-08-19 20:46:41 +00:00
gsemaj
828f49cd62 Move mob aggro logic into takeDamage override
God that feels good
2023-08-19 20:46:41 +00:00
gsemaj
4f49bcea87 (WIP) Move away from rigid states/transitions to allow custom behavior 2023-08-19 20:46:41 +00:00
gsemaj
f6094fde58 EntityType -> EntityKind 2023-08-19 20:46:41 +00:00
gsemaj
595dcda1b7 (WIP) onRoamStart hook implementation 2023-08-19 20:46:41 +00:00
gsemaj
b6f15824f1 (WIP) Remove BaseNPC::barkerType to save space 2023-08-19 20:46:41 +00:00
gsemaj
35e938b8c6 ope 2023-08-19 20:46:41 +00:00
gsemaj
345c9cd3b2 (WIP) onCombatStart hook implementation 2023-08-19 20:46:41 +00:00
gsemaj
68d53feea3 (WIP) onDeath hook implementation 2023-08-19 20:46:41 +00:00
gsemaj
45742e90a2 (WIP) Add src param to transition + certain hooks
Should all hooks have src? I think not
2023-08-19 20:46:41 +00:00
gsemaj
69a478b777 (WIP) Transitions + hook definitions + onRetreat hook implementation 2023-08-19 20:46:41 +00:00
gsemaj
c32e5b2d5e (WIP) Point 2: Generalization 2023-08-19 20:46:41 +00:00
gsemaj
3d572432b3 (WIP) Point 1: step functions 2023-08-19 20:46:41 +00:00
gsemaj
0c4cdaeabf (WIP) Start implementing ICombatant
Start by replacing `hitMob` with `takeDamage` interface function.
Simplify `pcAttackChars` a little by utilizing the new interface, then add more interface functions as needed.

A lot of the combat logic is tied to the `Mob` class. Need to start moving stuff over to CombatNPC.
2023-08-19 20:46:41 +00:00
gsemaj
ed866fbee4 (WIP) Move ICombatant functions around a bit 2023-08-19 20:46:41 +00:00
gsemaj
5ab0112298 (WIP) Initial ICombatant draft 2023-08-19 20:46:41 +00:00
4494ba5932 [refactor] Get rid of NPC.hpp
This file was already obsoleted at the start of the refactor, but seems
to have escaped notice until now.
2023-08-19 20:46:41 +00:00
803073213e [refactor] Replace a few uses of magic numbers with enums 2023-08-19 20:46:41 +00:00
4153d5cd30 [refactor] Cosmetic cleanup in Fuse fight functions 2023-08-19 20:46:41 +00:00
71f1f6edb9 [refactor] Remove redundant coord args from most entity constructors
Mobs and CombatNPCs still need theirs in order to properly set their
roaming and spawn coords. Assignment of the latter has been moved to the
CombatNPC constructor, where it should have already been.
2023-08-19 20:46:41 +00:00
gsemaj
32fad56d38 [WIP] Stub power handler 2023-08-19 20:46:41 +00:00
gsemaj
af7b99195f [WIP] Use EntityRef instead of CNSocket in ability handler 2023-08-19 20:46:41 +00:00
gsemaj
efc00e63b3 [WIP] Replace appearance data with individual fields
Storing certain things in appearance data and others in their own fields
was gross. Now everything is stored on the same level and functions have
been added to generate appearance data when it's needed by the client.
2023-08-19 20:46:41 +00:00
gsemaj
7ab01b098d [WIP] Rename Entity.type -> Entity.kind 2023-08-19 20:46:41 +00:00
gsemaj
32db574700 [WIP] Fix Nanos -> Abilities namespace calls 2023-08-19 20:46:41 +00:00
gsemaj
c965024d1c [WIP] Initial merge of ability namespaces & features 2023-08-19 20:46:41 +00:00
gsemaj
650f947451 Add .dockerignore file
Fixes an issue where if you had a version.h file generated from cmake,
it would be used in the Dockerfile even though the container uses make.
2023-08-19 18:22:21 +00:00
68 changed files with 2818 additions and 2429 deletions

1
.dockerignore Normal file
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@ -0,0 +1 @@
version.h

2
.gitignore vendored
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@ -16,3 +16,5 @@ build/
version.h
infer-out
gmon.out
*.bak

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@ -3,7 +3,8 @@ project(OpenFusion)
set(CMAKE_CXX_STANDARD 17)
execute_process(COMMAND git describe --tags OUTPUT_VARIABLE GIT_VERSION OUTPUT_STRIP_TRAILING_WHITESPACE)
execute_process(COMMAND git describe --tags OUTPUT_VARIABLE GIT_VERSION OUTPUT_STRIP_TRAILING_WHITESPACE
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR})
# OpenFusion supports multiple packet/struct versions
# 104 is the default version to build which can be changed

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@ -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.
## Dirty pull requests
### Dirty pull requests
Many Pull Requests OpenFusion receives fail to present a clean set of commits to merge.
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.
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.
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).
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:
@ -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.
(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.
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`.
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.

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@ -50,6 +50,7 @@ CXXSRC=\
src/db/email.cpp\
src/sandbox/seccomp.cpp\
src/sandbox/openbsd.cpp\
src/Buffs.cpp\
src/Chat.cpp\
src/CustomCommands.cpp\
src/Entities.cpp\
@ -96,6 +97,7 @@ CXXHDR=\
vendor/JSON.hpp\
vendor/INIReader.hpp\
vendor/JSON.hpp\
src/Buffs.hpp\
src/Chat.hpp\
src/CustomCommands.hpp\
src/Entities.hpp\

File diff suppressed because it is too large Load Diff

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@ -1,64 +1,111 @@
#pragma once
#include "core/Core.hpp"
#include "Combat.hpp"
typedef void (*PowerHandler)(CNSocket*, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
#include "Entities.hpp"
#include "Player.hpp"
struct NanoPower {
int16_t skillType;
int32_t bitFlag;
int16_t timeBuffID;
PowerHandler handler;
#include <map>
#include <vector>
#include <assert.h>
NanoPower(int16_t s, int32_t b, int16_t t, PowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain);
void handle(CNSocket *sock, std::vector<int> targetData, int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount) {
if (handler == nullptr)
return;
handler(sock, targetData, nanoID, skillID, duration, amount, skillType, bitFlag, timeBuffID);
}
enum class SkillType {
DAMAGE = 1,
HEAL_HP = 2,
KNOCKDOWN = 3, // dnd
SLEEP = 4, // dnd
SNARE = 5, // dnd
HEAL_STAMINA = 6,
STAMINA_SELF = 7,
STUN = 8, // dnd
WEAPONSLOW = 9,
JUMP = 10,
RUN = 11,
STEALTH = 12,
SWIM = 13,
MINIMAPENEMY = 14,
MINIMAPTRESURE = 15,
PHOENIX = 16,
PROTECTBATTERY = 17,
PROTECTINFECTION = 18,
REWARDBLOB = 19,
REWARDCASH = 20,
BATTERYDRAIN = 21,
CORRUPTIONATTACK = 22,
INFECTIONDAMAGE = 23,
KNOCKBACK = 24,
FREEDOM = 25,
PHOENIX_GROUP = 26,
RECALL = 27,
RECALL_GROUP = 28,
RETROROCKET_SELF = 29,
BLOODSUCKING = 30,
BOUNDINGBALL = 31,
INVULNERABLE = 32,
NANOSTIMPAK = 33,
RETURNHOMEHEAL = 34,
BUFFHEAL = 35,
EXTRABANK = 36,
CORRUPTIONATTACKWIN = 38,
CORRUPTIONATTACKLOSE = 39,
};
typedef void (*MobPowerHandler)(Mob*, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
enum class SkillEffectTarget {
POINT = 1,
SELF = 2,
CONE = 3,
WEAPON = 4,
AREA_SELF = 5,
AREA_TARGET = 6
};
struct MobPower {
int16_t skillType;
int32_t bitFlag;
int16_t timeBuffID;
MobPowerHandler handler;
enum class SkillTargetType {
MOBS = 1,
PLAYERS = 2,
GROUP = 3
};
MobPower(int16_t s, int32_t b, int16_t t, MobPowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
enum class SkillDrainType {
ACTIVE = 1,
PASSIVE = 2
};
void handle(Mob *mob, std::vector<int> targetData, int16_t skillID, int16_t duration, int16_t amount) {
if (handler == nullptr)
return;
handler(mob, targetData, skillID, duration, amount, skillType, bitFlag, timeBuffID);
struct SkillResult {
size_t size;
uint8_t payload[MAX_SKILLRESULT_SIZE];
SkillResult(size_t len, void* dat) {
assert(len <= MAX_SKILLRESULT_SIZE);
size = len;
memcpy(payload, dat, len);
}
SkillResult() {
size = 0;
}
};
struct SkillData {
int skillType;
int targetType;
int drainType;
SkillType skillType; // eST
SkillEffectTarget effectTarget;
int effectType; // always 1?
SkillTargetType targetType;
SkillDrainType drainType;
int effectArea;
int batteryUse[4];
int durationTime[4];
int powerIntensity[4];
int valueTypes[3];
int values[3][4];
};
namespace Nanos {
extern std::vector<NanoPower> NanoPowers;
namespace Abilities {
extern std::map<int32_t, SkillData> SkillTable;
void nanoUnbuff(CNSocket* sock, std::vector<int> targetData, int32_t bitFlag, int16_t timeBuffID, int16_t amount, bool groupPower);
int applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t groupFlags);
void useNanoSkill(CNSocket*, SkillData*, sNano&, std::vector<ICombatant*>);
void useNPCSkill(EntityRef, int skillID, std::vector<ICombatant*>);
std::vector<int> findTargets(Player* plr, int skillID, CNPacketData* data = nullptr);
}
namespace Combat {
extern std::vector<MobPower> MobPowers;
std::vector<ICombatant*> matchTargets(ICombatant*, SkillData*, int, int32_t*);
int getCSTBFromST(SkillType skillType);
}

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@ -1,15 +1,10 @@
#include "servers/CNShardServer.hpp"
#include "Buddies.hpp"
#include "PlayerManager.hpp"
#include "Buddies.hpp"
#include "db/Database.hpp"
#include "Items.hpp"
#include "db/Database.hpp"
#include <iostream>
#include <chrono>
#include <algorithm>
#include <thread>
#include "db/Database.hpp"
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
using namespace Buddies;

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@ -1,7 +1,5 @@
#pragma once
#include "Player.hpp"
#include "core/Core.hpp"
#include "core/Core.hpp"
namespace Buddies {

197
src/Buffs.cpp Normal file
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@ -0,0 +1,197 @@
#include "Buffs.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
using namespace Buffs;
void Buff::tick(time_t currTime) {
auto it = stacks.begin();
while(it != stacks.end()) {
BuffStack& stack = *it;
//if(onTick) onTick(self, this, currTime);
if(stack.durationTicks == 0) {
BuffStack deadStack = stack;
it = stacks.erase(it);
if(onUpdate) onUpdate(self, this, ETBU_DEL, &deadStack);
} else {
if(stack.durationTicks > 0) stack.durationTicks--;
it++;
}
}
}
void Buff::combatTick(time_t currTime) {
if(onCombatTick) onCombatTick(self, this, currTime);
}
void Buff::clear() {
while(!stacks.empty()) {
BuffStack stack = stacks.back();
stacks.pop_back();
if(onUpdate) onUpdate(self, this, ETBU_DEL, &stack);
}
}
void Buff::clear(BuffClass buffClass) {
auto it = stacks.begin();
while(it != stacks.end()) {
BuffStack& stack = *it;
if(stack.buffStackClass == buffClass) {
BuffStack deadStack = stack;
it = stacks.erase(it);
if(onUpdate) onUpdate(self, this, ETBU_DEL, &deadStack);
} else it++;
}
}
void Buff::addStack(BuffStack* stack) {
stacks.push_back(*stack);
if(onUpdate) onUpdate(self, this, ETBU_ADD, &stacks.back());
}
bool Buff::hasClass(BuffClass buffClass) {
for(BuffStack& stack : stacks) {
if(stack.buffStackClass == buffClass)
return true;
}
return false;
}
BuffClass Buff::maxClass() {
BuffClass buffClass = BuffClass::NONE;
for(BuffStack& stack : stacks) {
if(stack.buffStackClass > buffClass)
buffClass = stack.buffStackClass;
}
return buffClass;
}
int Buff::getValue(BuffValueSelector selector) {
if(isStale()) return 0;
int value = selector == BuffValueSelector::NET_TOTAL ? 0 : stacks.front().value;
for(BuffStack& stack : stacks) {
switch(selector)
{
case BuffValueSelector::NET_TOTAL:
value += stack.value;
break;
case BuffValueSelector::MIN_VALUE:
if(stack.value < value) value = stack.value;
break;
case BuffValueSelector::MAX_VALUE:
if(stack.value > value) value = stack.value;
break;
case BuffValueSelector::MIN_MAGNITUDE:
if(abs(stack.value) < abs(value)) value = stack.value;
break;
case BuffValueSelector::MAX_MAGNITUDE:
default:
if(abs(stack.value) > abs(value)) value = stack.value;
}
}
return value;
}
EntityRef Buff::getLastSource() {
if(stacks.empty())
return self;
return stacks.back().source;
}
bool Buff::isStale() {
return stacks.empty();
}
/* This will practically never do anything important, but it's here just in case */
void Buff::updateCallbacks(BuffCallback<int, BuffStack*> fOnUpdate, BuffCallback<time_t> fOnCombatTick) {
if(!onUpdate) onUpdate = fOnUpdate;
if(!onCombatTick) onCombatTick = fOnCombatTick;
}
#pragma region Handlers
void Buffs::timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack) {
if(self.kind != EntityKind::PLAYER)
return; // not implemented
Player* plr = (Player*)self.getEntity();
if(plr == nullptr)
return; // sanity check
if(status == ETBU_DEL && !buff->isStale())
return; // no premature effect deletion
int cbf = plr->getCompositeCondition();
sTimeBuff payload{};
if(status == ETBU_ADD) {
payload.iValue = buff->getValue(BuffValueSelector::MAX_MAGNITUDE);
// we need to explicitly add the ECSB for this buff,
// in case this is the first stack in and the entry
// in the buff map doesn't yet exist
if(buff->id > 0) cbf |= CSB_FROM_ECSB(buff->id);
}
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
pkt.eCSTB = buff->id; // eCharStatusTimeBuffID
pkt.eTBU = status; // eTimeBuffUpdate
pkt.eTBT = (int)stack->buffStackClass;
pkt.iConditionBitFlag = cbf;
pkt.TimeBuff = payload;
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) {
if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
return; // not a combatant
Entity* entity = self.getEntity();
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players
int32_t eCharType = combatant->getCharType();
pkt.eCT = eCharType == 4 ? 2 : eCharType; // convention not followed by client here
pkt.iID = combatant->getID();
pkt.iConditionBitFlag = combatant->getCompositeCondition();
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

93
src/Buffs.hpp Normal file
View File

@ -0,0 +1,93 @@
#pragma once
#include "core/Core.hpp"
#include "EntityRef.hpp"
#include <vector>
#include <functional>
/* forward declaration(s) */
class Buff;
template<class... Types>
using BuffCallback = std::function<void(EntityRef, Buff*, Types...)>;
#define CSB_FROM_ECSB(x) (1 << (x - 1))
enum class BuffClass {
NONE = ETBT_NONE,
NANO = ETBT_NANO,
GROUP_NANO = ETBT_GROUPNANO,
EGG = ETBT_SHINY,
ENVIRONMENT = ETBT_LANDEFFECT,
ITEM = ETBT_ITEM,
CASH_ITEM = ETBT_CASHITEM
};
enum class BuffValueSelector {
MAX_VALUE,
MIN_VALUE,
MAX_MAGNITUDE,
MIN_MAGNITUDE,
NET_TOTAL
};
struct BuffStack {
int durationTicks;
int value;
EntityRef source;
BuffClass buffStackClass;
};
class Buff {
private:
EntityRef self;
std::vector<BuffStack> stacks;
public:
int id;
/* called just after a stack is added or removed */
BuffCallback<int, BuffStack*> onUpdate;
/* called when the buff is combat-ticked */
BuffCallback<time_t> onCombatTick;
void tick(time_t);
void combatTick(time_t);
void clear();
void clear(BuffClass buffClass);
void addStack(BuffStack* stack);
/*
* Sometimes we need to determine if a buff
* is covered by a certain class, ex: nano
* vs. coco egg in the case of infection protection
*/
bool hasClass(BuffClass buffClass);
BuffClass maxClass();
int getValue(BuffValueSelector selector);
EntityRef getLastSource();
/*
* In general, a Buff object won't exist
* unless it has stacks. However, when
* popping stacks during iteration (onExpire),
* stacks will be empty for a brief moment
* when the last stack is popped.
*/
bool isStale();
void updateCallbacks(BuffCallback<int, BuffStack*> fOnUpdate, BuffCallback<time_t> fonTick);
Buff(int iid, EntityRef pSelf, BuffCallback<int, BuffStack*> fOnUpdate, BuffCallback<time_t> fOnCombatTick, BuffStack* firstStack)
: self(pSelf), id(iid), onUpdate(fOnUpdate), onCombatTick(fOnCombatTick) {
addStack(firstStack);
}
};
namespace Buffs {
void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack);
void timeBuffTick(EntityRef self, Buff* buff);
void timeBuffTimeout(EntityRef self);
void tickDrain(EntityRef self, Buff* buff);
}

View File

@ -1,10 +1,13 @@
#include "BuiltinCommands.hpp"
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
#include "Chat.hpp"
#include "Items.hpp"
#include "Missions.hpp"
#include "Chat.hpp"
#include "Nanos.hpp"
#include "Rand.hpp"
// helper function, not a packet handler
void BuiltinCommands::setSpecialState(CNSocket* sock, CNPacketData* data) {
@ -247,17 +250,17 @@ static void teleportPlayer(CNSocket *sock, CNPacketData *data) {
uint64_t instance = plr->instanceID;
const int unstickRange = 400;
switch (req->eTeleportType) {
case eCN_GM_TeleportMapType__MyLocation:
switch ((eCN_GM_TeleportType)req->eTeleportType) {
case eCN_GM_TeleportType::MyLocation:
PlayerManager::sendPlayerTo(targetSock, plr->x, plr->y, plr->z, instance);
break;
case eCN_GM_TeleportMapType__MapXYZ:
case eCN_GM_TeleportType::MapXYZ:
instance = req->iToMap;
// fallthrough
case eCN_GM_TeleportMapType__XYZ:
case eCN_GM_TeleportType::XYZ:
PlayerManager::sendPlayerTo(targetSock, req->iToX, req->iToY, req->iToZ, instance);
break;
case eCN_GM_TeleportMapType__SomeoneLocation:
case eCN_GM_TeleportType::SomeoneLocation:
// player to teleport to
goalSock = PlayerManager::getSockFromAny(req->eGoalPCSearchBy, req->iGoalPC_ID, req->iGoalPC_UID,
AUTOU16TOU8(req->szGoalPC_FirstName), AUTOU16TOU8(req->szGoalPC_LastName));
@ -269,7 +272,7 @@ static void teleportPlayer(CNSocket *sock, CNPacketData *data) {
PlayerManager::sendPlayerTo(targetSock, goalPlr->x, goalPlr->y, goalPlr->z, goalPlr->instanceID);
break;
case eCN_GM_TeleportMapType__Unstick:
case eCN_GM_TeleportType::Unstick:
targetPlr = PlayerManager::getPlayer(targetSock);
PlayerManager::sendPlayerTo(targetSock, targetPlr->x - unstickRange/2 + Rand::rand(unstickRange),

View File

@ -1,6 +1,9 @@
#include "Chat.hpp"
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
#include "Groups.hpp"
#include "CustomCommands.hpp"
#include <assert.h>
@ -225,10 +228,6 @@ static void tradeChatHandler(CNSocket* sock, CNPacketData* data) {
static void groupChatHandler(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_SEND_ALL_GROUP_FREECHAT_MESSAGE* chat = (sP_CL2FE_REQ_SEND_ALL_GROUP_FREECHAT_MESSAGE*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
if (otherPlr == nullptr)
return;
std::string fullChat = sanitizeText(AUTOU16TOU8(chat->szFreeChat));
@ -251,16 +250,15 @@ static void groupChatHandler(CNSocket* sock, CNPacketData* data) {
resp.iSendPCID = plr->iID;
resp.iEmoteCode = chat->iEmoteCode;
Groups::sendToGroup(otherPlr, (void*)&resp, P_FE2CL_REP_SEND_ALL_GROUP_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_ALL_GROUP_FREECHAT_MESSAGE_SUCC));
if (plr->group == nullptr)
sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_ALL_GROUP_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_ALL_GROUP_FREECHAT_MESSAGE_SUCC));
else
Groups::sendToGroup(plr->group, (void*)&resp, P_FE2CL_REP_SEND_ALL_GROUP_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_ALL_GROUP_FREECHAT_MESSAGE_SUCC));
}
static void groupMenuChatHandler(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_SEND_ALL_GROUP_MENUCHAT_MESSAGE* chat = (sP_CL2FE_REQ_SEND_ALL_GROUP_MENUCHAT_MESSAGE*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
if (otherPlr == nullptr)
return;
std::string fullChat = sanitizeText(AUTOU16TOU8(chat->szFreeChat));
std::string logLine = "[GroupMenuChat] " + PlayerManager::getPlayerName(plr, true) + ": " + fullChat;
@ -275,7 +273,9 @@ static void groupMenuChatHandler(CNSocket* sock, CNPacketData* data) {
resp.iSendPCID = plr->iID;
resp.iEmoteCode = chat->iEmoteCode;
Groups::sendToGroup(otherPlr, (void*)&resp, P_FE2CL_REP_SEND_ALL_GROUP_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_ALL_GROUP_MENUCHAT_MESSAGE_SUCC));
if (plr->group == nullptr)
sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_ALL_GROUP_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_ALL_GROUP_MENUCHAT_MESSAGE_SUCC));
Groups::sendToGroup(plr->group, (void*)&resp, P_FE2CL_REP_SEND_ALL_GROUP_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_ALL_GROUP_MENUCHAT_MESSAGE_SUCC));
}
// we only allow plain ascii, at least for now

