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refactor
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@@ -76,12 +76,20 @@ static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombat
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}
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}
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sSkillResult_Damage_N_Debuff result{};
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sSkillResult_Damage_N_Debuff result{};
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result.iDamage = duration / 10; // we use the duration as the damage number (why?)
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result.iDamage = duration / 10; // we use the duration as the damage number (why?)
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result.iHP = target->getCurrentHP();
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result.iHP = target->getCurrentHP();
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result.eCT = target->getCharType();
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.iID = target->getID();
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result.bProtected = blocked;
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result.bProtected = blocked;
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result.iConditionBitFlag = target->getCompositeCondition();
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result.iConditionBitFlag = target->getCompositeCondition();
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// for player targets, make sure to update Nano stamina
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if (target->getCharType() == 1) {
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Player *plr = dynamic_cast<Player*>(target);
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result.iStamina = plr->getActiveNano()->iStamina;
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}
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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}
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}
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@@ -112,7 +120,8 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
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int duration = skill->durationTime[power];
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int duration = skill->durationTime[power];
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int strength = skill->values[0][power];
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int strength = skill->values[0][power];
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BuffStack passiveBuff = {
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BuffStack passiveBuff = {
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skill->drainType == SkillDrainType::PASSIVE ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
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// if the duration is 0, it needs to be recast every tick
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duration == 0 ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
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strength, // value
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strength, // value
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source->getRef(), // source
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source->getRef(), // source
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source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
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source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
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@@ -123,7 +132,7 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
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int combatLifetime = 0;
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int combatLifetime = 0;
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if(!target->addBuff(timeBuffId,
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if(!target->addBuff(timeBuffId,
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[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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if(buff->id == ECSB_BOUNDINGBALL) {
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if(buff->id == ECSB_BOUNDINGBALL && status == ETBU_ADD) {
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// drain
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// drain
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ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
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ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
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combatant->takeDamage(buff->getLastSource(), 0); // aggro
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combatant->takeDamage(buff->getLastSource(), 0); // aggro
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@@ -138,7 +147,7 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
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Buffs::tickDrain(self, buff, COMBAT_TICKS_PER_DRAIN_PROC); // drain
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Buffs::tickDrain(self, buff, COMBAT_TICKS_PER_DRAIN_PROC); // drain
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combatLifetime++;
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combatLifetime++;
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},
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},
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&passiveBuff)) return SkillResult(); // no result if already buffed
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&passiveBuff)) return SkillResult();
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sSkillResult_Buff result{};
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sSkillResult_Buff result{};
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result.eCT = target->getCharType();
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result.eCT = target->getCharType();
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@@ -15,12 +15,12 @@ constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain);
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enum class SkillType {
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enum class SkillType {
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DAMAGE = 1,
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DAMAGE = 1,
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HEAL_HP = 2,
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HEAL_HP = 2,
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KNOCKDOWN = 3, // dnd
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KNOCKDOWN = 3, // uses DamageNDebuff
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SLEEP = 4, // dnd
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SLEEP = 4, // uses DamageNDebuff
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SNARE = 5, // dnd
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SNARE = 5, // uses DamageNDebuff
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HEAL_STAMINA = 6,
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HEAL_STAMINA = 6,
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STAMINA_SELF = 7,
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STAMINA_SELF = 7,
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STUN = 8, // dnd
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STUN = 8, // uses DamageNDebuff
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WEAPONSLOW = 9,
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WEAPONSLOW = 9,
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JUMP = 10,
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JUMP = 10,
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RUN = 11,
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RUN = 11,
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@@ -175,10 +175,13 @@ void Player::step(time_t currTime) {
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#pragma endregion
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#pragma endregion
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#pragma region CombatNPC
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#pragma region CombatNPC
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bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
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bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
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if(!isAlive())
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if(!isAlive())
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return false;
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return false;
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if (this->state != AIState::COMBAT && this->state != AIState::ROAMING)
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return false;
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if(!hasBuff(buffId)) {
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if(!hasBuff(buffId)) {
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buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
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buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
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return true;
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return true;
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@@ -189,7 +192,7 @@ bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, Buff
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return false;
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return false;
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}
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}
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Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
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Buff* CombatNPC::getBuff(int buffId) {
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if(hasBuff(buffId)) {
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if(hasBuff(buffId)) {
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return buffs[buffId];
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return buffs[buffId];
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}
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}
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@@ -359,19 +359,23 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
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int angle = (plr->angle + 180) % 360;
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int angle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
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NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
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bool isGruntworkNpc = true;
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// if it's a gruntwork NPC, rotate in-place
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if (TableData::RunningMobs.find(npc->id) != TableData::RunningMobs.end()) {
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NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
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// add a rotation entry to the gruntwork file, unless it's already a gruntwork NPC
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Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
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if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()) {
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+ std::to_string(npc->id));
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} else {
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TableData::RunningNPCRotations[npc->id] = angle;
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TableData::RunningNPCRotations[npc->id] = angle;
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isGruntworkNpc = false;
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Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
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+ std::to_string(npc->id));
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}
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}
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Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) +
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// update rotation clientside
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" for " + (isGruntworkNpc ? "gruntwork " : "") + "NPC " + std::to_string(npc->id));
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INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
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pkt.NPCAppearanceData = npc->getAppearanceData();
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// update rotation clientside by refreshing the player's chunks (same as the /refresh command)
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sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
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PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID);
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}
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}
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static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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