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56 Commits

Author SHA1 Message Date
gsemaj
bbaaa53df2 [WIP] Active power handling
TODO:
- recall (self and group) is broken
- revive (only group) is broken
- damage + debuff is unimplemented
2022-11-27 17:39:08 -05:00
gsemaj
273b73379e Sync with master 2022-07-30 22:50:03 -07:00
gsemaj
1709d2b0ef 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.
2022-07-30 22:35:20 -07:00
gsemaj
457c320d48 Move some stuff from playerTick to player combat step 2022-07-30 22:35:19 -07:00
gsemaj
29024e9351 Refactor group handling 2022-07-30 22:35:19 -07:00
gsemaj
0994aaff71 Port egg buffs over to new system 2022-07-30 22:35:19 -07:00
gsemaj
cb94018e46 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.
2022-07-30 22:35:18 -07:00
gsemaj
e0a0cc186e Passive nano powers 2022-07-30 22:35:18 -07:00
gsemaj
d4253c3b49 YET ANOTHER ITERATION of the new ability system
I am very tired
2022-07-30 22:35:17 -07:00
gsemaj
5b58055924 Passive nano powers pt 1 2022-07-30 22:35:17 -07:00
gsemaj
7a7cdb1330 Passive nano powers boilerplate 2022-07-30 22:35:16 -07:00
gsemaj
0e054e21b6 Fix timed out buffs not calling onExpire 2022-07-30 22:35:16 -07:00
gsemaj
ad9bf2a9e3 Buff framework tweaks + polish 2022-07-30 22:35:16 -07:00
gsemaj
a38bf0e7be 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.
2022-07-30 22:35:15 -07:00
gsemaj
3d22103113 oops 2022-07-30 22:35:15 -07:00
gsemaj
761581afd7 CRLF purge in Buffs.cpp 2022-07-30 22:35:15 -07:00
gsemaj
daec7a33b7 egg prep 2022-07-30 22:35:14 -07:00
gsemaj
462ced6685 Move Buff implementation to Buffs.cpp 2022-07-30 22:35:14 -07:00
gsemaj
cc190efc63 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
- ???
2022-07-30 22:35:14 -07:00
gsemaj
df1b4ff160 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
2022-07-30 22:35:13 -07:00
gsemaj
9f7c8a18df Get rid of player fire rate suspicion
This was super primitive & jank, and caused false positives.
Will replace with a polished system later on.
2022-07-30 22:32:25 -07:00
gsemaj
ea61ed1aaa Handle case where cmake is invoked outside root 2022-07-30 22:32:25 -07:00
gsemaj
9982d9bdda Start moving passive power processing to playerTick 2022-07-30 22:32:25 -07:00
gsemaj
398e9fddf8 Groundwork for new buff system 2022-07-30 22:32:24 -07:00
gsemaj
fd664c4f19 Active power classification 2022-07-30 22:32:24 -07:00
gsemaj
feaaf4cab9 some struct reorg 2022-07-30 22:32:24 -07:00
gsemaj
d3e6bae5d9 Replace group filter operator with function 2022-07-30 22:32:24 -07:00
gsemaj
0f042c4233 Ignore .bak files
for my local backups lol
2022-07-30 22:32:24 -07:00