View File

@ -2,7 +2,10 @@
#define CMD_PREFIX '/'
#include "servers/CNShardServer.hpp"
#include "core/Core.hpp"
#include <string>
#include <vector>
namespace Chat {
extern std::vector<std::string> dump;

View File

@ -1,9 +1,9 @@
#include "Chunking.hpp"
#include "PlayerManager.hpp"
#include "MobAI.hpp"
#include "NPCManager.hpp"
#include "settings.hpp"
#include "Combat.hpp"
#include "Eggs.hpp"
#include <assert.h>
using namespace Chunking;
@ -26,7 +26,7 @@ static void newChunk(ChunkPos pos) {
// add the chunk to the cache of all players and NPCs in the surrounding chunks
std::set<Chunk*> surroundings = getViewableChunks(pos);
for (Chunk* c : surroundings)
for (const EntityRef& ref : c->entities)
for (const EntityRef ref : c->entities)
ref.getEntity()->viewableChunks.insert(chunk);
}
@ -41,24 +41,24 @@ static void deleteChunk(ChunkPos pos) {
// remove the chunk from the cache of all players and NPCs in the surrounding chunks
std::set<Chunk*> surroundings = getViewableChunks(pos);
for(Chunk* c : surroundings)
for (const EntityRef& ref : c->entities)
for (const EntityRef ref : c->entities)
ref.getEntity()->viewableChunks.erase(chunk);
chunks.erase(pos); // remove from map
delete chunk; // free from memory
}
void Chunking::trackEntity(ChunkPos chunkPos, const EntityRef& ref) {
void Chunking::trackEntity(ChunkPos chunkPos, const EntityRef ref) {
if (!chunkExists(chunkPos))
return; // shouldn't happen
chunks[chunkPos]->entities.insert(ref);
if (ref.type == EntityType::PLAYER)
if (ref.kind == EntityKind::PLAYER)
chunks[chunkPos]->nplayers++;
}
void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef& ref) {
void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef ref) {
if (!chunkExists(chunkPos))
return; // do nothing if chunk doesn't even exist
@ -66,7 +66,7 @@ void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef& ref) {
chunk->entities.erase(ref); // gone
if (ref.type == EntityType::PLAYER)
if (ref.kind == EntityKind::PLAYER)
chunks[chunkPos]->nplayers--;
assert(chunks[chunkPos]->nplayers >= 0);
@ -75,13 +75,13 @@ void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef& ref) {
deleteChunk(chunkPos);
}
void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef ref) {
Entity *ent = ref.getEntity();
bool alive = ent->isAlive();
bool alive = ent->isExtant();
// TODO: maybe optimize this, potentially using AROUND packets?
for (Chunk *chunk : chnks) {
for (const EntityRef& otherRef : chunk->entities) {
for (const EntityRef otherRef : chunk->entities) {
// skip oneself
if (ref == otherRef)
continue;
@ -89,31 +89,31 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
Entity *other = otherRef.getEntity();
// notify all visible players of the existence of this Entity
if (alive && otherRef.type == EntityType::PLAYER) {
if (alive && otherRef.kind == EntityKind::PLAYER) {
ent->enterIntoViewOf(otherRef.sock);
}
// notify this *player* of the existence of all visible Entities
if (ref.type == EntityType::PLAYER && other->isAlive()) {
if (ref.kind == EntityKind::PLAYER && other->isExtant()) {
other->enterIntoViewOf(ref.sock);
}
// for mobs, increment playersInView
if (ref.type == EntityType::MOB && otherRef.type == EntityType::PLAYER)
if (ref.kind == EntityKind::MOB && otherRef.kind == EntityKind::PLAYER)
((Mob*)ent)->playersInView++;
if (otherRef.type == EntityType::MOB && ref.type == EntityType::PLAYER)
if (otherRef.kind == EntityKind::MOB && ref.kind == EntityKind::PLAYER)
((Mob*)other)->playersInView++;
}
}
}
void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef ref) {
Entity *ent = ref.getEntity();
bool alive = ent->isAlive();
bool alive = ent->isExtant();
// TODO: same as above
for (Chunk *chunk : chnks) {
for (const EntityRef& otherRef : chunk->entities) {
for (const EntityRef otherRef : chunk->entities) {
// skip oneself
if (ref == otherRef)
continue;
@ -121,19 +121,19 @@ void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& r
Entity *other = otherRef.getEntity();
// notify all visible players of the departure of this Entity
if (alive && otherRef.type == EntityType::PLAYER) {
if (alive && otherRef.kind == EntityKind::PLAYER) {
ent->disappearFromViewOf(otherRef.sock);
}
// notify this *player* of the departure of all visible Entities
if (ref.type == EntityType::PLAYER && other->isAlive()) {
if (ref.kind == EntityKind::PLAYER && other->isExtant()) {
other->disappearFromViewOf(ref.sock);
}
// for mobs, decrement playersInView
if (ref.type == EntityType::MOB && otherRef.type == EntityType::PLAYER)
if (ref.kind == EntityKind::MOB && otherRef.kind == EntityKind::PLAYER)
((Mob*)ent)->playersInView--;
if (otherRef.type == EntityType::MOB && ref.type == EntityType::PLAYER)
if (otherRef.kind == EntityKind::MOB && ref.kind == EntityKind::PLAYER)
((Mob*)other)->playersInView--;
}
}
@ -154,8 +154,8 @@ static void emptyChunk(ChunkPos chunkPos) {
// unspawn all of the mobs/npcs
std::set refs(chunk->entities);
for (const EntityRef& ref : refs) {
if (ref.type == EntityType::PLAYER)
for (const EntityRef ref : refs) {
if (ref.kind == EntityKind::PLAYER)
assert(0);
// every call of this will check if the chunk is empty and delete it if so
@ -163,7 +163,7 @@ static void emptyChunk(ChunkPos chunkPos) {
}
}
void Chunking::updateEntityChunk(const EntityRef& ref, ChunkPos from, ChunkPos to) {
void Chunking::updateEntityChunk(const EntityRef ref, ChunkPos from, ChunkPos to) {
Entity* ent = ref.getEntity();
// move to other chunk's player set
@ -267,54 +267,53 @@ void Chunking::createInstance(uint64_t instanceID) {
std::cout << "Creating instance " << instanceID << std::endl;
for (ChunkPos &coords : templateChunks) {
for (const EntityRef& ref : chunks[coords]->entities) {
if (ref.type == EntityType::PLAYER)
for (const EntityRef ref : chunks[coords]->entities) {
if (ref.kind == EntityKind::PLAYER)
continue;
int npcID = ref.id;
BaseNPC* baseNPC = (BaseNPC*)ref.getEntity();
// make a copy of each NPC in the template chunks and put them in the new instance
if (baseNPC->type == EntityType::MOB) {
if (baseNPC->kind == EntityKind::MOB) {
if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
continue; // follower; don't copy individually
Mob* newMob = new Mob(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId--);
NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
Mob* newMob = new Mob(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->angle,
instanceID, baseNPC->type, NPCManager::NPCData[baseNPC->type], NPCManager::nextId--);
NPCManager::NPCs[newMob->id] = newMob;
// if in a group, copy over group members as well
if (((Mob*)baseNPC)->groupLeader != 0) {
newMob->groupLeader = newMob->appearanceData.iNPC_ID; // set leader ID for new leader
newMob->groupLeader = newMob->id; // set leader ID for new leader
Mob* mobData = (Mob*)baseNPC;
for (int i = 0; i < 4; i++) {
if (mobData->groupMember[i] != 0) {
int followerID = NPCManager::nextId--; // id for follower
BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
// new follower instance
Mob* newMobFollower = new Mob(baseFollower->x, baseFollower->y, baseFollower->z, baseFollower->appearanceData.iAngle,
instanceID, baseFollower->appearanceData.iNPCType, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
Mob* newMobFollower = new Mob(baseFollower->x, baseFollower->y, baseFollower->z, baseFollower->angle,
instanceID, baseFollower->type, NPCManager::NPCData[baseFollower->type], followerID);
// add follower to NPC maps
NPCManager::NPCs[followerID] = newMobFollower;
// set follower-specific properties
newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID;
newMobFollower->groupLeader = newMob->id;
newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX;
newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY;
// add follower copy to leader copy
newMob->groupMember[i] = followerID;
NPCManager::updateNPCPosition(followerID, baseFollower->x, baseFollower->y, baseFollower->z,
instanceID, baseFollower->appearanceData.iAngle);
instanceID, baseFollower->angle);
}
}
}
NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->x, baseNPC->y, baseNPC->z,
instanceID, baseNPC->appearanceData.iAngle);
NPCManager::updateNPCPosition(newMob->id, baseNPC->x, baseNPC->y, baseNPC->z,
instanceID, baseNPC->angle);
} else {
BaseNPC* newNPC = new BaseNPC(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId--);
NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->x, baseNPC->y, baseNPC->z,
instanceID, baseNPC->appearanceData.iAngle);
BaseNPC* newNPC = new BaseNPC(baseNPC->angle, instanceID, baseNPC->type, NPCManager::nextId--);
NPCManager::NPCs[newNPC->id] = newNPC;
NPCManager::updateNPCPosition(newNPC->id, baseNPC->x, baseNPC->y, baseNPC->z,
instanceID, baseNPC->angle);
}
}
}

View File

@ -1,14 +1,10 @@
#pragma once
#include "core/Core.hpp"
#include "EntityRef.hpp"
#include <utility>
#include <set>
#include <map>
#include <tuple>
#include <algorithm>
struct EntityRef;
#include <vector>
class Chunk {
public:
@ -36,13 +32,13 @@ namespace Chunking {
extern const ChunkPos INVALID_CHUNK;
void updateEntityChunk(const EntityRef& ref, ChunkPos from, ChunkPos to);
void updateEntityChunk(const EntityRef ref, ChunkPos from, ChunkPos to);
void trackEntity(ChunkPos chunkPos, const EntityRef& ref);
void untrackEntity(ChunkPos chunkPos, const EntityRef& ref);
void trackEntity(ChunkPos chunkPos, const EntityRef ref);
void untrackEntity(ChunkPos chunkPos, const EntityRef ref);
void addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref);
void removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& ref);
void addEntityToChunks(std::set<Chunk*> chnks, const EntityRef ref);
void removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef ref);
bool chunkExists(ChunkPos chunk);
ChunkPos chunkPosAt(int posX, int posY, uint64_t instanceID);

View File

@ -1,22 +1,328 @@
#include "Combat.hpp"
#include "PlayerManager.hpp"
#include "Nanos.hpp"
#include "NPCManager.hpp"
#include "Items.hpp"
#include "Missions.hpp"
#include "Groups.hpp"
#include "Transport.hpp"
#include "Racing.hpp"
#include "Abilities.hpp"
#include "servers/CNShardServer.hpp"
#include "Rand.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "Nanos.hpp"
#include "Abilities.hpp"
#include "Buffs.hpp"
#include <assert.h>
#include <iostream>
#include <functional>
using namespace Combat;
/// Player Id -> Bullet Id -> Bullet
std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
#pragma region Player
bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
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;
}
Buff* Player::getBuff(int buffId) {
if(hasBuff(buffId)) {
return buffs[buffId];
}
return nullptr;
}
void Player::removeBuff(int buffId) {
if(hasBuff(buffId)) {
buffs[buffId]->clear();
delete buffs[buffId];
buffs.erase(buffId);
}
}
void Player::removeBuff(int buffId, BuffClass buffClass) {
if(hasBuff(buffId)) {
buffs[buffId]->clear(buffClass);
// buff might not be stale since another buff class might remain
if(buffs[buffId]->isStale()) {
delete buffs[buffId];
buffs.erase(buffId);
}
}
}
void Player::clearBuffs(bool force) {
auto it = buffs.begin();
while(it != buffs.end()) {
Buff* buff = (*it).second;
if(!force) buff->clear();
delete buff;
it = buffs.erase(it);
}
}
bool Player::hasBuff(int buffId) {
auto buff = buffs.find(buffId);
return buff != buffs.end() && !buff->second->isStale();
}
int Player::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 Player::takeDamage(EntityRef src, int amt) {
int dmg = amt;
if(HP - dmg < 0) dmg = HP;
HP -= dmg;
return dmg;
}
int Player::heal(EntityRef src, int amt) {
int heal = amt;
if(HP + heal > getMaxHP()) heal = getMaxHP() - HP;
HP += heal;
return heal;
}
bool Player::isAlive() {
return HP > 0;
}
int Player::getCurrentHP() {
return HP;
}
int Player::getMaxHP() {
return PC_MAXHEALTH(level);
}
int Player::getLevel() {
return level;
}
std::vector<EntityRef> Player::getGroupMembers() {
std::vector<EntityRef> members;
if(group != nullptr)
members = group->members;
else
members.push_back(PlayerManager::getSockFromID(iID));
return members;
}
int32_t Player::getCharType() {
return 1; // eCharType (eCT_PC)
}
int32_t Player::getID() {
return iID;
}
EntityRef Player::getRef() {
return EntityRef(PlayerManager::getSockFromID(iID));
}
void Player::step(time_t currTime) {
CNSocket* sock = getRef().sock;
// nanos
for (int i = 0; i < 3; i++) {
if (activeNano != 0 && equippedNanos[i] == activeNano) { // tick active nano
sNano& nano = Nanos[activeNano];
int drainRate = 0;
if (Abilities::SkillTable.find(nano.iSkillID) != Abilities::SkillTable.end()) {
// nano has skill data
SkillData* skill = &Abilities::SkillTable[nano.iSkillID];
int boost = Nanos::getNanoBoost(this);
if (skill->drainType == SkillDrainType::PASSIVE)
drainRate = skill->batteryUse[boost * 3];
}
nano.iStamina -= 1 + drainRate / 5;
if (nano.iStamina <= 0)
Nanos::summonNano(sock, -1, true); // unsummon nano silently
} else if (Nanos[equippedNanos[i]].iStamina < 150) { // tick resting nano
sNano& nano = Nanos[equippedNanos[i]];
if (nano.iStamina < 150)
nano.iStamina += 1;
}
}
// buffs
for(auto buffEntry : buffs) {
buffEntry.second->combatTick(currTime);
if(!isAlive())
break; // unsafe to keep ticking if we're dead
}
}
#pragma endregion
#pragma region CombatNPC
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;
}
Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
if(hasBuff(buffId)) {
return buffs[buffId];
}
return nullptr;
}
void CombatNPC::removeBuff(int buffId) {
if(hasBuff(buffId)) {
buffs[buffId]->clear();
delete buffs[buffId];
buffs.erase(buffId);
}
}
void CombatNPC::removeBuff(int buffId, BuffClass buffClass) {
if(hasBuff(buffId)) {
buffs[buffId]->clear(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) {
auto it = buffs.begin();
while(it != buffs.end()) {
Buff* buff = (*it).second;
if(!force) buff->clear();
delete buff;
it = buffs.erase(it);
}
}
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 dmg = amt;
if(hp - dmg < 0) dmg = hp;
hp -= dmg;
if(hp <= 0) transition(AIState::DEAD, src);
return dmg;
}
int CombatNPC::heal(EntityRef src, int amt) {
int heal = amt;
if(hp + heal > getMaxHP()) heal = getMaxHP() - hp;
hp += heal;
return heal;
}
bool CombatNPC::isAlive() {
return hp > 0;
}
int CombatNPC::getCurrentHP() {
return hp;
}
int CombatNPC::getMaxHP() {
return maxHealth;
}
int CombatNPC::getLevel() {
return level;
}
std::vector<EntityRef> CombatNPC::getGroupMembers() {
std::vector<EntityRef> members;
if(group != nullptr)
members = group->members;
else
members.push_back(id);
return members;
}
int32_t CombatNPC::getCharType() {
if(kind == EntityKind::MOB)
return 4; // eCharType (eCT_MOB)
return 2; // eCharType (eCT_NPC)
}
int32_t CombatNPC::getID() {
return id;
}
EntityRef CombatNPC::getRef() {
return EntityRef(id);
}
void CombatNPC::step(time_t currTime) {
if(stateHandlers.find(state) != stateHandlers.end())
stateHandlers[state](this, currTime);
else {
std::cout << "[WARN] State " << (int)state << " has no handler; going inactive" << std::endl;
transition(AIState::INACTIVE, id);
}
}
void CombatNPC::transition(AIState newState, EntityRef src) {
state = newState;
if (transitionHandlers.find(newState) != transitionHandlers.end())
transitionHandlers[newState](this, src);
else {
std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl;
transition(AIState::INACTIVE, id);
}
/* TODO: fire any triggered events
for (NPCEvent& event : NPCManager::NPCEvents)
if (event.trigger == ON_KILLED && event.npcType == type)
event.handler(src, this);
*/
}
#pragma endregion
static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,
bool batteryBoost, int attackerStyle,
int defenderStyle, int difficulty) {
@ -114,7 +420,7 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
BaseNPC* npc = NPCManager::NPCs[targets[i]];
if (npc->type != EntityType::MOB) {
if (npc->kind != EntityKind::MOB) {
std::cout << "[WARN] pcAttackNpcs: NPC is not a mob" << std::endl;
return;
}
@ -137,11 +443,11 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
else
plr->batteryW = 0;
damage.first = hitMob(sock, mob, damage.first);
damage.first = mob->takeDamage(sock, damage.first);
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iID = mob->id;
respdata[i].iDamage = damage.first;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iHP = mob->hp;
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
}
@ -168,7 +474,7 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
plr->HP -= damage.first;
pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
pkt->iNPC_ID = mob->id;
pkt->iPCCnt = 1;
atk->iID = plr->iID;
@ -180,52 +486,11 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs);
if (plr->HP <= 0) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
if (!MobAI::aggroCheck(mob, currTime)) {
MobAI::clearDebuff(mob);
if (mob->groupLeader != 0)
MobAI::groupRetreat(mob);
}
if (!MobAI::aggroCheck(mob, getTime()))
mob->transition(AIState::RETREAT, mob->target);
}
}
int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
// cannot kill mobs multiple times; cannot harm retreating mobs
if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
return 0; // no damage
}
if (mob->skillStyle >= 0)
return 0; // don't hurt a mob casting corruption
if (mob->state == MobState::ROAMING) {
assert(mob->target == nullptr);
MobAI::enterCombat(sock, mob);
if (mob->groupLeader != 0)
MobAI::followToCombat(mob);
}
mob->appearanceData.iHP -= damage;
// wake up sleeping monster
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_MEZ) {
mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->appearanceData.iNPC_ID;
pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
if (mob->appearanceData.iHP <= 0)
killMob(mob->target, mob);
return damage;
}
/*
* When a group of players is doing missions together, we want them to all get
* quest items at the same time, but we don't want the odds of quest item
@ -233,96 +498,16 @@ int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
* single RNG roll per mission task, and every group member shares that same
* set of rolls.
*/
static void genQItemRolls(Player *leader, std::map<int, int>& rolls) {
for (int i = 0; i < leader->groupCnt; i++) {
if (leader->groupIDs[i] == 0)
continue;
CNSocket *otherSock = PlayerManager::getSockFromID(leader->groupIDs[i]);
if (otherSock == nullptr)
continue;
Player *member = PlayerManager::getPlayer(otherSock);
void Combat::genQItemRolls(std::vector<Player*> players, std::map<int, int>& rolls) {
for (int i = 0; i < players.size(); i++) {
Player* member = players[i];
for (int j = 0; j < ACTIVE_MISSION_COUNT; j++)
if (member->tasks[j] != 0)
rolls[member->tasks[j]] = Rand::rand();
}
}
void Combat::killMob(CNSocket *sock, Mob *mob) {
mob->state = MobState::DEAD;
mob->target = nullptr;
mob->appearanceData.iConditionBitFlag = 0;
mob->skillStyle = -1;
mob->unbuffTimes.clear();
mob->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
if (sock != nullptr) {
Player* plr = PlayerManager::getPlayer(sock);
Items::DropRoll rolled;
Items::DropRoll eventRolled;
std::map<int, int> qitemRolls;
Player *leader = PlayerManager::getPlayerFromID(plr->iIDGroup);
assert(leader != nullptr); // should never happen
genQItemRolls(leader, qitemRolls);
if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
Items::giveMobDrop(sock, mob, rolled, eventRolled);
Missions::mobKilled(sock, mob->appearanceData.iNPCType, qitemRolls);
} else {
for (int i = 0; i < leader->groupCnt; i++) {
CNSocket* sockTo = PlayerManager::getSockFromID(leader->groupIDs[i]);
if (sockTo == nullptr)
continue;
Player *otherPlr = PlayerManager::getPlayer(sockTo);
// only contribute to group members' kills if they're close enough
int dist = std::hypot(plr->x - otherPlr->x + 1, plr->y - otherPlr->y + 1);
if (dist > 5000)
continue;
Items::giveMobDrop(sockTo, mob, rolled, eventRolled);
Missions::mobKilled(sockTo, mob->appearanceData.iNPCType, qitemRolls);
}
}
}
// delay the despawn animation
mob->despawned = false;
// fire any triggered events
for (NPCEvent& event : NPCManager::NPCEvents)
if (event.trigger == ON_KILLED && event.npcType == mob->appearanceData.iNPCType)
event.handler(sock, mob);
auto it = Transport::NPCQueues.find(mob->appearanceData.iNPC_ID);
if (it == Transport::NPCQueues.end() || it->second.empty())
return;
// rewind or empty the movement queue
if (mob->staticPath) {
/*
* This is inelegant, but we wind forward in the path until we find the point that
* corresponds with the Mob's spawn point.
*
* IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever.
*/
auto& queue = it->second;
for (auto point = queue.front(); point.x != mob->spawnX || point.y != mob->spawnY; point = queue.front()) {
queue.pop();
queue.push(point);
}
} else {
Transport::NPCQueues.erase(mob->appearanceData.iNPC_ID);
}
}
static void combatBegin(CNSocket *sock, CNPacketData *data) {
Player *plr = PlayerManager::getPlayer(sock);
@ -345,40 +530,27 @@ static void combatEnd(CNSocket *sock, CNPacketData *data) {
plr->healCooldown = 4000;
}
static void dotDamageOnOff(CNSocket *sock, CNPacketData *data) {
sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf;
static void dealGooDamage(CNSocket *sock) {
Player *plr = PlayerManager::getPlayer(sock);
if(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
return; // ignore completely
if ((plr->iConditionBitFlag & CSB_BIT_INFECTION) != (bool)pkt->iFlag)
plr->iConditionBitFlag ^= CSB_BIT_INFECTION;
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt1);
pkt1.eCSTB = ECSB_INFECTION; // eCharStatusTimeBuffID
pkt1.eTBU = 1; // eTimeBuffUpdate
pkt1.eTBT = 0; // eTimeBuffType 1 means nano
pkt1.iConditionBitFlag = plr->iConditionBitFlag;
sock->sendPacket((void*)&pkt1, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
}
static void dealGooDamage(CNSocket *sock, int amount) {
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
Player *plr = PlayerManager::getPlayer(sock);
memset(respbuf, 0, resplen);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) {
int amount = PC_MAXHEALTH(plr->level) * 3 / 20;
Buff* protectionBuff = plr->getBuff(ECSB_PROTECT_INFECTION);
if (protectionBuff != nullptr) {
amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
dmg->bProtected = 1;
// eggs allow protection without nanos
if (plr->activeNano != -1 && (plr->iSelfConditionBitFlag & CSB_BIT_PROTECT_INFECTION))
if (protectionBuff->maxClass() <= BuffClass::NANO && plr->activeNano != -1)
plr->Nanos[plr->activeNano].iStamina -= 3;
} else {
plr->HP -= amount;
@ -402,12 +574,39 @@ static void dealGooDamage(CNSocket *sock, int amount) {
dmg->iID = plr->iID;
dmg->iDamage = amount;
dmg->iHP = plr->HP;
dmg->iConditionBitFlag = plr->iConditionBitFlag;
dmg->iConditionBitFlag = plr->getCompositeCondition();
sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
}
static void dotDamageOnOff(CNSocket *sock, CNPacketData *data) {
sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf;
Player *plr = PlayerManager::getPlayer(sock);
// infection debuff toggles as the client asks it to,
// so we add and remove a permanent debuff
if (pkt->iFlag && !plr->hasBuff(ECSB_INFECTION)) {
BuffStack infection = {
-1, // infinite
0, // no value
sock, // self-inflicted
BuffClass::ENVIRONMENT
};
plr->addBuff(ECSB_INFECTION,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
},
[](EntityRef self, Buff* buff, time_t currTime) {
if(self.kind == EntityKind::PLAYER)
dealGooDamage(self.sock);
},
&infection);
} else if(!pkt->iFlag && plr->hasBuff(ECSB_INFECTION)) {
plr->removeBuff(ECSB_INFECTION);
}
}
static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
sP_CL2FE_REQ_PC_ATTACK_CHARs* pkt = (sP_CL2FE_REQ_PC_ATTACK_CHARs*)data->buf;
Player *plr = PlayerManager::getPlayer(sock);
@ -417,12 +616,12 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
return;
// Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes).
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(int32_t) * 2, data->size)) {
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(sGM_PVPTarget), data->size)) {
std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n";
return;
}
int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs));
sGM_PVPTarget* pktdata = (sGM_PVPTarget*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs));
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC), pkt->iTargetCnt, sizeof(sAttackResult))) {
std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_CHARs_SUCC packet size\n";
@ -441,11 +640,19 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
resp->iTargetCnt = pkt->iTargetCnt;
for (int i = 0; i < pkt->iTargetCnt; i++) {
if (pktdata[i*2+1] == 1) { // eCT == 1; attack player
Player *target = nullptr;
ICombatant* target = nullptr;
std::pair<int, int> damage;
if (pkt->iTargetCnt > 1)
damage.first = plr->groupDamage;
else
damage.first = plr->pointDamage;
if (pktdata[i].eCT == 1) { // eCT == 1; attack player
for (auto& pair : PlayerManager::players) {
if (pair.second->iID == pktdata[i*2]) {
if (pair.second->iID == pktdata[i].iID) {
target = pair.second;
break;
}
@ -457,67 +664,41 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
return;
}
std::pair<int,int> damage;
damage = getDamage(damage.first, ((Player*)target)->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
if (pkt->iTargetCnt > 1)
damage.first = plr->groupDamage;
else
damage.first = plr->pointDamage;
damage = getDamage(damage.first, target->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
if (plr->batteryW >= 6 + plr->level)
plr->batteryW -= 6 + plr->level;
else
plr->batteryW = 0;
target->HP -= damage.first;
respdata[i].eCT = pktdata[i*2+1];
respdata[i].iID = target->iID;
respdata[i].iDamage = damage.first;
respdata[i].iHP = target->HP;
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
} else { // eCT == 4; attack mob
if (NPCManager::NPCs.find(pktdata[i*2]) == NPCManager::NPCs.end()) {
if (NPCManager::NPCs.find(pktdata[i].iID) == NPCManager::NPCs.end()) {
// not sure how to best handle this
std::cout << "[WARN] pcAttackChars: NPC ID not found" << std::endl;
return;
}
BaseNPC* npc = NPCManager::NPCs[pktdata[i * 2]];
if (npc->type != EntityType::MOB) {
BaseNPC* npc = NPCManager::NPCs[pktdata[i].iID];
if (npc->kind != EntityKind::MOB) {
std::cout << "[WARN] pcAttackChars: NPC is not a mob" << std::endl;
return;
}
Mob* mob = (Mob*)npc;
std::pair<int,int> damage;
if (pkt->iTargetCnt > 1)
damage.first = plr->groupDamage;
else
damage.first = plr->pointDamage;
target = mob;
int difficulty = (int)mob->data["m_iNpcLevel"];
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty),
Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
if (plr->batteryW >= 6 + difficulty)
plr->batteryW -= 6 + difficulty;
else
plr->batteryW = 0;
damage.first = hitMob(sock, mob, damage.first);
respdata[i].eCT = pktdata[i*2+1];
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iDamage = damage.first;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
}
if (plr->batteryW >= 6 + plr->level)
plr->batteryW -= 6 + plr->level;
else
plr->batteryW = 0;
damage.first = target->takeDamage(sock, damage.first);
respdata[i].eCT = pktdata[i].eCT;
respdata[i].iID = target->getID();
respdata[i].iDamage = damage.first;
respdata[i].iHP = target->getCurrentHP();
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
}
sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen);
@ -653,21 +834,6 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
return;
}
// rapid fire anti-cheat
time_t currTime = getTime();
if (currTime - plr->lastShot < plr->fireRate * 80)
plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
plr->lastShot = currTime;
if (plr->suspicionRating > 10000) { // kill the socket when the player is too suspicious
sock->kill();
CNShardServer::_killConnection(sock);
return;
}
/*
* initialize response struct
* rocket style hit doesn't work properly, so we're always sending this one
@ -696,7 +862,7 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
}
BaseNPC* npc = NPCManager::NPCs[pktdata[i]];
if (npc->type != EntityType::MOB) {
if (npc->kind != EntityKind::MOB) {
std::cout << "[WARN] projectileHit: NPC is not a mob" << std::endl;
return;
}
@ -709,11 +875,11 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
int difficulty = (int)mob->data["m_iNpcLevel"];
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, bullet->weaponBoost, Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
damage.first = hitMob(sock, mob, damage.first);
damage.first = mob->takeDamage(sock, damage.first);
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iID = mob->id;
respdata[i].iDamage = damage.first;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iHP = mob->hp;
respdata[i].iHitFlag = damage.second;
}
@ -728,6 +894,7 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
static void playerTick(CNServer *serv, time_t currTime) {
static time_t lastHealTime = 0;
static time_t lastCombatTIme = 0;
for (auto& pair : PlayerManager::players) {
CNSocket *sock = pair.first;
@ -735,18 +902,13 @@ static void playerTick(CNServer *serv, time_t currTime) {
bool transmit = false;
// group ticks
if (plr->groupCnt > 1)
Groups::groupTickInfo(plr);
if (plr->group != nullptr)
Groups::groupTickInfo(sock);
// do not tick dead players
if (plr->HP <= 0)
continue;
// fm patch/lake damage
if ((plr->iConditionBitFlag & CSB_BIT_INFECTION)
&& !(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
dealGooDamage(sock, PC_MAXHEALTH(plr->level) * 3 / 20);
// heal
if (currTime - lastHealTime >= 4000 && !plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) {
if (currTime - lastHealTime - plr->healCooldown >= 4000) {
@ -758,22 +920,24 @@ static void playerTick(CNServer *serv, time_t currTime) {
plr->healCooldown -= 4000;
}
for (int i = 0; i < 3; i++) {
if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // spend stamina
plr->Nanos[plr->activeNano].iStamina -= 1 + plr->nanoDrainRate / 5;
// combat tick
if(currTime - lastCombatTIme >= 2000) {
plr->step(currTime);
transmit = true;
}
if (plr->Nanos[plr->activeNano].iStamina <= 0)
Nanos::summonNano(sock, -1, true); // unsummon nano silently
transmit = true;
} else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // regain stamina
sNano& nano = plr->Nanos[plr->equippedNanos[i]];
nano.iStamina += 1;
if (nano.iStamina > 150)
nano.iStamina = 150;
transmit = true;
// nanos
if (plr->activeNano != 0) { // tick active nano
sNano* nano = plr->getActiveNano();
if (Abilities::SkillTable.find(nano->iSkillID) != Abilities::SkillTable.end()) {
// nano has skill data
SkillData* skill = &Abilities::SkillTable[nano->iSkillID];
if (skill->drainType == SkillDrainType::PASSIVE) {
ICombatant* src = dynamic_cast<ICombatant*>(plr);
int32_t targets[] = { plr->iID };
std::vector<ICombatant*> affectedCombatants = Abilities::matchTargets(src, skill, 1, targets);
Abilities::useNanoSkill(sock, skill, *nano, affectedCombatants);
}
}
}
@ -789,6 +953,20 @@ static void playerTick(CNServer *serv, time_t currTime) {
PlayerManager::sendToViewable(sock, (void*)&dead, P_FE2CL_PC_SUDDEN_DEAD, sizeof(sP_FE2CL_PC_SUDDEN_DEAD));
}
// process buffsets
auto it = plr->buffs.begin();
while(it != plr->buffs.end()) {
Buff* buff = (*it).second;
//buff->combatTick() gets called in Player::step
buff->tick(currTime);
if(buff->isStale()) {
// garbage collect
it = plr->buffs.erase(it);
delete buff;
}
else it++;
}
if (transmit) {
INITSTRUCT(sP_FE2CL_REP_PC_TICK, pkt);
@ -803,13 +981,15 @@ static void playerTick(CNServer *serv, time_t currTime) {
}
}
// if this was a heal tick, update the counter outside of the loop
// if this was a heal/combat tick, update the counters outside of the loop
if (currTime - lastHealTime >= 4000)
lastHealTime = currTime;
if(currTime - lastCombatTIme >= 2000)
lastCombatTIme = currTime;
}
void Combat::init() {
REGISTER_SHARD_TIMER(playerTick, 2000);
REGISTER_SHARD_TIMER(playerTick, MS_PER_PLAYER_TICK);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs);

View File

@ -1,15 +1,10 @@
#pragma once
#include "core/Core.hpp"
#include "servers/CNShardServer.hpp"
#include "NPC.hpp"
#include "Player.hpp"
#include "MobAI.hpp"
#include "JSON.hpp"
#include <map>
#include <unordered_map>
#include <queue>
#include <vector>
struct Bullet {
int pointDamage;
@ -24,6 +19,5 @@ namespace Combat {
void init();
void npcAttackPc(Mob *mob, time_t currTime);
int hitMob(CNSocket *sock, Mob *mob, int damage);
void killMob(CNSocket *sock, Mob *mob);
void genQItemRolls(std::vector<Player*> players, std::map<int, int>& rolls);
}

View File

@ -1,18 +1,19 @@
#include "CustomCommands.hpp"
#include "Chat.hpp"
#include "db/Database.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
#include "Chat.hpp"
#include "TableData.hpp"
#include "NPCManager.hpp"
#include "Eggs.hpp"
#include "MobAI.hpp"
#include "Items.hpp"
#include "db/Database.hpp"
#include "Transport.hpp"
#include "Missions.hpp"
#include "Eggs.hpp"
#include "Items.hpp"
#include "Abilities.hpp"
#include <sstream>
#include <iterator>
#include <math.h>
#include <limits.h>
typedef void (*CommandHandler)(std::string fullString, std::vector<std::string>& args, CNSocket* sock);
@ -243,20 +244,20 @@ static void summonWCommand(std::string full, std::vector<std::string>& args, CNS
BaseNPC *npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true);
// update angle
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, npc->appearanceData.iAngle);
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, plr->instanceID, npc->angle);
// if we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) {
npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true, true);
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, npc->instanceID, npc->appearanceData.iAngle);
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, npc->instanceID, npc->angle);
}
Chat::sendServerMessage(sock, "/summonW: placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc; // only record the one in the template
", id: " + std::to_string(npc->id));
TableData::RunningMobs[npc->id] = npc; // only record the one in the template
}
static void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -269,24 +270,24 @@ static void unsummonWCommand(std::string full, std::vector<std::string>& args, C
return;
}
if (TableData::RunningEggs.find(npc->appearanceData.iNPC_ID) != TableData::RunningEggs.end()) {
Chat::sendServerMessage(sock, "/unsummonW: removed egg with type: " + std::to_string(npc->appearanceData.iNPCType) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
TableData::RunningEggs.erase(npc->appearanceData.iNPC_ID);
NPCManager::destroyNPC(npc->appearanceData.iNPC_ID);
if (TableData::RunningEggs.find(npc->id) != TableData::RunningEggs.end()) {
Chat::sendServerMessage(sock, "/unsummonW: removed egg with type: " + std::to_string(npc->type) +
", id: " + std::to_string(npc->id));
TableData::RunningEggs.erase(npc->id);
NPCManager::destroyNPC(npc->id);
return;
}
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) == TableData::RunningMobs.end()
&& TableData::RunningGroups.find(npc->appearanceData.iNPC_ID) == TableData::RunningGroups.end()) {
if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()
&& TableData::RunningGroups.find(npc->id) == TableData::RunningGroups.end()) {
Chat::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob.");
return;
}
if (NPCManager::NPCs.find(npc->appearanceData.iNPC_ID) != NPCManager::NPCs.end() && NPCManager::NPCs[npc->appearanceData.iNPC_ID]->type == EntityType::MOB) {
if (NPCManager::NPCs.find(npc->id) != NPCManager::NPCs.end() && NPCManager::NPCs[npc->id]->kind == EntityKind::MOB) {
int leadId = ((Mob*)npc)->groupLeader;
if (leadId != 0) {
if (NPCManager::NPCs.find(leadId) == NPCManager::NPCs.end() || NPCManager::NPCs[leadId]->type != EntityType::MOB) {
if (NPCManager::NPCs.find(leadId) == NPCManager::NPCs.end() || NPCManager::NPCs[leadId]->kind != EntityKind::MOB) {
std::cout << "[WARN] unsummonW: leader not found!" << std::endl;
}
Mob* leadNpc = (Mob*)NPCManager::NPCs[leadId];
@ -294,7 +295,7 @@ static void unsummonWCommand(std::string full, std::vector<std::string>& args, C
if (leadNpc->groupMember[i] == 0)
break;
if (NPCManager::NPCs.find(leadNpc->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadNpc->groupMember[i]]->type != EntityType::MOB) {
if (NPCManager::NPCs.find(leadNpc->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadNpc->groupMember[i]]->kind != EntityKind::MOB) {
std::cout << "[WARN] unsommonW: leader can't find a group member!" << std::endl;
continue;
}
@ -308,12 +309,12 @@ static void unsummonWCommand(std::string full, std::vector<std::string>& args, C
}
}
Chat::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->appearanceData.iNPCType) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
Chat::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->type) +
", id: " + std::to_string(npc->id));
TableData::RunningMobs.erase(npc->appearanceData.iNPC_ID);
TableData::RunningMobs.erase(npc->id);
NPCManager::destroyNPC(npc->appearanceData.iNPC_ID);
NPCManager::destroyNPC(npc->id);
}
static void toggleAiCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -324,11 +325,11 @@ static void toggleAiCommand(std::string full, std::vector<std::string>& args, CN
// return all mobs to their spawn points
for (auto& pair : NPCManager::NPCs) {
if (pair.second->type != EntityType::MOB)
if (pair.second->kind != EntityKind::MOB)
continue;
Mob* mob = (Mob*)pair.second;
mob->state = MobState::RETREAT;
mob->state = AIState::RETREAT;
mob->target = nullptr;
mob->nextMovement = getTime();
@ -356,24 +357,24 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
}
int angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
// if it's a gruntwork NPC, rotate in-place
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) {
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
if (TableData::RunningMobs.find(npc->id) != TableData::RunningMobs.end()) {
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
+ std::to_string(npc->appearanceData.iNPC_ID));
+ std::to_string(npc->id));
} else {
TableData::RunningNPCRotations[npc->appearanceData.iNPC_ID] = angle;
TableData::RunningNPCRotations[npc->id] = angle;
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
+ std::to_string(npc->appearanceData.iNPC_ID));
+ std::to_string(npc->id));
}
// update rotation clientside
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = npc->appearanceData;
pkt.NPCAppearanceData = npc->getAppearanceData();
sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
}
@ -443,9 +444,9 @@ static void npcInstanceCommand(std::string full, std::vector<std::string>& args,
return;
}
Chat::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->appearanceData.iNPC_ID) + " to instance " + std::to_string(instance));
TableData::RunningNPCMapNumbers[npc->appearanceData.iNPC_ID] = instance;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, instance, npc->appearanceData.iAngle);
Chat::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->id) + " to instance " + std::to_string(instance));
TableData::RunningNPCMapNumbers[npc->id] = instance;
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, instance, npc->angle);
}
static void minfoCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -501,9 +502,12 @@ static void buffCommand(std::string full, std::vector<std::string>& args, CNSock
if (*tmp)
return;
if (Eggs::eggBuffPlayer(sock, skillId, 0, duration)<0)
if (Abilities::SkillTable.count(skillId) == 0) {
Chat::sendServerMessage(sock, "/buff: unknown skill Id");
return;
}
Eggs::eggBuffPlayer(sock, skillId, 0, duration);
}
static void eggCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -532,7 +536,7 @@ static void eggCommand(std::string full, std::vector<std::string>& args, CNSocke
int addX = 0; //-500.0f * sin(plr->angle / 180.0f * M_PI);
int addY = 0; //-500.0f * cos(plr->angle / 180.0f * M_PI);
Egg* egg = new Egg(plr->x + addX, plr->y + addY, plr->z, plr->instanceID, eggType, id, false); // change last arg to true after gruntwork
Egg* egg = new Egg(plr->instanceID, eggType, id, false); // change last arg to true after gruntwork
NPCManager::NPCs[id] = egg;
NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID, plr->angle);
@ -609,40 +613,40 @@ static void summonGroupCommand(std::string full, std::vector<std::string>& args,
}
BaseNPC *npc = NPCManager::summonNPC(x, y, z, plr->instanceID, type, wCommand);
if (team == 2 && i > 0 && npc->type == EntityType::MOB) {
leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
Mob* mob = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID];
mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
if (team == 2 && i > 0 && npc->kind == EntityKind::MOB) {
leadNpc->groupMember[i-1] = npc->id;
Mob* mob = (Mob*)NPCManager::NPCs[npc->id];
mob->groupLeader = leadNpc->id;
mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y;
}
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, x, y, z, plr->instanceID, npc->angle);
// if we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) {
npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, wCommand, true);
if (team == 2 && i > 0 && npc->type == EntityType::MOB) {
leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
Mob* mob = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID];
mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
if (team == 2 && i > 0 && npc->kind == EntityKind::MOB) {
leadNpc->groupMember[i-1] = npc->id;
Mob* mob = (Mob*)NPCManager::NPCs[npc->id];
mob->groupLeader = leadNpc->id;
mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y;
}
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, x, y, z, plr->instanceID, npc->angle);
}
Chat::sendServerMessage(sock, "/summonGroup(W): placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
", id: " + std::to_string(npc->id));
if (i == 0 && team == 2 && npc->type == EntityType::MOB) {
if (i == 0 && team == 2 && npc->kind == EntityKind::MOB) {
type = type2;
leadNpc = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID];
leadNpc->groupLeader = leadNpc->appearanceData.iNPC_ID;
leadNpc = (Mob*)NPCManager::NPCs[npc->id];
leadNpc->groupLeader = leadNpc->id;
}
}
@ -654,7 +658,7 @@ static void summonGroupCommand(std::string full, std::vector<std::string>& args,
return;
}
TableData::RunningGroups[leadNpc->appearanceData.iNPC_ID] = leadNpc; // only record the leader
TableData::RunningGroups[leadNpc->id] = leadNpc; // only record the leader
}
static void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -671,15 +675,14 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
return;
}
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->appearanceData.iNPC_ID));
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->appearanceData.iNPCType));
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->appearanceData.iHP));
Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->appearanceData.iConditionBitFlag));
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->type));
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] 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));
Chat::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->z));
Chat::sendServerMessage(sock, "[WHOIS] Angle: " + std::to_string(npc->appearanceData.iAngle));
Chat::sendServerMessage(sock, "[WHOIS] Angle: " + std::to_string(npc->angle));
std::string chunkPosition = std::to_string(std::get<0>(npc->chunkPos)) + ", " + std::to_string(std::get<1>(npc->chunkPos)) + ", " + std::to_string(std::get<2>(npc->chunkPos));
Chat::sendServerMessage(sock, "[WHOIS] Chunk: {" + chunkPosition + "}");
Chat::sendServerMessage(sock, "[WHOIS] MapNum: " + std::to_string(MAPNUM(npc->instanceID)));
@ -694,7 +697,7 @@ static void lairUnlockCommand(std::string full, std::vector<std::string>& args,
int lastDist = INT_MAX;
for (Chunk *chnk : Chunking::getViewableChunks(plr->chunkPos)) {
for (const EntityRef& ref : chnk->entities) {
if (ref.type == EntityType::PLAYER)
if (ref.kind == EntityKind::PLAYER)
continue;
BaseNPC* npc = (BaseNPC*)ref.getEntity();
@ -705,7 +708,7 @@ static void lairUnlockCommand(std::string full, std::vector<std::string>& args,
continue;
for (auto it = NPCManager::Warps.begin(); it != NPCManager::Warps.end(); it++) {
if (it->second.npcID == npc->appearanceData.iNPCType) {
if (it->second.npcID == npc->type) {
taskID = it->second.limitTaskID;
missionID = Missions::Tasks[taskID]->task["m_iHMissionID"];
lastDist = dist;
@ -977,11 +980,17 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// add first point at NPC's current location
std::vector<BaseNPC*> pathPoints;
BaseNPC* marker = new BaseNPC(npc->x, npc->y, npc->z, 0, plr->instanceID, 1386, NPCManager::nextId--);
BaseNPC* marker = new BaseNPC(0, plr->instanceID, 1386, NPCManager::nextId--);
// assign coords manually, since we aren't actually adding markers to the world
marker->x = npc->x;
marker->y = npc->y;
marker->z = npc->z;
pathPoints.push_back(marker);
// map from player
TableData::RunningNPCPaths[plr->iID] = std::make_pair(npc, pathPoints);
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->appearanceData.iNPC_ID) + " is now following you");
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is now following you");
updatePathMarkers(sock);
return;
}
@ -998,7 +1007,12 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// /path kf
if (args[1] == "kf") {
BaseNPC* marker = new BaseNPC(npc->x, npc->y, npc->z, 0, plr->instanceID, 1386, NPCManager::nextId--);
BaseNPC* marker = new BaseNPC(0, plr->instanceID, 1386, NPCManager::nextId--);
marker->x = npc->x;
marker->y = npc->y;
marker->z = npc->z;
entry->second.push_back(marker);
Chat::sendServerMessage(sock, "[PATH] Added keyframe");
updatePathMarkers(sock);
@ -1008,8 +1022,8 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// /path here
if (args[1] == "here") {
// bring the NPC to where the player is standing
Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, npc->instanceID, 0);
Transport::NPCQueues.erase(npc->id); // delete transport queue
NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
Chat::sendServerMessage(sock, "[PATH] Come here");
@ -1047,9 +1061,9 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
speed = speedArg;
}
// return NPC to home
Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
Transport::NPCQueues.erase(npc->id); // delete transport queue
BaseNPC* home = entry->second[0];
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, home->x, home->y, home->z, npc->instanceID, 0);
NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
@ -1065,7 +1079,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
Transport::lerp(&keyframes, from, to, speed); // lerp from A to B
from = to; // update point A
}
Transport::NPCQueues[npc->appearanceData.iNPC_ID] = keyframes;
Transport::NPCQueues[npc->id] = keyframes;
entry->second.pop_back(); // remove temp end point
Chat::sendServerMessage(sock, "[PATH] Testing NPC path");
@ -1075,9 +1089,9 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// /path cancel
if (args[1] == "cancel") {
// return NPC to home
Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
Transport::NPCQueues.erase(npc->id); // delete transport queue
BaseNPC* home = entry->second[0];
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, home->x, home->y, home->z, npc->instanceID, 0);
NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
// deallocate markers
@ -1087,7 +1101,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
}
// unmap
TableData::RunningNPCPaths.erase(plr->iID);
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->appearanceData.iNPC_ID) + " is no longer following you");
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is no longer following you");
return;
}
@ -1115,9 +1129,9 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
}
// return NPC to home and set path to repeat
Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
Transport::NPCQueues.erase(npc->id); // delete transport queue
BaseNPC* home = entry->second[0];
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, home->x, home->y, home->z, npc->instanceID, 0);
NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
npc->loopingPath = true;
@ -1134,7 +1148,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
Transport::lerp(&keyframes, from, to, speed); // lerp from A to B
from = to; // update point A
}
Transport::NPCQueues[npc->appearanceData.iNPC_ID] = keyframes;
Transport::NPCQueues[npc->id] = keyframes;
entry->second.pop_back(); // remove temp end point
// save to gruntwork
@ -1161,7 +1175,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
finishedPath.isLoop = true;
finishedPath.speed = speed;
finishedPath.points = finalPoints;
finishedPath.targetIDs.push_back(npc->appearanceData.iNPC_ID);
finishedPath.targetIDs.push_back(npc->id);
TableData::FinishedNPCPaths.push_back(finishedPath);
@ -1173,7 +1187,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// unmap
TableData::RunningNPCPaths.erase(plr->iID);
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->appearanceData.iNPC_ID) + " is no longer following you");
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is no longer following you");
TableData::flush();
Chat::sendServerMessage(sock, "[PATH] Path saved to gruntwork");