gsemaj
3dc7124f58 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.
2022-07-30 22:32:23 -07:00
gsemaj
71e78afa0b (WIP) EXPERIMENTAL GROUP CHANGES 2022-07-30 22:32:23 -07:00
gsemaj
0a2b3fbdad (WIP) TODO ABILITIES 2022-07-30 22:31:18 -07:00
gsemaj
911dbaab83 Move mob aggro logic into takeDamage override
God that feels good
2022-07-30 22:31:18 -07:00
gsemaj
7183180be5 (WIP) Move away from rigid states/transitions to allow custom behavior 2022-07-30 22:31:18 -07:00
gsemaj
3f1f78942e EntityType -> EntityKind 2022-07-30 22:31:18 -07:00
gsemaj
a9dea36882 (WIP) onRoamStart hook implementation 2022-07-30 22:31:17 -07:00
gsemaj
de23779209 (WIP) Remove BaseNPC::barkerType to save space 2022-07-30 22:31:17 -07:00
gsemaj
748a82e223 ope 2022-07-30 22:31:17 -07:00
gsemaj
231e88fd55 (WIP) onCombatStart hook implementation 2022-07-30 22:31:17 -07:00
gsemaj
abfb562489 (WIP) onDeath hook implementation 2022-07-30 22:31:17 -07:00
gsemaj
589c5a8732 (WIP) Add src param to transition + certain hooks
Should all hooks have src? I think not
2022-07-30 22:31:17 -07:00
gsemaj
0b8b92b7f6 (WIP) Transitions + hook definitions + onRetreat hook implementation 2022-07-30 22:31:17 -07:00
gsemaj
f0cf6326e5 (WIP) Point 2: Generalization 2022-07-30 22:31:16 -07:00
gsemaj
82bc94c01c (WIP) Point 1: step functions 2022-07-30 22:29:14 -07:00
gsemaj
5d9dcb8609 (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.
2022-07-30 22:29:13 -07:00
gsemaj
166e148878 (WIP) Move ICombatant functions around a bit 2022-07-30 22:29:12 -07:00
gsemaj
14b02ec5d2 (WIP) Initial ICombatant draft 2022-07-30 22:29:12 -07:00
d50c312227 [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.
2022-07-30 22:29:10 -07:00
18ed96493f [refactor] Replace a few uses of magic numbers with enums 2022-07-30 22:29:10 -07:00
71a7d3d164 [refactor] Cosmetic cleanup in Fuse fight functions 2022-07-30 22:29:08 -07:00
520efd6dd5 [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.
2022-07-30 22:29:08 -07:00
gsemaj
0a8ef2ebbd [WIP] Stub power handler 2022-07-30 22:29:06 -07:00
gsemaj
3f4aca8a5d [WIP] Use EntityRef instead of CNSocket in ability handler 2022-07-30 22:29:06 -07:00
gsemaj
b0de75d80e [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.
2022-07-30 22:29:05 -07:00
gsemaj
8f88edaad1 [WIP] Rename Entity.type -> Entity.kind 2022-07-30 22:29:04 -07:00
gsemaj
6896d35427 [WIP] Fix Nanos -> Abilities namespace calls 2022-07-30 22:29:01 -07:00
gsemaj
d74a9747d9 [WIP] Initial merge of ability namespaces & features 2022-07-30 22:29:00 -07:00
66 changed files with 2504 additions and 2355 deletions