View File

@ -2,6 +2,8 @@
#include "core/Core.hpp"
#include <string>
namespace CustomCommands {
void init();

View File

@ -1,141 +1,78 @@
#include "core/Core.hpp"
#include "Eggs.hpp"
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp"
#include "Nanos.hpp"
#include "Abilities.hpp"
#include "Groups.hpp"
#include "NPCManager.hpp"
#include "Entities.hpp"
#include "Items.hpp"
#include <assert.h>
using namespace Eggs;
/// sock, CBFlag -> until
std::map<std::pair<CNSocket*, int32_t>, time_t> Eggs::EggBuffs;
std::unordered_map<int, EggType> Eggs::EggTypes;
int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
int bitFlag = Groups::getGroupFlags(otherPlr);
int CBFlag = Nanos::applyBuff(sock, skillId, 1, 3, bitFlag);
// eggId might be 0 if the buff is made by the /buff command
EntityRef src = eggId == 0 ? sock : EntityRef(eggId);
size_t resplen;
if (skillId == 183) {
resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Damage);
} else if (skillId == 150) {
resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Heal_HP);
} else {
resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Buff);
}
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
auto skillUse = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
if (skillId == 183) { // damage egg
auto skill = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
memset(respbuf, 0, resplen);
skill->eCT = 1;
skill->iID = plr->iID;
skill->iDamage = PC_MAXHEALTH(plr->level) * Nanos::SkillTable[skillId].powerIntensity[0] / 1000;
plr->HP -= skill->iDamage;
if (plr->HP < 0)
plr->HP = 0;
skill->iHP = plr->HP;
} else if (skillId == 150) { // heal egg
auto skill = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
memset(respbuf, 0, resplen);
skill->eCT = 1;
skill->iID = plr->iID;
skill->iHealHP = PC_MAXHEALTH(plr->level) * Nanos::SkillTable[skillId].powerIntensity[0] / 1000;
plr->HP += skill->iHealHP;
if (plr->HP > PC_MAXHEALTH(plr->level))
plr->HP = PC_MAXHEALTH(plr->level);
skill->iHP = plr->HP;
} else { // regular buff egg
auto skill = (sSkillResult_Buff*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
memset(respbuf, 0, resplen);
skill->eCT = 1;
skill->iID = plr->iID;
skill->iConditionBitFlag = plr->iConditionBitFlag;
if(Abilities::SkillTable.count(skillId) == 0) {
std::cout << "[WARN] egg " << eggId << " has skill ID " << skillId << " which doesn't exist" << std::endl;
return;
}
skillUse->iNPC_ID = eggId;
skillUse->iSkillID = skillId;
skillUse->eST = Nanos::SkillTable[skillId].skillType;
skillUse->iTargetCnt = 1;
SkillData* skill = &Abilities::SkillTable[skillId];
if(skill->drainType == SkillDrainType::PASSIVE) {
// apply buff
if(skill->targetType != SkillTargetType::PLAYERS) {
std::cout << "[WARN] weird skill type for egg " << eggId << " with skill " << skillId << ", should be " << (int)skill->targetType << std::endl;
}
sock->sendPacket((void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
int value = skill->values[0][0];
BuffStack eggBuff = {
duration * 1000 / MS_PER_PLAYER_TICK,
value,
src,
BuffClass::EGG
};
plr->addBuff(timeBuffId,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
if(status == ETBU_DEL) Buffs::timeBuffTimeout(self);
},
[](EntityRef self, Buff* buff, time_t currTime) {
// no-op
},
&eggBuff);
}
if (CBFlag == 0)
return -1;
std::pair<CNSocket*, int32_t> key = std::make_pair(sock, CBFlag);
// save the buff serverside;
// if you get the same buff again, new duration will override the previous one
time_t until = getTime() + (time_t)duration * 1000;
EggBuffs[key] = until;
return 0;
// use skill
std::vector<ICombatant*> targets;
targets.push_back(dynamic_cast<ICombatant*>(plr));
Abilities::useNPCSkill(src, skillId, targets);
}
static void eggStep(CNServer* serv, time_t currTime) {
// tick buffs
time_t timeStamp = currTime;
auto it = EggBuffs.begin();
while (it != EggBuffs.end()) {
// check remaining time
if (it->second > timeStamp) {
it++;
} else { // if time reached 0
CNSocket* sock = it->first.first;
int32_t CBFlag = it->first.second;
Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
int groupFlags = Groups::getGroupFlags(otherPlr);
for (auto& pwr : Nanos::NanoPowers) {
if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp);
resp.eCSTB = pwr.timeBuffID;
resp.eTBU = 2;
resp.eTBT = 3; // for egg buffs
plr->iConditionBitFlag &= ~CBFlag;
resp.iConditionBitFlag = plr->iConditionBitFlag |= groupFlags | plr->iSelfConditionBitFlag;
sock->sendPacket(resp, P_FE2CL_PC_BUFF_UPDATE);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, resp2); // send a buff timeout to other players
resp2.eCT = 1;
resp2.iID = plr->iID;
resp2.iConditionBitFlag = plr->iConditionBitFlag;
PlayerManager::sendToViewable(sock, resp2, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT);
}
}
// remove buff from the map
it = EggBuffs.erase(it);
}
}
// check dead eggs and eggs in inactive chunks
for (auto npc : NPCManager::NPCs) {
if (npc.second->type != EntityType::EGG)
if (npc.second->kind != EntityKind::EGG)
continue;
auto egg = (Egg*)npc.second;
if (!egg->dead || !Chunking::inPopulatedChunks(&egg->viewableChunks))
continue;
if (egg->deadUntil <= timeStamp) {
if (egg->deadUntil <= currTime) {
// respawn it
egg->dead = false;
egg->deadUntil = 0;
egg->appearanceData.iHP = 400;
egg->hp = 400;
Chunking::addEntityToChunks(Chunking::getViewableChunks(egg->chunkPos), {npc.first});
}
@ -163,7 +100,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
return;
}
auto egg = (Egg*)eggRef.getEntity();
if (egg->type != EntityType::EGG) {
if (egg->kind != EntityKind::EGG) {
std::cout << "[WARN] Player tried to open something other than an?!" << std::endl;
return;
}
@ -180,7 +117,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
}
*/
int typeId = egg->appearanceData.iNPCType;
int typeId = egg->type;
if (EggTypes.find(typeId) == EggTypes.end()) {
std::cout << "[WARN] Egg Type " << typeId << " not found!" << std::endl;
return;
@ -188,16 +125,13 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
EggType* type = &EggTypes[typeId];
// buff the player
if (type->effectId != 0)
eggBuffPlayer(sock, type->effectId, eggRef.id, type->duration);
/*
* SHINY_PICKUP_SUCC is only causing a GUI effect in the client
* (buff icon pops up in the bottom of the screen)
* so we don't send it for non-effect
*/
if (type->effectId != 0) {
eggBuffPlayer(sock, type->effectId, eggRef.id, type->duration);
INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp);
resp.iSkillID = type->effectId;
@ -255,7 +189,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggRef);
egg->dead = true;
egg->deadUntil = getTime() + (time_t)type->regen * 1000;
egg->appearanceData.iHP = 0;
egg->hp = 0;
}
}

View File

@ -1,7 +1,6 @@
#pragma once
#include "core/Core.hpp"
#include "Entities.hpp"
struct EggType {
int dropCrateId;
@ -11,12 +10,10 @@ struct EggType {
};
namespace Eggs {
extern std::map<std::pair<CNSocket*, int32_t>, time_t> EggBuffs;
extern std::unordered_map<int, EggType> EggTypes;
void init();
/// returns -1 on fail
int eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration);
void eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration);
void npcDataToEggData(int x, int y, int z, sNPCAppearanceData* npc, sShinyAppearanceData* egg);
}

View File

@ -1,9 +1,9 @@
#include "Email.hpp"
#include "core/Core.hpp"
#include "db/Database.hpp"
#include "servers/CNShardServer.hpp"
#include "db/Database.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp"
#include "Chat.hpp"

View File

@ -1,18 +1,15 @@
#include "core/Core.hpp"
#include "Entities.hpp"
#include "Chunking.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "Eggs.hpp"
#include "MobAI.hpp"
#include <type_traits>
#include "NPCManager.hpp"
#include "PlayerManager.hpp"
#include <assert.h>
static_assert(std::is_standard_layout<EntityRef>::value);
static_assert(std::is_trivially_copyable<EntityRef>::value);
EntityRef::EntityRef(CNSocket *s) {
type = EntityType::PLAYER;
kind = EntityKind::PLAYER;
sock = s;
}
@ -20,11 +17,11 @@ EntityRef::EntityRef(int32_t i) {
id = i;
assert(NPCManager::NPCs.find(id) != NPCManager::NPCs.end());
type = NPCManager::NPCs[id]->type;
kind = NPCManager::NPCs[id]->kind;
}
bool EntityRef::isValid() const {
if (type == EntityType::PLAYER)
if (kind == EntityKind::PLAYER)
return PlayerManager::players.find(sock) != PlayerManager::players.end();
return NPCManager::NPCs.find(id) != NPCManager::NPCs.end();
@ -33,21 +30,38 @@ bool EntityRef::isValid() const {
Entity *EntityRef::getEntity() const {
assert(isValid());
if (type == EntityType::PLAYER)
if (kind == EntityKind::PLAYER)
return PlayerManager::getPlayer(sock);
return NPCManager::NPCs[id];
}
sNPCAppearanceData BaseNPC::getAppearanceData() {
sNPCAppearanceData data = {};
data.iAngle = angle;
data.iBarkerType = 0; // unused?
data.iConditionBitFlag = 0;
data.iHP = hp;
data.iNPCType = type;
data.iNPC_ID = id;
data.iX = x;
data.iY = y;
data.iZ = z;
return data;
}
sNPCAppearanceData CombatNPC::getAppearanceData() {
sNPCAppearanceData data = BaseNPC::getAppearanceData();
data.iConditionBitFlag = getCompositeCondition();
return data;
}
/*
* Entity coming into view.
*/
void BaseNPC::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = appearanceData;
pkt.NPCAppearanceData.iX = x;
pkt.NPCAppearanceData.iY = y;
pkt.NPCAppearanceData.iZ = z;
pkt.NPCAppearanceData = getAppearanceData();
sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
}
@ -56,7 +70,7 @@ void Bus::enterIntoViewOf(CNSocket *sock) {
// TODO: Potentially decouple this from BaseNPC?
pkt.AppearanceData = {
3, appearanceData.iNPC_ID, appearanceData.iNPCType,
3, id, type,
x, y, z
};
@ -66,28 +80,40 @@ void Bus::enterIntoViewOf(CNSocket *sock) {
void Egg::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_SHINY_ENTER, pkt);
Eggs::npcDataToEggData(x, y, z, &appearanceData, &pkt.ShinyAppearanceData);
// TODO: Potentially decouple this from BaseNPC?
pkt.ShinyAppearanceData = {
id, type, 0, // client doesn't care about map num
x, y, z
};
sock->sendPacket(pkt, P_FE2CL_SHINY_ENTER);
}
sNano* Player::getActiveNano() {
return &Nanos[activeNano];
}
sPCAppearanceData Player::getAppearanceData() {
sPCAppearanceData data = {};
data.iID = iID;
data.iHP = HP;
data.iLv = level;
data.iX = x;
data.iY = y;
data.iZ = z;
data.iAngle = angle;
data.PCStyle = PCStyle;
data.Nano = Nanos[activeNano];
data.iPCState = iPCState;
data.iSpecialState = iSpecialState;
memcpy(data.ItemEquip, Equip, sizeof(sItemBase) * AEQUIP_COUNT);
return data;
}
// TODO: this is less effiecient than it was, because of memset()
void Player::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_PC_NEW, pkt);
pkt.PCAppearanceData.iID = iID;
pkt.PCAppearanceData.iHP = HP;
pkt.PCAppearanceData.iLv = level;
pkt.PCAppearanceData.iX = x;
pkt.PCAppearanceData.iY = y;
pkt.PCAppearanceData.iZ = z;
pkt.PCAppearanceData.iAngle = angle;
pkt.PCAppearanceData.PCStyle = PCStyle;
pkt.PCAppearanceData.Nano = Nanos[activeNano];
pkt.PCAppearanceData.iPCState = iPCState;
pkt.PCAppearanceData.iSpecialState = iSpecialState;
memcpy(pkt.PCAppearanceData.ItemEquip, Equip, sizeof(sItemBase) * AEQUIP_COUNT);
pkt.PCAppearanceData = getAppearanceData();
sock->sendPacket(pkt, P_FE2CL_PC_NEW);
}
@ -96,20 +122,20 @@ void Player::enterIntoViewOf(CNSocket *sock) {
*/
void BaseNPC::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
pkt.iNPC_ID = appearanceData.iNPC_ID;
pkt.iNPC_ID = id;
sock->sendPacket(pkt, P_FE2CL_NPC_EXIT);
}
void Bus::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, pkt);
pkt.eTT = 3;
pkt.iT_ID = appearanceData.iNPC_ID;
pkt.iT_ID = id;
sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_EXIT);
}
void Egg::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_SHINY_EXIT, pkt);
pkt.iShinyID = appearanceData.iNPC_ID;
pkt.iShinyID = id;
sock->sendPacket(pkt, P_FE2CL_SHINY_EXIT);
}

View File

@ -1,23 +1,26 @@
#pragma once
#include "core/Core.hpp"
#include "EntityRef.hpp"
#include "Buffs.hpp"
#include "Chunking.hpp"
#include "Groups.hpp"
#include <stdint.h>
#include <set>
#include <map>
#include <functional>
enum class EntityType : uint8_t {
INVALID,
PLAYER,
SIMPLE_NPC,
COMBAT_NPC,
MOB,
EGG,
BUS
enum class AIState {
INACTIVE,
ROAMING,
COMBAT,
RETREAT,
DEAD
};
struct Entity {
EntityType type = EntityType::INVALID;
EntityKind kind = EntityKind::INVALID;
int x = 0, y = 0, z = 0;
uint64_t instanceID = 0;
ChunkPos chunkPos = {};
@ -26,47 +29,39 @@ struct Entity {
// destructor must be virtual, apparently
virtual ~Entity() {}
virtual bool isAlive() { return true; }
virtual bool isExtant() { return true; }
// stubs
virtual void enterIntoViewOf(CNSocket *sock) = 0;
virtual void disappearFromViewOf(CNSocket *sock) = 0;
};
struct EntityRef {
EntityType type;
union {
CNSocket *sock;
int32_t id;
};
/*
* Interfaces
*/
class ICombatant {
public:
ICombatant() {}
virtual ~ICombatant() {}
EntityRef(CNSocket *s);
EntityRef(int32_t i);
bool isValid() const;
Entity *getEntity() const;
bool operator==(const EntityRef& other) const {
if (type != other.type)
return false;
if (type == EntityType::PLAYER)
return sock == other.sock;
return id == other.id;
}
// arbitrary ordering
bool operator<(const EntityRef& other) const {
if (type == other.type) {
if (type == EntityType::PLAYER)
return sock < other.sock;
else
return id < other.id;
}
return type < other.type;
}
virtual bool addBuff(int, BuffCallback<int, BuffStack*>, BuffCallback<time_t>, BuffStack*) = 0;
virtual Buff* getBuff(int) = 0;
virtual void removeBuff(int) = 0;
virtual void removeBuff(int, BuffClass) = 0;
virtual void clearBuffs(bool) = 0;
virtual bool hasBuff(int) = 0;
virtual int getCompositeCondition() = 0;
virtual int takeDamage(EntityRef, int) = 0;
virtual int heal(EntityRef, int) = 0;
virtual bool isAlive() = 0;
virtual int getCurrentHP() = 0;
virtual int getMaxHP() = 0;
virtual int getLevel() = 0;
virtual std::vector<EntityRef> getGroupMembers() = 0;
virtual int32_t getCharType() = 0;
virtual int32_t getID() = 0;
virtual EntityRef getRef() = 0;
virtual void step(time_t currTime) = 0;
};
/*
@ -74,75 +69,104 @@ struct EntityRef {
*/
class BaseNPC : public Entity {
public:
sNPCAppearanceData appearanceData = {};
int id;
int type;
int hp;
int angle;
bool loopingPath = false;
BaseNPC(int _X, int _Y, int _Z, int angle, uint64_t iID, int t, int id) { // XXX
x = _X;
y = _Y;
z = _Z;
appearanceData.iNPCType = t;
appearanceData.iHP = 400;
appearanceData.iAngle = angle;
appearanceData.iConditionBitFlag = 0;
appearanceData.iBarkerType = 0;
appearanceData.iNPC_ID = id;
BaseNPC(int _A, uint64_t iID, int t, int _id) {
kind = EntityKind::SIMPLE_NPC;
type = t;
hp = 400;
angle = _A;
id = _id;
instanceID = iID;
};
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
virtual sNPCAppearanceData getAppearanceData();
};
struct CombatNPC : public BaseNPC {
struct CombatNPC : public BaseNPC, public ICombatant {
int maxHealth = 0;
int spawnX = 0;
int spawnY = 0;
int spawnZ = 0;
int level = 0;
int speed = 300;
AIState state = AIState::INACTIVE;
Group* group = nullptr;
int playersInView = 0; // for optimizing away AI in empty chunks
void (*_stepAI)(CombatNPC*, time_t) = nullptr;
std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
// XXX
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP) :
BaseNPC(x, y, z, angle, iID, t, id),
maxHealth(maxHP) {}
std::unordered_map<int, Buff*> buffs = {};
virtual void stepAI(time_t currTime) {
if (_stepAI != nullptr)
_stepAI(this, currTime);
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;
spawnY = y;
spawnZ = z;
kind = EntityKind::COMBAT_NPC;
stateHandlers[AIState::INACTIVE] = {};
transitionHandlers[AIState::INACTIVE] = {};
}
virtual bool isAlive() override { return appearanceData.iHP > 0; }
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, BuffClass 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;
virtual int heal(EntityRef src, int amt) override;
virtual bool isAlive() override;
virtual int getCurrentHP() override;
virtual int getMaxHP() override;
virtual int getLevel() override;
virtual std::vector<EntityRef> getGroupMembers() override;
virtual int32_t getCharType() override;
virtual int32_t getID() override;
virtual EntityRef getRef() override;
virtual void step(time_t currTime) override;
virtual void transition(AIState newState, EntityRef src);
};
// Mob is in MobAI.hpp, Player is in Player.hpp
// TODO: decouple from BaseNPC
struct Egg : public BaseNPC {
bool summoned = false;
bool dead = false;
time_t deadUntil;
Egg(int x, int y, int z, uint64_t iID, int t, int32_t id, bool summon)
: BaseNPC(x, y, z, 0, iID, t, id) {
Egg(uint64_t iID, int t, int32_t id, bool summon)
: BaseNPC(0, iID, t, id) {
summoned = summon;
type = EntityType::EGG;
kind = EntityKind::EGG;
}
virtual bool isAlive() override { return !dead; }
virtual bool isExtant() override { return !dead; }
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
};
// TODO: decouple from BaseNPC
struct Bus : public BaseNPC {
Bus(int x, int y, int z, int angle, uint64_t iID, int t, int id) :
BaseNPC(x, y, z, angle, iID, t, id) {
type = EntityType::BUS;
Bus(int angle, uint64_t iID, int t, int id) :
BaseNPC(angle, iID, t, id) {
kind = EntityKind::BUS;
loopingPath = true;
}

56
src/EntityRef.hpp Normal file
View File

@ -0,0 +1,56 @@
#pragma once
#include "core/Core.hpp"
/* forward declaration(s) */
struct Entity;
enum EntityKind {
INVALID,
PLAYER,
SIMPLE_NPC,
COMBAT_NPC,
MOB,
EGG,
BUS
};
struct EntityRef {
EntityKind kind;
union {
CNSocket *sock;
int32_t id;
};
EntityRef(CNSocket *s);
EntityRef(int32_t i);
bool isValid() const;
Entity *getEntity() const;
bool operator==(const EntityRef& other) const {
if (kind != other.kind)
return false;
if (kind == EntityKind::PLAYER)
return sock == other.sock;
return id == other.id;
}
bool operator!=(const EntityRef& other) const {
return !(*this == other);
}
// arbitrary ordering
bool operator<(const EntityRef& other) const {
if (kind == other.kind) {
if (kind == EntityKind::PLAYER)
return sock < other.sock;
else
return id < other.id;
}
return kind < other.kind;
}
};

View File

@ -1,13 +1,10 @@
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "Groups.hpp"
#include "Nanos.hpp"
#include "Abilities.hpp"
#include <iostream>
#include <chrono>
#include <algorithm>
#include <thread>
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
#include "Entities.hpp"
/*
* NOTE: Variadic response packets that list group members are technically
@ -19,22 +16,177 @@
using namespace Groups;
Group::Group(EntityRef leader) {
addToGroup(this, leader);
}
static void attachGroupData(std::vector<EntityRef>& pcs, std::vector<EntityRef>& npcs, uint8_t* pivot) {
for(EntityRef pcRef : pcs) {
sPCGroupMemberInfo* info = (sPCGroupMemberInfo*)pivot;
Player* plr = PlayerManager::getPlayer(pcRef.sock);
info->iPC_ID = plr->iID;
info->iPCUID = plr->PCStyle.iPC_UID;
info->iNameCheck = plr->PCStyle.iNameCheck;
memcpy(info->szFirstName, plr->PCStyle.szFirstName, sizeof(plr->PCStyle.szFirstName));
memcpy(info->szLastName, plr->PCStyle.szLastName, sizeof(plr->PCStyle.szLastName));
info->iSpecialState = plr->iSpecialState;
info->iLv = plr->level;
info->iHP = plr->HP;
info->iMaxHP = PC_MAXHEALTH(plr->level);
// info->iMapType = 0;
// info->iMapNum = 0;
info->iX = plr->x;
info->iY = plr->y;
info->iZ = plr->z;
if(plr->activeNano > 0) {
info->Nano = *plr->getActiveNano();
info->bNano = true;
}
pivot = (uint8_t*)(info + 1);
}
for(EntityRef npcRef : npcs) {
sNPCGroupMemberInfo* info = (sNPCGroupMemberInfo*)pivot;
// probably should not assume that the combatant is an
// entity, but it works for now
BaseNPC* npc = (BaseNPC*)npcRef.getEntity();
info->iNPC_ID = npcRef.id;
info->iNPC_Type = npc->type;
info->iHP = npc->hp;
info->iX = npc->x;
info->iY = npc->y;
info->iZ = npc->z;
pivot = (uint8_t*)(info + 1);
}
}
void Groups::addToGroup(Group* group, EntityRef member) {
if (member.kind == EntityKind::PLAYER) {
Player* plr = PlayerManager::getPlayer(member.sock);
plr->group = group;
}
else if (member.kind == EntityKind::COMBAT_NPC) {
CombatNPC* npc = (CombatNPC*)member.getEntity();
npc->group = group;
}
else {
std::cout << "[WARN] Adding a weird entity type to a group" << std::endl;
}
group->members.push_back(member);
if(member.kind == EntityKind::PLAYER) {
std::vector<EntityRef> pcs = group->filter(EntityKind::PLAYER);
std::vector<EntityRef> npcs = group->filter(EntityKind::COMBAT_NPC);
size_t pcCount = pcs.size();
size_t npcCount = npcs.size();
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BUFFER_SIZE);
sP_FE2CL_PC_GROUP_JOIN* pkt = (sP_FE2CL_PC_GROUP_JOIN*)respbuf;
pkt->iID_NewMember = PlayerManager::getPlayer(member.sock)->iID;
pkt->iMemberPCCnt = (int32_t)pcCount;
pkt->iMemberNPCCnt = (int32_t)npcCount;
if(!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_JOIN), pcCount, sizeof(sPCGroupMemberInfo))
|| !validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_JOIN) + pcCount * sizeof(sPCGroupMemberInfo), npcCount, sizeof(sNPCGroupMemberInfo))) {
std::cout << "[WARN] bad sP_FE2CL_PC_GROUP_JOIN packet size" << std::endl;
} else {
uint8_t* pivot = (uint8_t*)(pkt + 1);
attachGroupData(pcs, npcs, pivot);
// PC_GROUP_JOIN_SUCC and PC_GROUP_JOIN carry identical payloads but have different IDs
// (and the client does care!) so we need to send one to the new member
// and the other to the rest
size_t resplen = sizeof(sP_FE2CL_PC_GROUP_JOIN) + pcCount * sizeof(sPCGroupMemberInfo) + npcCount * sizeof(sNPCGroupMemberInfo);
member.sock->sendPacket(respbuf, P_FE2CL_PC_GROUP_JOIN_SUCC, resplen);
sendToGroup(group, member, respbuf, P_FE2CL_PC_GROUP_JOIN, resplen);
}
}
}
bool Groups::removeFromGroup(Group* group, EntityRef member) {
if (member.kind == EntityKind::PLAYER) {
Player* plr = PlayerManager::getPlayer(member.sock);
plr->group = nullptr; // no dangling pointers here muahaahahah
INITSTRUCT(sP_FE2CL_PC_GROUP_LEAVE_SUCC, leavePkt);
member.sock->sendPacket(leavePkt, P_FE2CL_PC_GROUP_LEAVE_SUCC);
}
else if (member.kind == EntityKind::COMBAT_NPC) {
CombatNPC* npc = (CombatNPC*)member.getEntity();
npc->group = nullptr;
}
else {
std::cout << "[WARN] Removing a weird entity type from a group" << std::endl;
}
auto it = std::find(group->members.begin(), group->members.end(), member);
if (it == group->members.end()) {
std::cout << "[WARN] Tried to remove a member that isn't in the group" << std::endl;
} else {
group->members.erase(it);
}
if(member.kind == EntityKind::PLAYER) {
std::vector<EntityRef> pcs = group->filter(EntityKind::PLAYER);
std::vector<EntityRef> npcs = group->filter(EntityKind::COMBAT_NPC);
size_t pcCount = pcs.size();
size_t npcCount = npcs.size();
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BUFFER_SIZE);
sP_FE2CL_PC_GROUP_LEAVE* pkt = (sP_FE2CL_PC_GROUP_LEAVE*)respbuf;
pkt->iID_LeaveMember = PlayerManager::getPlayer(member.sock)->iID;
pkt->iMemberPCCnt = (int32_t)pcCount;
pkt->iMemberNPCCnt = (int32_t)npcCount;
if(!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_LEAVE), pcCount, sizeof(sPCGroupMemberInfo))
|| !validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_LEAVE) + pcCount * sizeof(sPCGroupMemberInfo), npcCount, sizeof(sNPCGroupMemberInfo))) {
std::cout << "[WARN] bad sP_FE2CL_PC_GROUP_LEAVE packet size" << std::endl;
} else {
uint8_t* pivot = (uint8_t*)(pkt + 1);
attachGroupData(pcs, npcs, pivot);
sendToGroup(group, respbuf, P_FE2CL_PC_GROUP_LEAVE,
sizeof(sP_FE2CL_PC_GROUP_LEAVE) + pcCount * sizeof(sPCGroupMemberInfo) + npcCount * sizeof(sNPCGroupMemberInfo));
}
}
if (group->members.size() == 1) {
return removeFromGroup(group, group->members.back());
}
if (group->members.empty()) {
delete group; // cleanup memory
return true;
}
return false;
}
void Groups::disbandGroup(Group* group) {
// remove everyone from the group!!
bool done = false;
while(!done) {
EntityRef back = group->members.back();
done = removeFromGroup(group, back);
}
}
static void requestGroup(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_GROUP_INVITE* recv = (sP_CL2FE_REQ_PC_GROUP_INVITE*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(recv->iID_To);
if (otherPlr == nullptr)
return;
otherPlr = PlayerManager::getPlayerFromID(otherPlr->iIDGroup);
if (otherPlr == nullptr)
return;
// fail if the group is full or the other player is already in a group
if (plr->groupCnt >= 4 || otherPlr->iIDGroup != otherPlr->iID || otherPlr->groupCnt > 1) {
if ((plr->group != nullptr && plr->group->filter(EntityKind::PLAYER).size() >= 4) || otherPlr->group != nullptr) {
INITSTRUCT(sP_FE2CL_PC_GROUP_INVITE_FAIL, resp);
sock->sendPacket((void*)&resp, P_FE2CL_PC_GROUP_INVITE_FAIL, sizeof(sP_FE2CL_PC_GROUP_INVITE_FAIL));
return;
@ -75,255 +227,80 @@ static void joinGroup(CNSocket* sock, CNPacketData* data) {
Player* otherPlr = PlayerManager::getPlayerFromID(recv->iID_From);
if (otherPlr == nullptr)
return;
return; // disconnect or something
otherPlr = PlayerManager::getPlayerFromID(otherPlr->iIDGroup);
if (otherPlr == nullptr)
return;
int size = otherPlr->group == nullptr ? 1 : otherPlr->group->filter(EntityKind::PLAYER).size();
// fail if the group is full or the other player is already in a group
if (plr->groupCnt > 1 || plr->iIDGroup != plr->iID || otherPlr->groupCnt >= 4) {
if (plr->group != nullptr || size + 1 > 4) {
INITSTRUCT(sP_FE2CL_PC_GROUP_JOIN_FAIL, resp);
sock->sendPacket((void*)&resp, P_FE2CL_PC_GROUP_JOIN_FAIL, sizeof(sP_FE2CL_PC_GROUP_JOIN_FAIL));
return;
}
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_JOIN), otherPlr->groupCnt + 1, sizeof(sPCGroupMemberInfo))) {
std::cout << "[WARN] bad sP_FE2CL_PC_GROUP_JOIN packet size\n";
return;
if (otherPlr->group == nullptr) {
// create group
EntityRef otherPlrRef = PlayerManager::getSockFromID(recv->iID_From);
otherPlr->group = new Group(otherPlrRef);
}
plr->iIDGroup = otherPlr->iID;
otherPlr->groupCnt += 1;
otherPlr->groupIDs[otherPlr->groupCnt-1] = plr->iID;
size_t resplen = sizeof(sP_FE2CL_PC_GROUP_JOIN) + otherPlr->groupCnt * sizeof(sPCGroupMemberInfo);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_PC_GROUP_JOIN *resp = (sP_FE2CL_PC_GROUP_JOIN*)respbuf;
sPCGroupMemberInfo *respdata = (sPCGroupMemberInfo*)(respbuf+sizeof(sP_FE2CL_PC_GROUP_JOIN));
resp->iID_NewMember = plr->iID;
resp->iMemberPCCnt = otherPlr->groupCnt;
int bitFlag = getGroupFlags(otherPlr);
for (int i = 0; i < otherPlr->groupCnt; i++) {
Player* varPlr = PlayerManager::getPlayerFromID(otherPlr->groupIDs[i]);
CNSocket* sockTo = PlayerManager::getSockFromID(otherPlr->groupIDs[i]);
if (varPlr == nullptr || sockTo == nullptr)
continue;
respdata[i].iPC_ID = varPlr->iID;
respdata[i].iPCUID = varPlr->PCStyle.iPC_UID;
respdata[i].iNameCheck = varPlr->PCStyle.iNameCheck;
memcpy(respdata[i].szFirstName, varPlr->PCStyle.szFirstName, sizeof(varPlr->PCStyle.szFirstName));
memcpy(respdata[i].szLastName, varPlr->PCStyle.szLastName, sizeof(varPlr->PCStyle.szLastName));
respdata[i].iSpecialState = varPlr->iSpecialState;
respdata[i].iLv = varPlr->level;
respdata[i].iHP = varPlr->HP;
respdata[i].iMaxHP = PC_MAXHEALTH(varPlr->level);
//respdata[i].iMapType = 0;
//respdata[i].iMapNum = 0;
respdata[i].iX = varPlr->x;
respdata[i].iY = varPlr->y;
respdata[i].iZ = varPlr->z;
// client doesnt read nano data here
if (varPlr != plr) { // apply the new member's buffs to the group and the group's buffs to the new member
if (Nanos::SkillTable[varPlr->Nanos[varPlr->activeNano].iSkillID].targetType == 3)
Nanos::applyBuff(sock, varPlr->Nanos[varPlr->activeNano].iSkillID, 1, 1, bitFlag);
if (Nanos::SkillTable[plr->Nanos[plr->activeNano].iSkillID].targetType == 3)
Nanos::applyBuff(sockTo, plr->Nanos[plr->activeNano].iSkillID, 1, 1, bitFlag);
}
}
sendToGroup(otherPlr, (void*)&respbuf, P_FE2CL_PC_GROUP_JOIN, resplen);
addToGroup(otherPlr->group, sock);
}
static void leaveGroup(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
groupKickPlayer(plr);
groupKick(plr->group, sock);
}
void Groups::sendToGroup(Player* plr, void* buf, uint32_t type, size_t size) {
for (int i = 0; i < plr->groupCnt; i++) {
CNSocket* sock = PlayerManager::getSockFromID(plr->groupIDs[i]);
if (sock == nullptr)
continue;
if (type == P_FE2CL_PC_GROUP_LEAVE_SUCC) {
Player* leavingPlr = PlayerManager::getPlayer(sock);
leavingPlr->iIDGroup = leavingPlr->iID;
}
sock->sendPacket(buf, type, size);
void Groups::sendToGroup(Group* group, void* buf, uint32_t type, size_t size) {
auto players = group->filter(EntityKind::PLAYER);
for (EntityRef ref : players) {
ref.sock->sendPacket(buf, type, size);
}
}
void Groups::groupTickInfo(Player* plr) {
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO), plr->groupCnt, sizeof(sPCGroupMemberInfo))) {
std::cout << "[WARN] bad sP_FE2CL_PC_GROUP_JOIN packet size\n";
return;
void Groups::sendToGroup(Group* group, EntityRef excluded, void* buf, uint32_t type, size_t size) {
auto players = group->filter(EntityKind::PLAYER);
for (EntityRef ref : players) {
if(ref != excluded) ref.sock->sendPacket(buf, type, size);
}
}
void Groups::groupTickInfo(CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
Group* group = plr->group;
std::vector<EntityRef> pcs = group->filter(EntityKind::PLAYER);
std::vector<EntityRef> npcs = group->filter(EntityKind::COMBAT_NPC);
size_t pcCount = pcs.size();
size_t npcCount = npcs.size();
size_t resplen = sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO) + plr->groupCnt * sizeof(sPCGroupMemberInfo);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BUFFER_SIZE);
sP_FE2CL_PC_GROUP_MEMBER_INFO* pkt = (sP_FE2CL_PC_GROUP_MEMBER_INFO*)respbuf;
memset(respbuf, 0, resplen);
pkt->iID = plr->iID;
pkt->iMemberPCCnt = (int32_t)pcCount;
pkt->iMemberNPCCnt = (int32_t)npcCount;
sP_FE2CL_PC_GROUP_MEMBER_INFO *resp = (sP_FE2CL_PC_GROUP_MEMBER_INFO*)respbuf;
sPCGroupMemberInfo *respdata = (sPCGroupMemberInfo*)(respbuf+sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO));
resp->iID = plr->iID;
resp->iMemberPCCnt = plr->groupCnt;
for (int i = 0; i < plr->groupCnt; i++) {
Player* varPlr = PlayerManager::getPlayerFromID(plr->groupIDs[i]);
if (varPlr == nullptr)
continue;
respdata[i].iPC_ID = varPlr->iID;
respdata[i].iPCUID = varPlr->PCStyle.iPC_UID;
respdata[i].iNameCheck = varPlr->PCStyle.iNameCheck;
memcpy(respdata[i].szFirstName, varPlr->PCStyle.szFirstName, sizeof(varPlr->PCStyle.szFirstName));
memcpy(respdata[i].szLastName, varPlr->PCStyle.szLastName, sizeof(varPlr->PCStyle.szLastName));
respdata[i].iSpecialState = varPlr->iSpecialState;
respdata[i].iLv = varPlr->level;
respdata[i].iHP = varPlr->HP;
respdata[i].iMaxHP = PC_MAXHEALTH(varPlr->level);
//respdata[i].iMapType = 0;
//respdata[i].iMapNum = 0;
respdata[i].iX = varPlr->x;
respdata[i].iY = varPlr->y;
respdata[i].iZ = varPlr->z;
if (varPlr->activeNano > 0) {
respdata[i].bNano = 1;
respdata[i].Nano = varPlr->Nanos[varPlr->activeNano];
}
}
sendToGroup(plr, (void*)&respbuf, P_FE2CL_PC_GROUP_MEMBER_INFO, resplen);
}
static void groupUnbuff(Player* plr) {
for (int i = 0; i < plr->groupCnt; i++) {
for (int n = 0; n < plr->groupCnt; n++) {
if (i == n)
continue;
Player* otherPlr = PlayerManager::getPlayerFromID(plr->groupIDs[i]);
CNSocket* sock = PlayerManager::getSockFromID(plr->groupIDs[n]);
Nanos::applyBuff(sock, otherPlr->Nanos[otherPlr->activeNano].iSkillID, 2, 1, 0);
}
if(!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO), pcCount, sizeof(sPCGroupMemberInfo))
|| !validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO) + pcCount * sizeof(sPCGroupMemberInfo), npcCount, sizeof(sNPCGroupMemberInfo))) {
std::cout << "[WARN] bad sP_FE2CL_PC_GROUP_MEMBER_INFO packet size" << std::endl;
} else {
uint8_t* pivot = (uint8_t*)(pkt + 1);
attachGroupData(pcs, npcs, pivot);
sock->sendPacket(respbuf, P_FE2CL_PC_GROUP_MEMBER_INFO,
sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO) + pcCount * sizeof(sPCGroupMemberInfo) + npcCount * sizeof(sNPCGroupMemberInfo));
}
}
void Groups::groupKickPlayer(Player* plr) {
void Groups::groupKick(Group* group, EntityRef ref) {
// if you are the group leader, destroy your own group and kick everybody
if (plr->iID == plr->iIDGroup) {
groupUnbuff(plr);
INITSTRUCT(sP_FE2CL_PC_GROUP_LEAVE_SUCC, resp1);
sendToGroup(plr, (void*)&resp1, P_FE2CL_PC_GROUP_LEAVE_SUCC, sizeof(sP_FE2CL_PC_GROUP_LEAVE_SUCC));
plr->groupCnt = 1;
if (group->members[0] == ref) {
disbandGroup(group);
return;
}
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
if (otherPlr == nullptr)
return;
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_LEAVE), otherPlr->groupCnt - 1, sizeof(sPCGroupMemberInfo))) {
std::cout << "[WARN] bad sP_FE2CL_PC_GROUP_LEAVE packet size\n";
return;
}
size_t resplen = sizeof(sP_FE2CL_PC_GROUP_LEAVE) + (otherPlr->groupCnt - 1) * sizeof(sPCGroupMemberInfo);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_PC_GROUP_LEAVE *resp = (sP_FE2CL_PC_GROUP_LEAVE*)respbuf;
sPCGroupMemberInfo *respdata = (sPCGroupMemberInfo*)(respbuf+sizeof(sP_FE2CL_PC_GROUP_LEAVE));
resp->iID_LeaveMember = plr->iID;
resp->iMemberPCCnt = otherPlr->groupCnt - 1;
int bitFlag = getGroupFlags(otherPlr) & ~plr->iGroupConditionBitFlag;
int moveDown = 0;
CNSocket* sock = PlayerManager::getSockFromID(plr->iID);
if (sock == nullptr)
return;
for (int i = 0; i < otherPlr->groupCnt; i++) {
Player* varPlr = PlayerManager::getPlayerFromID(otherPlr->groupIDs[i]);
CNSocket* sockTo = PlayerManager::getSockFromID(otherPlr->groupIDs[i]);
if (varPlr == nullptr || sockTo == nullptr)
continue;
if (moveDown == 1)
otherPlr->groupIDs[i-1] = otherPlr->groupIDs[i];
respdata[i-moveDown].iPC_ID = varPlr->iID;
respdata[i-moveDown].iPCUID = varPlr->PCStyle.iPC_UID;
respdata[i-moveDown].iNameCheck = varPlr->PCStyle.iNameCheck;
memcpy(respdata[i-moveDown].szFirstName, varPlr->PCStyle.szFirstName, sizeof(varPlr->PCStyle.szFirstName));
memcpy(respdata[i-moveDown].szLastName, varPlr->PCStyle.szLastName, sizeof(varPlr->PCStyle.szLastName));
respdata[i-moveDown].iSpecialState = varPlr->iSpecialState;
respdata[i-moveDown].iLv = varPlr->level;
respdata[i-moveDown].iHP = varPlr->HP;
respdata[i-moveDown].iMaxHP = PC_MAXHEALTH(varPlr->level);
// respdata[i-moveDown]].iMapType = 0;
// respdata[i-moveDown]].iMapNum = 0;
respdata[i-moveDown].iX = varPlr->x;
respdata[i-moveDown].iY = varPlr->y;
respdata[i-moveDown].iZ = varPlr->z;
// client doesnt read nano data here
if (varPlr == plr) {
moveDown = 1;
otherPlr->groupIDs[i] = 0;
} else { // remove the leaving member's buffs from the group and remove the group buffs from the leaving member.
if (Nanos::SkillTable[varPlr->Nanos[varPlr->activeNano].iSkillID].targetType == 3)
Nanos::applyBuff(sock, varPlr->Nanos[varPlr->activeNano].iSkillID, 2, 1, 0);
if (Nanos::SkillTable[plr->Nanos[varPlr->activeNano].iSkillID].targetType == 3)
Nanos::applyBuff(sockTo, plr->Nanos[plr->activeNano].iSkillID, 2, 1, bitFlag);
}
}
plr->iIDGroup = plr->iID;
otherPlr->groupCnt -= 1;
sendToGroup(otherPlr, (void*)&respbuf, P_FE2CL_PC_GROUP_LEAVE, resplen);
INITSTRUCT(sP_FE2CL_PC_GROUP_LEAVE_SUCC, resp1);
sock->sendPacket((void*)&resp1, P_FE2CL_PC_GROUP_LEAVE_SUCC, sizeof(sP_FE2CL_PC_GROUP_LEAVE_SUCC));
}
int Groups::getGroupFlags(Player* plr) {
int bitFlag = 0;
for (int i = 0; i < plr->groupCnt; i++) {
Player* otherPlr = PlayerManager::getPlayerFromID(plr->groupIDs[i]);
if (otherPlr == nullptr)
continue;
bitFlag |= otherPlr->iGroupConditionBitFlag;
}
return bitFlag;
removeFromGroup(group, ref);
}
void Groups::init() {

View File

@ -1,17 +1,37 @@
#pragma once
#include "Player.hpp"
#include "core/Core.hpp"
#include "servers/CNShardServer.hpp"
#include "EntityRef.hpp"
#include <map>
#include <list>
#include <vector>
#include <assert.h>
struct Group {
std::vector<EntityRef> members;
std::vector<EntityRef> filter(EntityKind kind) {
std::vector<EntityRef> filtered;
std::copy_if(members.begin(), members.end(), std::back_inserter(filtered), [kind](EntityRef e) {
return e.kind == kind;
});
return filtered;
}
EntityRef getLeader() {
assert(members.size() > 0);
return members[0];
}
Group(EntityRef leader);
};
namespace Groups {
void init();
void sendToGroup(Player* plr, void* buf, uint32_t type, size_t size);
void groupTickInfo(Player* plr);
void groupKickPlayer(Player* plr);
int getGroupFlags(Player* plr);
void sendToGroup(Group* group, void* buf, uint32_t type, size_t size);
void sendToGroup(Group* group, EntityRef excluded, void* buf, uint32_t type, size_t size);
void groupTickInfo(CNSocket* sock);
void groupKick(Group* group, EntityRef ref);
void addToGroup(Group* group, EntityRef member);
bool removeFromGroup(Group* group, EntityRef member); // true iff group deleted
void disbandGroup(Group* group);
}

View File

@ -1,16 +1,19 @@
#include "servers/CNShardServer.hpp"
#include "Items.hpp"
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
#include "Nanos.hpp"
#include "NPCManager.hpp"
#include "Player.hpp"
#include "Abilities.hpp"
#include "Missions.hpp"
#include "Eggs.hpp"
#include "Rand.hpp"
#include "MobAI.hpp"
#include "Missions.hpp"
#include "Buffs.hpp"
#include <string.h> // for memset()
#include <assert.h>
#include <numeric>
using namespace Items;
@ -479,30 +482,34 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
resp->iSlotNum = request->iSlotNum;
resp->RemainItem = gumball;
resp->iTargetCnt = 1;
resp->eST = EST_NANOSTIMPAK;
resp->eST = (int32_t)SkillType::NANOSTIMPAK;
resp->iSkillID = 144;
int value1 = CSB_BIT_STIMPAKSLOT1 << request->iNanoSlot;
int value2 = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
int eCSB = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
respdata->eCT = 1;
respdata->iID = player->iID;
respdata->iConditionBitFlag = value1;
respdata->iConditionBitFlag = CSB_FROM_ECSB(eCSB);
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
pkt.eCSTB = value2; // eCharStatusTimeBuffID
pkt.eTBU = 1; // eTimeBuffUpdate
pkt.eTBT = 1; // eTimeBuffType 1 means nano
pkt.iConditionBitFlag = player->iConditionBitFlag |= value1;
sock->sendPacket(pkt, P_FE2CL_PC_BUFF_UPDATE);
int durationMilliseconds = Abilities::SkillTable[144].durationTime[0] * 100;
BuffStack gumballBuff = {
durationMilliseconds / MS_PER_PLAYER_TICK,
0,
sock,
BuffClass::CASH_ITEM // or BuffClass::ITEM?
};
player->addBuff(eCSB,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
},
[](EntityRef self, Buff* buff, time_t currTime) {
// no-op
},
&gumballBuff);
sock->sendPacket((void*)&respbuf, P_FE2CL_REP_PC_ITEM_USE_SUCC, resplen);
// update inventory serverside
player->Inven[resp->iSlotNum] = resp->RemainItem;
std::pair<CNSocket*, int32_t> key = std::make_pair(sock, value1);
time_t until = getTime() + (time_t)Nanos::SkillTable[144].durationTime[0] * 100;
Eggs::EggBuffs[key] = until;
}
static void itemBankOpenHandler(CNSocket* sock, CNPacketData* data) {
@ -755,7 +762,7 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
if (rolled.taros % miscDropChance.taroDropChanceTotal < miscDropChance.taroDropChance) {
plr->money += miscDropType.taroAmount;
// money nano boost
if (plr->iConditionBitFlag & CSB_BIT_REWARD_CASH) {
if (plr->hasBuff(ECSB_REWARD_CASH)) {
int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1;
@ -770,7 +777,7 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
if (levelDifference > 0)
fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0;
// scavenger nano boost
if (plr->iConditionBitFlag & CSB_BIT_REWARD_BLOB) {
if (plr->hasBuff(ECSB_REWARD_BLOB)) {
int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1;
@ -822,12 +829,12 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
void Items::giveMobDrop(CNSocket *sock, Mob* mob, const DropRoll& rolled, const DropRoll& eventRolled) {
// sanity check
if (Items::MobToDropMap.find(mob->appearanceData.iNPCType) == Items::MobToDropMap.end()) {
std::cout << "[WARN] Mob ID " << mob->appearanceData.iNPCType << " has no drops assigned" << std::endl;
if (Items::MobToDropMap.find(mob->type) == Items::MobToDropMap.end()) {
std::cout << "[WARN] Mob ID " << mob->type << " has no drops assigned" << std::endl;
return;
}
// find mob drop id
int mobDropId = Items::MobToDropMap[mob->appearanceData.iNPCType];
int mobDropId = Items::MobToDropMap[mob->type];
giveSingleDrop(sock, mob, mobDropId, rolled);

View File

@ -1,9 +1,13 @@
#pragma once
#include "servers/CNShardServer.hpp"
#include "core/Core.hpp"
#include "Player.hpp"
#include "MobAI.hpp"
#include "Rand.hpp"
#include "MobAI.hpp"
#include <vector>
#include <map>
struct CrocPotEntry {
int multStats, multLooks;

View File

@ -1,11 +1,10 @@
#include "servers/CNShardServer.hpp"
#include "Missions.hpp"
#include "PlayerManager.hpp"
#include "Nanos.hpp"
#include "Items.hpp"
#include "Transport.hpp"
#include "string.h"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp"
#include "Nanos.hpp"
using namespace Missions;
@ -164,14 +163,14 @@ static int giveMissionReward(CNSocket *sock, int task, int choice=0) {
// update player
plr->money += reward->money;
if (plr->iConditionBitFlag & CSB_BIT_REWARD_CASH) { // nano boost for taros
if (plr->hasBuff(ECSB_REWARD_CASH)) { // nano boost for taros
int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1;
plr->money += reward->money * (5 + boost) / 25;
}
if (plr->iConditionBitFlag & CSB_BIT_REWARD_BLOB) { // nano boost for fm
if (plr->hasBuff(ECSB_REWARD_BLOB)) { // nano boost for fm
int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1;
@ -367,15 +366,15 @@ static void taskStart(CNSocket* sock, CNPacketData* data) {
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
// if escort task, assign matching paths to all nearby NPCs
if (task["m_iHTaskType"] == 6) {
if (task["m_iHTaskType"] == (int)eTaskTypeProperty::EscortDefence) {
for (ChunkPos& chunkPos : Chunking::getChunksInMap(plr->instanceID)) { // check all NPCs in the instance
Chunk* chunk = Chunking::chunks[chunkPos];
for (EntityRef ref : chunk->entities) {
if (ref.type != EntityType::PLAYER) {
if (ref.kind != EntityKind::PLAYER) {
BaseNPC* npc = (BaseNPC*)ref.getEntity();
NPCPath* path = Transport::findApplicablePath(npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, missionData->iTaskNum);
NPCPath* path = Transport::findApplicablePath(npc->id, npc->type, missionData->iTaskNum);
if (path != nullptr) {
Transport::constructPathNPC(npc->appearanceData.iNPC_ID, path);
Transport::constructPathNPC(npc->id, path);
return;
}
}
@ -399,7 +398,7 @@ static void taskEnd(CNSocket* sock, CNPacketData* data) {
* once we comb over mission logic more throughly
*/
bool mobsAreKilled = false;
if (task->task["m_iHTaskType"] == 5) {
if (task->task["m_iHTaskType"] == (int)eTaskTypeProperty::Defeat) {
mobsAreKilled = true;
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == missionData->iTaskNum) {

View File

@ -1,9 +1,11 @@
#pragma once
#include "servers/CNShardServer.hpp"
#include "core/Core.hpp"
#include "JSON.hpp"
#include "Player.hpp"
#include "JSON.hpp"
#include <map>
struct Reward {
int32_t id;

File diff suppressed because it is too large Load Diff

View File

@ -1,26 +1,26 @@
#pragma once
#include "core/Core.hpp"
#include "NPCManager.hpp"
#include "JSON.hpp"
enum class MobState {
INACTIVE,
ROAMING,
COMBAT,
RETREAT,
DEAD
};
#include "Entities.hpp"
#include <unordered_map>
#include <string>
namespace MobAI {
// needs to be declared before Mob's constructor
void step(CombatNPC*, time_t);
};
void deadStep(CombatNPC* self, time_t currTime);
void combatStep(CombatNPC* self, time_t currTime);
void roamingStep(CombatNPC* self, time_t currTime);
void retreatStep(CombatNPC* self, time_t currTime);
void onRoamStart(CombatNPC* self, EntityRef src);
void onCombatStart(CombatNPC* self, EntityRef src);
void onRetreat(CombatNPC* self, EntityRef src);
void onDeath(CombatNPC* self, EntityRef src);
}
struct Mob : public CombatNPC {
// general
MobState state = MobState::INACTIVE;
std::unordered_map<int32_t,time_t> unbuffTimes = {};
// dead
time_t killedTime = 0;
@ -47,16 +47,13 @@ struct Mob : public CombatNPC {
int offsetX = 0, offsetY = 0;
int groupMember[4] = {};
// for optimizing away AI in empty chunks
int playersInView = 0;
// temporary; until we're sure what's what
nlohmann::json data = {};
Mob(int x, int y, int z, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
: CombatNPC(x, y, z, angle, iID, t, id, d["m_iHP"]),
sightRange(d["m_iSightRange"]) {
state = MobState::ROAMING;
state = AIState::ROAMING;
data = d;
@ -65,20 +62,28 @@ struct Mob : public CombatNPC {
idleRange = (int)data["m_iIdleRange"];
level = data["m_iNpcLevel"];
roamX = spawnX = x;
roamY = spawnY = y;
roamZ = spawnZ = z;
roamX = x;
roamY = y;
roamZ = z;
offsetX = 0;
offsetY = 0;
appearanceData.iConditionBitFlag = 0;
// NOTE: there appear to be discrepancies in the dump
appearanceData.iHP = maxHealth;
hp = maxHealth;
type = EntityType::MOB;
_stepAI = MobAI::step;
kind = EntityKind::MOB;
// AI
stateHandlers[AIState::DEAD] = MobAI::deadStep;
stateHandlers[AIState::COMBAT] = MobAI::combatStep;
stateHandlers[AIState::ROAMING] = MobAI::roamingStep;
stateHandlers[AIState::RETREAT] = MobAI::retreatStep;
transitionHandlers[AIState::DEAD] = MobAI::onDeath;
transitionHandlers[AIState::COMBAT] = MobAI::onCombatStart;
transitionHandlers[AIState::ROAMING] = MobAI::onRoamStart;
transitionHandlers[AIState::RETREAT] = MobAI::onRetreat;
}
// constructor for /summon
@ -89,6 +94,9 @@ struct Mob : public CombatNPC {
~Mob() {}
virtual int takeDamage(EntityRef src, int amt) override;
virtual void step(time_t currTime) override;
auto operator[](std::string s) {
return data[s];
}
@ -103,5 +111,4 @@ namespace MobAI {
void clearDebuff(Mob *mob);
void followToCombat(Mob *mob);
void groupRetreat(Mob *mob);
void enterCombat(CNSocket *sock, Mob *mob);
}

View File

@ -1,4 +0,0 @@
#pragma once
#include "Chunking.hpp"
#include "Entities.hpp"

View File

@ -1,4 +1,8 @@
#include "NPCManager.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp"
#include "settings.hpp"
#include "Combat.hpp"
@ -20,8 +24,6 @@
#include <assert.h>
#include <limits.h>
#include "JSON.hpp"
using namespace NPCManager;
std::unordered_map<int32_t, BaseNPC*> NPCManager::NPCs;
@ -67,7 +69,7 @@ void NPCManager::destroyNPC(int32_t id) {
void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) {
BaseNPC* npc = NPCs[id];
npc->appearanceData.iAngle = angle;
npc->angle = angle;
ChunkPos oldChunk = npc->chunkPos;
ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
npc->x = X;
@ -79,11 +81,11 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I,
Chunking::updateEntityChunk({id}, oldChunk, newChunk);
}
void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
void NPCManager::sendToViewable(Entity *npc, void *buf, uint32_t type, size_t size) {
for (auto it = npc->viewableChunks.begin(); it != npc->viewableChunks.end(); it++) {
Chunk* chunk = *it;
for (const EntityRef& ref : chunk->entities) {
if (ref.type == EntityType::PLAYER)
if (ref.kind == EntityKind::PLAYER)
ref.sock->sendPacket(buf, type, size);
}
}
@ -122,7 +124,6 @@ static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
// 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) {
uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
#define EXTRA_HEIGHT 0
//assert(nextId < INT32_MAX);
int id = nextId--;
@ -130,12 +131,12 @@ BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type,
BaseNPC *npc = nullptr;
if (team == 2) {
npc = new Mob(x, y, z + EXTRA_HEIGHT, inst, type, NPCData[type], id);
npc = new Mob(x, y, z, inst, type, NPCData[type], id);
// re-enable respawning, if desired
((Mob*)npc)->summoned = !respawn;
} else
npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, inst, type, id);
npc = new BaseNPC(0, inst, type, id);
NPCs[id] = npc;
@ -154,7 +155,7 @@ static void npcSummonHandler(CNSocket* sock, CNPacketData* data) {
for (int i = 0; i < req->iNPCCnt; i++) {
BaseNPC *npc = summonNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType);
updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, 0);
updateNPCPosition(npc->id, plr->x, plr->y, plr->z, plr->instanceID, 0);
}
}
@ -183,9 +184,12 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
if (Warps[warpId].isInstance) {
uint64_t instanceID = Warps[warpId].instanceID;
Player* leader = plr;
if (plr->group != nullptr) leader = PlayerManager::getPlayer(plr->group->filter(EntityKind::PLAYER)[0].sock);
// if warp requires you to be on a mission, it's gotta be a unique instance
if (Warps[warpId].limitTaskID != 0 || instanceID == 14) { // 14 is a special case for the Time Lab
instanceID += ((uint64_t)plr->iIDGroup << 32); // upper 32 bits are leader ID
instanceID += ((uint64_t)leader->iID << 32); // upper 32 bits are leader ID
Chunking::createInstance(instanceID);
// save Lair entrance coords as a pseudo-Resurrect 'Em
@ -195,14 +199,13 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
plr->recallInstance = instanceID;
}
if (plr->iID == plr->iIDGroup && plr->groupCnt == 1)
if (plr->group == nullptr)
PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
else {
Player* leaderPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
for (int i = 0; i < leaderPlr->groupCnt; i++) {
Player* otherPlr = PlayerManager::getPlayerFromID(leaderPlr->groupIDs[i]);
CNSocket* sockTo = PlayerManager::getSockFromID(leaderPlr->groupIDs[i]);
auto players = plr->group->filter(EntityKind::PLAYER);
for (int i = 0; i < players.size(); i++) {
CNSocket* sockTo = players[i].sock;
Player* otherPlr = PlayerManager::getPlayer(sockTo);
if (otherPlr == nullptr || sockTo == nullptr)
continue;
@ -276,7 +279,7 @@ BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z
for (auto c = chunks->begin(); c != chunks->end(); c++) { // haha get it
Chunk* chunk = *c;
for (auto ent = chunk->entities.begin(); ent != chunk->entities.end(); ent++) {
if (ent->type == EntityType::PLAYER)
if (ent->kind == EntityKind::PLAYER)
continue;
BaseNPC* npcTemp = (BaseNPC*)ent->getEntity();
@ -301,20 +304,20 @@ static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
std::cout << "Lord Fuse stage two" << std::endl;
// Fuse doesn't move; spawnX, etc. is shorter to write than *appearanceData*
// Fuse doesn't move
// Blastons, Heal
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2467);
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2467);
newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
plr->instanceID, oldbody->angle);
// right arm, Adaptium, Stun
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX - 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2469);
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, plr->instanceID, 2469);
arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
plr->instanceID, oldbody->angle);
}
// summon left arm and stage 3 body
@ -325,18 +328,18 @@ static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
std::cout << "Lord Fuse stage three" << std::endl;
// Cosmix, Damage Point
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2468);
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2468);
newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
plr->instanceID, oldbody->angle);
// Blastons, Heal
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX + 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2470);
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, plr->instanceID, 2470);
arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
plr->instanceID, oldbody->angle);
}
std::vector<NPCEvent> NPCManager::NPCEvents = {
@ -352,11 +355,11 @@ void NPCManager::queueNPCRemoval(int32_t id) {
static void step(CNServer *serv, time_t currTime) {
for (auto& pair : NPCs) {
if (pair.second->type != EntityType::COMBAT_NPC && pair.second->type != EntityType::MOB)
if (pair.second->kind != EntityKind::COMBAT_NPC && pair.second->kind != EntityKind::MOB)
continue;
auto npc = (CombatNPC*)pair.second;
npc->stepAI(currTime);
npc->step(currTime);
}
// deallocate all NPCs queued for removal
@ -373,5 +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, 200);
REGISTER_SHARD_TIMER(step, MS_PER_COMBAT_TICK);
}

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@ -1,15 +1,16 @@
#pragma once
#include "core/Core.hpp"
#include "PlayerManager.hpp"
#include "NPC.hpp"
#include "Transport.hpp"
#include "JSON.hpp"
#include "Transport.hpp"
#include "Chunking.hpp"
#include "Entities.hpp"
#include <map>
#include <unordered_map>
#include <vector>
#include <set>
#define RESURRECT_HEIGHT 400
@ -29,8 +30,6 @@ struct NPCEvent {
: npcType(t), trigger(tr), handler(hndlr) {}
};
struct WarpLocation;
namespace NPCManager {
extern std::unordered_map<int32_t, BaseNPC*> NPCs;
extern std::map<int32_t, WarpLocation> Warps;
@ -44,7 +43,7 @@ namespace NPCManager {
void destroyNPC(int32_t);
void updateNPCPosition(int32_t, int X, int Y, int Z, uint64_t I, int angle);
void sendToViewable(BaseNPC* npc, void* buf, uint32_t type, size_t size);
void sendToViewable(Entity* npc, void* buf, uint32_t type, size_t size);
BaseNPC *summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn=false, bool baseInstance=false);

View File

@ -1,11 +1,11 @@
#include "servers/CNShardServer.hpp"
#include "Nanos.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "Combat.hpp"
#include "Missions.hpp"
#include "Groups.hpp"
#include "Abilities.hpp"
#include "NPCManager.hpp"
#include <cmath>
@ -82,40 +82,21 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
if (slot != -1 && plr->Nanos[nanoID].iSkillID == 0)
return; // prevent powerless nanos from summoning
plr->nanoDrainRate = 0;
int16_t skillID = plr->Nanos[plr->activeNano].iSkillID;
// passive nano unbuffing
if (SkillTable[skillID].drainType == 2) {
std::vector<int> targetData = findTargets(plr, skillID);
for (auto& pwr : NanoPowers)
if (pwr.skillType == SkillTable[skillID].skillType)
nanoUnbuff(sock, targetData, pwr.bitFlag, pwr.timeBuffID, 0,(SkillTable[skillID].targetType == 3));
}
if (nanoID >= NANO_COUNT || nanoID < 0)
return; // sanity check
plr->activeNano = nanoID;
skillID = plr->Nanos[nanoID].iSkillID;
sNano& nano = plr->Nanos[nanoID];
// passive nano buffing
if (SkillTable[skillID].drainType == 2) {
std::vector<int> targetData = findTargets(plr, skillID);
int boost = 0;
if (getNanoBoost(plr))
boost = 1;
for (auto& pwr : NanoPowers) {
if (pwr.skillType == SkillTable[skillID].skillType) {
resp.eCSTB___Add = 1; // the part that makes nano go ZOOMAZOOM
plr->nanoDrainRate = SkillTable[skillID].batteryUse[boost*3];
pwr.handle(sock, targetData, nanoID, skillID, 0, SkillTable[skillID].powerIntensity[boost]);
}
}
SkillData* skill = Abilities::SkillTable.count(nano.iSkillID) > 0
? &Abilities::SkillTable[nano.iSkillID] : nullptr;
if (slot != -1 && skill != nullptr && skill->drainType == SkillDrainType::PASSIVE) {
// passive buff effect
resp.eCSTB___Add = 1;
ICombatant* src = dynamic_cast<ICombatant*>(plr);
int32_t targets[] = { plr->iID };
std::vector<ICombatant*> affectedCombatants = Abilities::matchTargets(src, skill, 1, targets);
Abilities::useNanoSkill(sock, skill, nano, affectedCombatants);
}
if (!silent) // silent nano death but only for the summoning player
@ -124,7 +105,7 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
// Send to other players, these players can't handle silent nano deaths so this packet needs to be sent.
INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1);
pkt1.iPC_ID = plr->iID;
pkt1.Nano = plr->Nanos[nanoID];
pkt1.Nano = nano;
PlayerManager::sendToViewable(sock, pkt1, P_FE2CL_NANO_ACTIVE);
}
@ -211,7 +192,7 @@ int Nanos::nanoStyle(int nanoID) {
bool Nanos::getNanoBoost(Player* plr) {
for (int i = 0; i < 3; i++)
if (plr->equippedNanos[i] == plr->activeNano)
if (plr->iConditionBitFlag & (CSB_BIT_STIMPAKSLOT1 << i))
if (plr->hasBuff(ECSB_STIMPAKSLOT1 + i))
return true;
return false;
}
@ -235,18 +216,6 @@ static void nanoEquipHandler(CNSocket* sock, CNPacketData* data) {
// Update player
plr->equippedNanos[nano->iNanoSlotNum] = nano->iNanoID;
// Unbuff gumballs
int value1 = CSB_BIT_STIMPAKSLOT1 << nano->iNanoSlotNum;
if (plr->iConditionBitFlag & value1) {
int value2 = ECSB_STIMPAKSLOT1 + nano->iNanoSlotNum;
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
pkt.eCSTB = value2; // eCharStatusTimeBuffID
pkt.eTBU = 2; // eTimeBuffUpdate
pkt.eTBT = 1; // eTimeBuffType 1 means nano
pkt.iConditionBitFlag = plr->iConditionBitFlag &= ~value1;
sock->sendPacket(pkt, P_FE2CL_PC_BUFF_UPDATE);
}
// unsummon nano if replaced
if (plr->activeNano == plr->equippedNanos[nano->iNanoSlotNum])
summonNano(sock, -1);
@ -289,28 +258,26 @@ static void nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
Player *plr = PlayerManager::getPlayer(sock);
int16_t nanoID = plr->activeNano;
int16_t skillID = plr->Nanos[nanoID].iSkillID;
// validate request check
sP_CL2FE_REQ_NANO_SKILL_USE* pkt = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf;
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(int32_t), data->size)) {
std::cout << "[WARN] bad sP_CL2FE_REQ_NANO_SKILL_USE packet size" << std::endl;
return;
}
sNano& nano = plr->Nanos[plr->activeNano];
int16_t skillID = nano.iSkillID;
SkillData* skillData = &Abilities::SkillTable[skillID];
DEBUGLOG(
std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
)
std::vector<int> targetData = findTargets(plr, skillID, data);
ICombatant* plrCombatant = dynamic_cast<ICombatant*>(plr);
std::vector<ICombatant*> targetData = Abilities::matchTargets(plrCombatant, skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
Abilities::useNanoSkill(sock, skillData, nano, targetData);
int boost = 0;
if (getNanoBoost(plr))
boost = 1;
plr->Nanos[plr->activeNano].iStamina -= SkillTable[skillID].batteryUse[boost*3];
if (plr->Nanos[plr->activeNano].iStamina < 0)
plr->Nanos[plr->activeNano].iStamina = 0;
for (auto& pwr : NanoPowers)
if (pwr.skillType == SkillTable[skillID].skillType)
pwr.handle(sock, targetData, nanoID, skillID, SkillTable[skillID].durationTime[boost], SkillTable[skillID].powerIntensity[boost]);
if (plr->Nanos[plr->activeNano].iStamina < 0)
if (plr->Nanos[plr->activeNano].iStamina <= 0)
summonNano(sock, -1);
}

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@ -1,10 +1,11 @@
#pragma once
#include <set>
#include <vector>
#include "core/Core.hpp"
#include "Player.hpp"
#include "servers/CNShardServer.hpp"
#include "Abilities.hpp"
#include <map>
struct NanoData {
int style;

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@ -1,17 +1,21 @@
#pragma once
#include <string>
#include <cstring>
#include "core/Core.hpp"
#include "Chunking.hpp"
#include "Entities.hpp"
#include "Groups.hpp"
#include <vector>
/* forward declaration(s) */
class Buff;
struct BuffStack;
#define ACTIVE_MISSION_COUNT 6
#define PC_MAXHEALTH(level) (925 + 75 * (level))
struct Player : public Entity {
struct Player : public Entity, public ICombatant {
int accountId = 0;
int accountLevel = 0; // permission level (see CN_ACCOUNT_LEVEL enums)
int32_t iID = 0;
@ -32,9 +36,8 @@ struct Player : public Entity {
int8_t iPCState = 0;
int32_t iWarpLocationFlag = 0;
int64_t aSkywayLocationFlag[2] = {};
int32_t iConditionBitFlag = 0;
int32_t iSelfConditionBitFlag = 0;
int8_t iSpecialState = 0;
std::unordered_map<int, Buff*> buffs = {};
int angle = 0;
int lastX = 0, lastY = 0, lastZ = 0, lastAngle = 0;
@ -49,7 +52,6 @@ struct Player : public Entity {
bool inCombat = false;
bool onMonkey = false;
int nanoDrainRate = 0;
int healCooldown = 0;
int pointDamage = 0;
@ -65,10 +67,7 @@ struct Player : public Entity {
sTimeLimitItemDeleteInfo2CL toRemoveVehicle = {};
int32_t iIDGroup = 0;
int groupCnt = 0;
int32_t groupIDs[4] = {};
int32_t iGroupConditionBitFlag = 0;
Group* group = nullptr;
bool notify = false;
bool hidden = false;
@ -85,8 +84,31 @@ struct Player : public Entity {
time_t lastShot = 0;
std::vector<sItemBase> buyback = {};
Player() { type = EntityType::PLAYER; }
Player() { kind = EntityKind::PLAYER; }
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
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, BuffClass 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;
virtual int heal(EntityRef src, int amt) override;
virtual bool isAlive() override;
virtual int getCurrentHP() override;
virtual int getMaxHP() override;
virtual int getLevel() override;
virtual std::vector<EntityRef> getGroupMembers() override;
virtual int32_t getCharType() override;
virtual int32_t getID() override;
virtual EntityRef getRef() override;
virtual void step(time_t currTime) override;
sNano* getActiveNano();
sPCAppearanceData getAppearanceData();
};

View File

@ -1,25 +1,20 @@
#include "core/Core.hpp"
#include "PlayerManager.hpp"
#include "db/Database.hpp"
#include "core/CNShared.hpp"
#include "servers/CNShardServer.hpp"
#include "db/Database.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "Missions.hpp"
#include "Items.hpp"
#include "Nanos.hpp"
#include "Groups.hpp"
#include "Chat.hpp"
#include "Buddies.hpp"
#include "Combat.hpp"
#include "Racing.hpp"
#include "BuiltinCommands.hpp"
#include "Abilities.hpp"
#include "Eggs.hpp"
#include "settings.hpp"
#include "Missions.hpp"
#include "Chat.hpp"
#include "Items.hpp"
#include "Buddies.hpp"
#include "BuiltinCommands.hpp"
#include <assert.h>
#include <algorithm>
#include <vector>
#include <cmath>
@ -41,7 +36,13 @@ void PlayerManager::removePlayer(CNSocket* key) {
Player* plr = getPlayer(key);
uint64_t fromInstance = plr->instanceID;
Groups::groupKickPlayer(plr);
// free buff memory
for(auto buffEntry : plr->buffs)
delete buffEntry.second;
// leave group
if(plr->group != nullptr)
Groups::groupKick(plr->group, key);
// remove player's bullets
Combat::Bullets.erase(plr->iID);
@ -65,16 +66,6 @@ void PlayerManager::removePlayer(CNSocket* key) {
// if the player was in a lair, clean it up
Chunking::destroyInstanceIfEmpty(fromInstance);
// remove player's buffs from the server
auto it = Eggs::EggBuffs.begin();
while (it != Eggs::EggBuffs.end()) {
if (it->first.first == key) {
it = Eggs::EggBuffs.erase(it);
}
else
it++;
}
std::cout << players.size() << " players" << std::endl;
}
@ -232,8 +223,7 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
Database::getPlayer(plr, lm->playerId);
}
plr->groupCnt = 1;
plr->iIDGroup = plr->groupIDs[0] = plr->iID;
plr->group = nullptr;
response.iID = plr->iID;
response.uiSvrTime = getTime();
@ -348,12 +338,20 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
delete lm;
}
void PlayerManager::sendToGroup(CNSocket* sock, void* buf, uint32_t type, size_t size) {
Player* plr = getPlayer(sock);
if (plr->group == nullptr)
return;
for(const EntityRef& ref : plr->group->filter(EntityKind::PLAYER))
ref.sock->sendPacket(buf, type, size);
}
void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
Player* plr = getPlayer(sock);
for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
Chunk* chunk = *it;
for (const EntityRef& ref : chunk->entities) {
if (ref.type != EntityType::PLAYER || ref.sock == sock)
if (ref.kind != EntityKind::PLAYER || ref.sock == sock)
continue;
ref.sock->sendPacket(buf, type, size);
@ -406,21 +404,22 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
int activeSlot = -1;
bool move = false;
if (reviveData->iRegenType == 3 && plr->iConditionBitFlag & CSB_BIT_PHOENIX) {
// nano revive
switch ((ePCRegenType)reviveData->iRegenType) {
case ePCRegenType::HereByPhoenix: // nano revive
if (!(plr->hasBuff(ECSB_PHOENIX)))
return; // sanity check
plr->Nanos[plr->activeNano].iStamina = 0;
// fallthrough
case ePCRegenType::HereByPhoenixGroup: // revived by group member's nano
plr->HP = PC_MAXHEALTH(plr->level) / 2;
Nanos::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
} else if (reviveData->iRegenType == 4) {
// revived by group member's nano
break;
default: // plain respawn
plr->HP = PC_MAXHEALTH(plr->level) / 2;
} else if (reviveData->iRegenType == 5) {
// warp away
// fallthrough
case ePCRegenType::Unstick: // warp away
move = true;
} else {
// plain respawn
move = true;
plr->HP = PC_MAXHEALTH(plr->level) / 2;
break;
}
for (int i = 0; i < 3; i++) {
@ -472,11 +471,9 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
resp2.PCRegenDataForOtherPC.iHP = plr->HP;
resp2.PCRegenDataForOtherPC.iAngle = plr->angle;
Player *otherPlr = getPlayerFromID(plr->iIDGroup);
if (otherPlr != nullptr) {
int bitFlag = Groups::getGroupFlags(otherPlr);
resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
if (plr->group != nullptr) {
resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->getCompositeCondition();
resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState;
resp2.PCRegenDataForOtherPC.Nano = plr->Nanos[plr->activeNano];
@ -667,16 +664,16 @@ CNSocket *PlayerManager::getSockFromName(std::string firstname, std::string last
}
CNSocket *PlayerManager::getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname) {
switch (by) {
case eCN_GM_TargetSearchBy__PC_ID:
switch ((eCN_GM_TargetSearchBy)by) {
case eCN_GM_TargetSearchBy::PC_ID:
assert(id != 0);
return getSockFromID(id);
case eCN_GM_TargetSearchBy__PC_UID: // account id; not player id
case eCN_GM_TargetSearchBy::PC_UID: // account id; not player id
assert(uid != 0);
for (auto& pair : players)
if (pair.second->accountId == uid)
return pair.first;
case eCN_GM_TargetSearchBy__PC_Name:
case eCN_GM_TargetSearchBy::PC_Name:
assert(firstname != "" && lastname != ""); // XXX: remove this if we start messing around with edited names?
return getSockFromName(firstname, lastname);
}

View File

@ -1,16 +1,15 @@
#pragma once
#include "Player.hpp"
#include "core/Core.hpp"
#include "servers/CNShardServer.hpp"
#include "Chunking.hpp"
#include <utility>
#include "Player.hpp"
#include "Chunking.hpp"
#include "Transport.hpp"
#include "Entities.hpp"
#include <map>
#include <list>
struct WarpLocation;
namespace PlayerManager {
extern std::map<CNSocket*, Player*> players;
void init();
@ -34,6 +33,7 @@ namespace PlayerManager {
CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname);
WarpLocation *getRespawnPoint(Player *plr);
void sendToGroup(CNSocket *sock, void* buf, uint32_t type, size_t size);
void sendToViewable(CNSocket *sock, void* buf, uint32_t type, size_t size);
// TODO: unify this under the new Entity system
@ -43,7 +43,7 @@ namespace PlayerManager {
for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
Chunk* chunk = *it;
for (const EntityRef& ref : chunk->entities) {
if (ref.type != EntityType::PLAYER || ref.sock == sock)
if (ref.kind != EntityKind::PLAYER || ref.sock == sock)
continue;
ref.sock->sendPacket(pkt, type);

View File

@ -1,4 +1,7 @@
#include "PlayerMovement.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "TableData.hpp"
#include "core/Core.hpp"
@ -33,7 +36,7 @@ static void movePlayer(CNSocket* sock, CNPacketData* data) {
// [gruntwork] check if player has a follower and move it
if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) {
BaseNPC* follower = TableData::RunningNPCPaths[plr->iID].first;
Transport::NPCQueues.erase(follower->appearanceData.iNPC_ID); // erase existing points
Transport::NPCQueues.erase(follower->id); // erase existing points
std::queue<Vec3> queue;
Vec3 from = { follower->x, follower->y, follower->z };
float drag = 0.95f; // this ensures that they don't bump into the player
@ -45,7 +48,7 @@ static void movePlayer(CNSocket* sock, CNPacketData* data) {
// add a route to the queue; to be processed in Transport::stepNPCPathing()
Transport::lerp(&queue, from, to, NPC_DEFAULT_SPEED * 1.5); // little faster than typical
Transport::NPCQueues[follower->appearanceData.iNPC_ID] = queue;
Transport::NPCQueues[follower->id] = queue;
}
}

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@ -1,10 +1,12 @@
#include "servers/CNShardServer.hpp"
#include "Racing.hpp"
#include "db/Database.hpp"
#include "servers/CNShardServer.hpp"
#include "NPCManager.hpp"
#include "PlayerManager.hpp"
#include "Missions.hpp"
#include "Items.hpp"
#include "db/Database.hpp"
#include "NPCManager.hpp"
using namespace Racing;

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@ -1,8 +1,10 @@
#pragma once
#include <set>
#include "core/Core.hpp"
#include "servers/CNShardServer.hpp"
#include <map>
#include <vector>
#include <set>
struct EPInfo {
int zoneX, zoneY, EPID, maxScore, maxTime;

View File

@ -2,6 +2,7 @@
#include <random>
#include <memory>
#include <vector>
namespace Rand {
extern std::unique_ptr<std::mt19937> generator;

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@ -1,18 +1,14 @@
#include "TableData.hpp"
#include "NPCManager.hpp"
#include "Transport.hpp"
#include "Items.hpp"
#include "settings.hpp"
#include "Missions.hpp"
#include "Chunking.hpp"
#include "Nanos.hpp"
#include "Racing.hpp"
#include "Items.hpp"
#include "Vendors.hpp"
#include "Racing.hpp"
#include "Nanos.hpp"
#include "Abilities.hpp"
#include "Eggs.hpp"
#include "JSON.hpp"
#include <fstream>
#include <sstream>
#include <cmath>
@ -231,18 +227,34 @@ static void loadXDT(json& xdtData) {
// load nano powers
json skills = xdtData["m_pSkillTable"]["m_pSkillData"];
for (json::iterator _skills = skills.begin(); _skills != skills.end(); _skills++) {
auto skills = _skills.value();
SkillData skillData = { skills["m_iSkillType"], skills["m_iTargetType"], skills["m_iBatteryDrainType"], skills["m_iEffectArea"] };
for (json::iterator _skill = skills.begin(); _skill != skills.end(); _skill++) {
auto skill = _skill.value();
SkillData skillData = {
skill["m_iSkillType"],
skill["m_iEffectTarget"],
skill["m_iEffectType"],
skill["m_iTargetType"],
skill["m_iBatteryDrainType"],
skill["m_iEffectArea"]
};
skillData.valueTypes[0] = skill["m_iValueA_Type"];
skillData.valueTypes[1] = skill["m_iValueB_Type"];
skillData.valueTypes[2] = skill["m_iValueC_Type"];
for (int i = 0; i < 4; i++) {
skillData.batteryUse[i] = skills["m_iBatteryDrainUse"][i];
skillData.durationTime[i] = skills["m_iDurationTime"][i];
skillData.powerIntensity[i] = skills["m_iValueA"][i];
skillData.batteryUse[i] = skill["m_iBatteryDrainUse"][i];
skillData.durationTime[i] = skill["m_iDurationTime"][i];
skillData.values[0][i] = skill["m_iValueA"][i];
skillData.values[1][i] = skill["m_iValueB"][i];
skillData.values[2][i] = skill["m_iValueC"][i];
}
Nanos::SkillTable[skills["m_iSkillNumber"]] = skillData;
Abilities::SkillTable[skill["m_iSkillNumber"]] = skillData;
}
std::cout << "[INFO] Loaded " << Nanos::SkillTable.size() << " nano skills" << std::endl;
std::cout << "[INFO] Loaded " << Abilities::SkillTable.size() << " nano skills" << std::endl;
// load EP data
json instances = xdtData["m_pInstanceTable"]["m_pInstanceData"];
@ -314,10 +326,10 @@ static void loadPaths(json& pathData, int32_t* nextId) {
if (passedDistance >= SLIDER_GAP_SIZE) { // space them out uniformaly
passedDistance -= SLIDER_GAP_SIZE; // step down
// spawn a slider
Bus* slider = new Bus(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)--);
NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->x, slider->y, slider->z, INSTANCE_OVERWORLD, 0);
Transport::NPCQueues[slider->appearanceData.iNPC_ID] = route;
Bus* slider = new Bus(0, INSTANCE_OVERWORLD, 1, (*nextId)--);
NPCManager::NPCs[slider->id] = slider;
NPCManager::updateNPCPosition(slider->id, point.x, point.y, point.z, INSTANCE_OVERWORLD, 0);
Transport::NPCQueues[slider->id] = route;
}
// rotate
route.pop();
@ -659,7 +671,7 @@ static void loadEggs(json& eggData, int32_t* nextId) {
int id = (*nextId)--;
uint64_t instanceID = egg.find("iMapNum") == egg.end() ? INSTANCE_OVERWORLD : (int)egg["iMapNum"];
Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
Egg* addEgg = new Egg(instanceID, (int)egg["iType"], id, false);
NPCManager::NPCs[id] = addEgg;
eggCount++;
NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
@ -755,7 +767,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end())
continue; // NPC not found
BaseNPC* npc = NPCManager::NPCs[npcID];
npc->appearanceData.iAngle = angle;
npc->angle = angle;
RunningNPCRotations[npcID] = angle;
}
@ -768,8 +780,8 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end())
continue; // NPC not found
BaseNPC* npc = NPCManager::NPCs[npcID];
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y,
npc->z, instanceID, npc->appearanceData.iAngle);
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y,
npc->z, instanceID, npc->angle);
RunningNPCMapNumbers[npcID] = instanceID;
}
@ -791,12 +803,12 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
// re-enable respawning
((Mob*)npc)->summoned = false;
} else {
npc = new BaseNPC(mob["iX"], mob["iY"], mob["iZ"], mob["iAngle"], instanceID, mob["iNPCType"], id);
npc = new BaseNPC(mob["iAngle"], instanceID, mob["iNPCType"], id);
}
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
RunningMobs[npc->appearanceData.iNPC_ID] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iAngle"]);
NPCManager::NPCs[npc->id] = npc;
RunningMobs[npc->id] = npc;
NPCManager::updateNPCPosition(npc->id, mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iAngle"]);
}
// mob groups
@ -840,7 +852,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
tmpFol->offsetX = follower.find("iOffsetX") == follower.end() ? 0 : (int)follower["iOffsetX"];
tmpFol->offsetY = follower.find("iOffsetY") == follower.end() ? 0 : (int)follower["iOffsetY"];
tmpFol->groupLeader = tmp->appearanceData.iNPC_ID;
tmpFol->groupLeader = tmp->id;
tmp->groupMember[followerCount++] = *nextId;
(*nextId)--;
@ -850,7 +862,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
std::cout << "[WARN] Mob group leader with ID " << *nextId << " has too many followers (" << followers.size() << ")\n";
}
RunningGroups[tmp->appearanceData.iNPC_ID] = tmp; // store as running
RunningGroups[tmp->id] = tmp; // store as running
}
auto eggs = gruntwork["eggs"];
@ -859,7 +871,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
int id = (*nextId)--;
uint64_t instanceID = egg.find("iMapNum") == egg.end() ? INSTANCE_OVERWORLD : (int)egg["iMapNum"];
Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
Egg* addEgg = new Egg(instanceID, (int)egg["iType"], id, false);
NPCManager::NPCs[id] = addEgg;
NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
RunningEggs[id] = addEgg;
@ -893,7 +905,7 @@ static void loadNPCs(json& npcData) {
if (npc["iX"] > 512000 && npc["iY"] < 256000)
continue;
#endif
BaseNPC* tmp = new BaseNPC(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, type, npcID);
BaseNPC* tmp = new BaseNPC(npc["iAngle"], instanceID, type, npcID);
NPCManager::NPCs[npcID] = tmp;
NPCManager::updateNPCPosition(npcID, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
@ -1003,7 +1015,7 @@ static void loadMobs(json& npcData, int32_t* nextId) {
tmpFol->offsetX = follower.find("iOffsetX") == follower.end() ? 0 : (int)follower["iOffsetX"];
tmpFol->offsetY = follower.find("iOffsetY") == follower.end() ? 0 : (int)follower["iOffsetY"];
tmpFol->groupLeader = tmp->appearanceData.iNPC_ID;
tmpFol->groupLeader = tmp->id;
tmp->groupMember[followerCount++] = *nextId;
(*nextId)--;
@ -1226,7 +1238,7 @@ void TableData::flush() {
continue;
int x, y, z;
if (npc->type == EntityType::MOB) {
if (npc->kind == EntityKind::MOB) {
Mob *m = (Mob*)npc;
x = m->spawnX;
y = m->spawnY;
@ -1238,13 +1250,13 @@ void TableData::flush() {
}
// NOTE: this format deviates slightly from the one in mobs.json
mob["iNPCType"] = (int)npc->appearanceData.iNPCType;
mob["iNPCType"] = (int)npc->type;
mob["iX"] = x;
mob["iY"] = y;
mob["iZ"] = z;
mob["iMapNum"] = MAPNUM(npc->instanceID);
// this is a bit imperfect, since this is a live angle, not a spawn angle so it'll change often, but eh
mob["iAngle"] = npc->appearanceData.iAngle;
mob["iAngle"] = npc->angle;
// it's called mobs, but really it's everything
gruntwork["mobs"].push_back(mob);
@ -1259,19 +1271,19 @@ void TableData::flush() {
int x, y, z;
std::vector<Mob*> followers;
if (npc->type == EntityType::MOB) {
if (npc->kind == EntityKind::MOB) {
Mob* m = (Mob*)npc;
x = m->spawnX;
y = m->spawnY;
z = m->spawnZ;
if (m->groupLeader != m->appearanceData.iNPC_ID) { // make sure this is a leader
if (m->groupLeader != m->id) { // make sure this is a leader
std::cout << "[WARN] Non-leader mob found in running groups; ignoring\n";
continue;
}
// add follower data to vector; go until OOB or until follower ID is 0
for (int i = 0; i < 4 && m->groupMember[i] > 0; i++) {
if (NPCManager::NPCs.find(m->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[m->groupMember[i]]->type != EntityType::MOB) {
if (NPCManager::NPCs.find(m->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[m->groupMember[i]]->kind != EntityKind::MOB) {
std::cout << "[WARN] Follower with ID " << m->groupMember[i] << " not found; skipping\n";
continue;
}
@ -1285,13 +1297,13 @@ void TableData::flush() {
}
// NOTE: this format deviates slightly from the one in mobs.json
mob["iNPCType"] = (int)npc->appearanceData.iNPCType;
mob["iNPCType"] = (int)npc->type;
mob["iX"] = x;
mob["iY"] = y;
mob["iZ"] = z;
mob["iMapNum"] = MAPNUM(npc->instanceID);
// this is a bit imperfect, since this is a live angle, not a spawn angle so it'll change often, but eh
mob["iAngle"] = npc->appearanceData.iAngle;
mob["iAngle"] = npc->angle;
// followers
while (followers.size() > 0) {
@ -1300,7 +1312,7 @@ void TableData::flush() {
// populate JSON entry
json fol;
fol["iNPCType"] = follower->appearanceData.iNPCType;
fol["iNPCType"] = follower->type;
fol["iOffsetX"] = follower->offsetX;
fol["iOffsetY"] = follower->offsetY;
@ -1325,7 +1337,7 @@ void TableData::flush() {
int mapnum = MAPNUM(npc->instanceID);
if (mapnum != 0)
egg["iMapNum"] = mapnum;
egg["iType"] = npc->appearanceData.iNPCType;
egg["iType"] = npc->type;
gruntwork["eggs"].push_back(egg);
}

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@ -1,8 +1,13 @@
#pragma once
#include <map>
#include "JSON.hpp"
#include "NPCManager.hpp"
#include "Entities.hpp"
#include "Transport.hpp"
#include <map>
#include <unordered_map>
#include <vector>
// these are added to the NPC's static key to avoid collisions
const int NPC_ID_OFFSET = 1;

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@ -1,4 +1,7 @@
#include "Trading.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "db/Database.hpp"

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@ -1,7 +1,5 @@
#pragma once
#include "Items.hpp"
namespace Trading {
void init();
}

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@ -1,9 +1,12 @@
#include "Transport.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "Nanos.hpp"
#include "Transport.hpp"
#include "TableData.hpp"
#include "Combat.hpp"
#include "Entities.hpp"
#include "NPCManager.hpp"
#include "MobAI.hpp"
#include <unordered_map>
@ -257,13 +260,13 @@ static void stepNPCPathing() {
}
// skip if not simulating mobs
if (npc->type == EntityType::MOB && !MobAI::simulateMobs) {
if (npc->kind == EntityKind::MOB && !MobAI::simulateMobs) {
it++;
continue;
}
// do not roam if not roaming
if (npc->type == EntityType::MOB && ((Mob*)npc)->state != MobState::ROAMING) {
if (npc->kind == EntityKind::MOB && ((Mob*)npc)->state != AIState::ROAMING) {
it++;
continue;
}
@ -276,15 +279,15 @@ static void stepNPCPathing() {
int distanceBetween = hypot(dXY, point.z - npc->z); // total distance
// update NPC location to update viewables
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, point.x, point.y, point.z, npc->instanceID, npc->appearanceData.iAngle);
NPCManager::updateNPCPosition(npc->id, point.x, point.y, point.z, npc->instanceID, npc->angle);
// TODO: move walking logic into Entity stack
switch (npc->type) {
case EntityType::BUS:
switch (npc->kind) {
case EntityKind::BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_MOVE, busMove);
busMove.eTT = 3;
busMove.iT_ID = npc->appearanceData.iNPC_ID;
busMove.iT_ID = npc->id;
busMove.iMoveStyle = 0; // ???
busMove.iToX = point.x;
busMove.iToY = point.y;
@ -293,12 +296,12 @@ static void stepNPCPathing() {
NPCManager::sendToViewable(npc, &busMove, P_FE2CL_TRANSPORTATION_MOVE, sizeof(sP_FE2CL_TRANSPORTATION_MOVE));
break;
case EntityType::MOB:
case EntityKind::MOB:
MobAI::incNextMovement((Mob*)npc);
/* fallthrough */
default:
INITSTRUCT(sP_FE2CL_NPC_MOVE, move);
move.iNPC_ID = npc->appearanceData.iNPC_ID;
move.iNPC_ID = npc->id;
move.iMoveStyle = 0; // ???
move.iToX = point.x;
move.iToY = point.y;
@ -385,7 +388,7 @@ NPCPath* Transport::findApplicablePath(int32_t id, int32_t type, int taskID) {
void Transport::constructPathNPC(int32_t id, NPCPath* path) {
BaseNPC* npc = NPCManager::NPCs[id];
if (npc->type == EntityType::MOB)
if (npc->kind == EntityKind::MOB)
((Mob*)(npc))->staticPath = true;
npc->loopingPath = path->isLoop;

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@ -1,8 +1,11 @@
#pragma once
#include "servers/CNShardServer.hpp"
#include "core/Core.hpp"
#include <unordered_map>
#include <map>
#include <vector>
#include <queue>
const int SLIDER_SPEED = 1200;
const int SLIDER_STOP_TICKS = 16;

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@ -1,4 +1,9 @@
#include "Vendors.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp"
#include "Rand.hpp"
// 7 days

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@ -1,10 +1,9 @@
#pragma once
#include "core/Core.hpp"
#include "servers/CNShardServer.hpp"
#include "Items.hpp"
#include "PlayerManager.hpp"
#include <vector>
#include <map>
struct VendorListing {
int sort, type, id;

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@ -93,7 +93,7 @@ inline constexpr bool isOutboundPacketID(uint32_t id) {
// overflow-safe validation of variable-length packets
// for outbound packets
inline constexpr bool validOutVarPacket(size_t base, int32_t npayloads, size_t plsize) {
inline constexpr bool validOutVarPacket(size_t base, size_t npayloads, size_t plsize) {
// check for multiplication overflow
if (npayloads > 0 && (CN_PACKET_BUFFER_SIZE - 8) / (size_t)npayloads < plsize)
return false;
@ -110,7 +110,7 @@ inline constexpr bool validOutVarPacket(size_t base, int32_t npayloads, size_t p
}
// for inbound packets
inline constexpr bool validInVarPacket(size_t base, int32_t npayloads, size_t plsize, size_t datasize) {
inline constexpr bool validInVarPacket(size_t base, size_t npayloads, size_t plsize, size_t datasize) {
// check for multiplication overflow
if (npayloads > 0 && (CN_PACKET_BUFFER_SIZE - 8) / (size_t)npayloads < plsize)
return false;

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@ -23,6 +23,7 @@
#include <string>
#include <locale>
#include <codecvt>
#include <tuple>
// yes this is ugly, but this is needed to zero out the memory so we don't have random stackdata in our structs.
#define INITSTRUCT(T, x) T x; \

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@ -10,63 +10,44 @@ const float CN_EP_RANK_4 = 0.3f;
const float CN_EP_RANK_5 = 0.29f;
// methods of finding players for GM commands
enum eCN_GM_TargetSearchBy {
eCN_GM_TargetSearchBy__PC_ID, // player id
eCN_GM_TargetSearchBy__PC_Name, // firstname, lastname
eCN_GM_TargetSearchBy__PC_UID // account id
enum class eCN_GM_TargetSearchBy {
PC_ID, // player id
PC_Name, // firstname, lastname
PC_UID // account id
};
enum eCN_GM_TeleportType {
eCN_GM_TeleportMapType__XYZ,
eCN_GM_TeleportMapType__MapXYZ,
eCN_GM_TeleportMapType__MyLocation,
eCN_GM_TeleportMapType__SomeoneLocation,
eCN_GM_TeleportMapType__Unstick
enum class eCN_GM_TeleportType {
XYZ,
MapXYZ,
MyLocation,
SomeoneLocation,
Unstick
};
// nano powers
enum class eTaskTypeProperty {
None = -1,
Talk = 1,
GotoLocation = 2,
UseItems = 3,
Delivery = 4,
Defeat = 5,
EscortDefence = 6,
Max = 7
};
enum class ePCRegenType {
None,
Xcom,
Here,
HereByPhoenix,
HereByPhoenixGroup,
Unstick,
HereByPhoenixItem,
End
};
// nano power flags
enum {
EST_NONE = 0,
EST_DAMAGE = 1,
EST_HEAL_HP = 2,
EST_KNOCKDOWN = 3,
EST_SLEEP = 4,
EST_SNARE = 5,
EST_HEAL_STAMINA = 6,
EST_STAMINA_SELF = 7,
EST_STUN = 8,
EST_WEAPONSLOW = 9,
EST_JUMP = 10,
EST_RUN = 11,
EST_STEALTH = 12,
EST_SWIM = 13,
EST_MINIMAPENEMY = 14,
EST_MINIMAPTRESURE = 15,
EST_PHOENIX = 16,
EST_PROTECTBATTERY = 17,
EST_PROTECTINFECTION = 18,
EST_REWARDBLOB = 19,
EST_REWARDCASH = 20,
EST_BATTERYDRAIN = 21,
EST_CORRUPTIONATTACK = 22,
EST_INFECTIONDAMAGE = 23,
EST_KNOCKBACK = 24,
EST_FREEDOM = 25,
EST_PHOENIX_GROUP = 26,
EST_RECALL = 27,
EST_RECALL_GROUP = 28,
EST_RETROROCKET_SELF = 29,
EST_BLOODSUCKING = 30,
EST_BOUNDINGBALL = 31,
EST_INVULNERABLE = 32,
EST_NANOSTIMPAK = 33,
EST_RETURNHOMEHEAL = 34,
EST_BUFFHEAL = 35,
EST_EXTRABANK = 36,
EST__END = 37,
EST_CORRUPTIONATTACKWIN = 38,
EST_CORRUPTIONATTACKLOSE = 39,
ECSB_NONE = 0,
ECSB_UP_MOVE_SPEED = 1,
ECSB_UP_SWIM_SPEED = 2,
@ -96,6 +77,27 @@ enum {
ECSTB__END = 26,
};
enum {
ETBU_NONE = 0,
ETBU_ADD = 1,
ETBU_DEL = 2,
ETBU_CHANGE = 3,
ETBU__END = 4,
};
enum {
ETBT_NONE = 0,
ETBT_NANO = 1,
ETBT_GROUPNANO = 2,
ETBT_SHINY = 3,
ETBT_LANDEFFECT = 4,
ETBT_ITEM = 5,
ETBT_CASHITEM = 6,
ETBT__END = 7,
ETBT_SKILL = 1,
ETBT_GROUPSKILL = 2
};
enum {
SUCC = 1,
FAIL = 0,

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@ -47,8 +47,8 @@ struct PacketDesc {
* really should.
*/
struct sGM_PVPTarget {
uint32_t eCT;
uint32_t iID;
uint32_t eCT;
};
struct sSkillResult_Leech {

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@ -1,13 +1,15 @@
#include "servers/CNLoginServer.hpp"
#include "core/CNShared.hpp"
#include "db/Database.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp"
#include <regex>
#include "bcrypt/BCrypt.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp"
#include "settings.hpp"
#include <regex>
std::map<CNSocket*, CNLoginData> CNLoginServer::loginSessions;
CNLoginServer::CNLoginServer(uint16_t p) {

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@ -1,6 +1,7 @@
#pragma once
#include "core/Core.hpp"
#include "Player.hpp"
#include <map>

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@ -1,10 +1,12 @@
#include "servers/CNShardServer.hpp"
#include "core/Core.hpp"
#include "core/CNShared.hpp"
#include "db/Database.hpp"
#include "servers/Monitor.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "MobAI.hpp"
#include "core/CNShared.hpp"
#include "settings.hpp"
#include "TableData.hpp" // for flush()

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@ -3,9 +3,12 @@
#include "core/Core.hpp"
#include <map>
#include <list>
#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:

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@ -1,8 +1,10 @@
#include "servers/Monitor.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "Chat.hpp"
#include "Email.hpp"
#include "servers/Monitor.hpp"
#include "settings.hpp"
#include <cstdio>

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@ -2,9 +2,6 @@
#include "core/Core.hpp"
#include <list>
#include <mutex>
namespace Monitor {
SOCKET init();
bool acceptConnection(SOCKET, uint16_t);

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@ -1,9 +1,10 @@
#include <iostream>
#include "settings.hpp"
#include "core/CNStructs.hpp" // so we get the ACADEMY definition
#include "INIReader.hpp"
// so we get the ACADEMY definition
#include "core/CNStructs.hpp"
#include <iostream>
// defaults :)
int settings::VERBOSITY = 1;

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@ -1,5 +1,7 @@
#pragma once
#include <string>
namespace settings {
extern int VERBOSITY;
extern bool SANDBOX;

2
vendor/JSON.hpp vendored
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@ -27,6 +27,8 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#pragma once
#ifndef INCLUDE_NLOHMANN_JSON_HPP_
#define INCLUDE_NLOHMANN_JSON_HPP_