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

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@ -3,7 +3,8 @@ project(OpenFusion)
set(CMAKE_CXX_STANDARD 17) 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 # OpenFusion supports multiple packet/struct versions
# 104 is the default version to build which can be changed # 104 is the default version to build which can be changed

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

File diff suppressed because it is too large Load Diff

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@ -1,64 +1,68 @@
#pragma once #pragma once
#include "core/Core.hpp" #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 { #include <map>
int16_t skillType; #include <vector>
int32_t bitFlag;
int16_t timeBuffID;
PowerHandler handler;
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) { enum class SkillEffectTarget {
if (handler == nullptr) POINT = 1,
return; SELF = 2,
CONE = 3,
handler(sock, targetData, nanoID, skillID, duration, amount, skillType, bitFlag, timeBuffID); WEAPON = 4,
} AREA_SELF = 5,
AREA_TARGET = 6
}; };
typedef void (*MobPowerHandler)(Mob*, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t); enum class SkillTargetType {
MOBS = 1,
SELF = 2,
GROUP = 3
};
struct MobPower { enum class SkillDrainType {
int16_t skillType; ACTIVE = 1,
int32_t bitFlag; PASSIVE = 2
int16_t timeBuffID; };
MobPowerHandler handler;
MobPower(int16_t s, int32_t b, int16_t t, MobPowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {} struct SkillResult {
size_t size;
void handle(Mob *mob, std::vector<int> targetData, int16_t skillID, int16_t duration, int16_t amount) { uint8_t payload[MAX_SKILLRESULT_SIZE];
if (handler == nullptr) SkillResult(size_t len, void* dat) {
return; size = len;
memcpy(payload, dat, len);
handler(mob, targetData, skillID, duration, amount, skillType, bitFlag, timeBuffID); }
SkillResult() {
size = 0;
} }
}; };
struct SkillData { struct SkillData {
int skillType; int skillType; // eST
int targetType; SkillEffectTarget effectTarget;
int drainType; int effectType; // always 1?
SkillTargetType targetType;
SkillDrainType drainType;
int effectArea; int effectArea;
int batteryUse[4]; int batteryUse[4];
int durationTime[4]; int durationTime[4];
int powerIntensity[4];
int valueTypes[3];
int values[3][4];
}; };
namespace Nanos { namespace Abilities {
extern std::vector<NanoPower> NanoPowers;
extern std::map<int32_t, SkillData> SkillTable; 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); void useNanoSkill(CNSocket*, SkillData*, sNano&, std::vector<ICombatant*>);
int applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t groupFlags); void useNPCSkill(EntityRef, int skillID, std::vector<ICombatant*>);
std::vector<int> findTargets(Player* plr, int skillID, CNPacketData* data = nullptr); std::vector<ICombatant*> matchTargets(SkillData*, int, int32_t*);
} int getCSTBFromST(int eSkillType);
namespace Combat {
extern std::vector<MobPower> MobPowers;
} }

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

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

151
src/Buffs.cpp Normal file
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@ -0,0 +1,151 @@
#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;
}
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::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
pkt.eCT = combatant->getCharType();
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));
}
#pragma endregion

90
src/Buffs.hpp Normal file
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@ -0,0 +1,90 @@
#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);
/*
* 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 timeBuffTimeout(EntityRef self);
}

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

View File

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

View File

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

View File

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

View File

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

View File

@ -1,22 +1,270 @@
#include "Combat.hpp" #include "Combat.hpp"
#include "PlayerManager.hpp"
#include "Nanos.hpp" #include "servers/CNShardServer.hpp"
#include "NPCManager.hpp"
#include "Items.hpp"
#include "Missions.hpp"
#include "Groups.hpp"
#include "Transport.hpp"
#include "Racing.hpp"
#include "Abilities.hpp"
#include "Rand.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 <assert.h>
#include <iostream>
#include <functional>
using namespace Combat; using namespace Combat;
/// Player Id -> Bullet Id -> Bullet /// Player Id -> Bullet Id -> Bullet
std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets; 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) {
EntityRef self = PlayerManager::getSockFromID(iID);
if(!hasBuff(buffId)) {
buffs[buffId] = new Buff(buffId, self, 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, int buffClass) {
if(hasBuff(buffId)) {
buffs[buffId]->clear((BuffClass)buffClass);
if(buffs[buffId]->isStale()) {
delete buffs[buffId];
buffs.erase(buffId);
}
}
}
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);
}
}
#pragma endregion
#pragma region CombatNPC
bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
return false;
}
Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
return nullptr;
}
void CombatNPC::removeBuff(int buffId) { /* stubbed */ }
void CombatNPC::removeBuff(int buffId, int buffClass) { /* stubbed */ }
bool CombatNPC::hasBuff(int buffId) { /* stubbed */
return false;
}
int CombatNPC::getCompositeCondition() { /* stubbed */
return 0;
}
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, static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,
bool batteryBoost, int attackerStyle, bool batteryBoost, int attackerStyle,
int defenderStyle, int difficulty) { int defenderStyle, int difficulty) {
@ -61,26 +309,6 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
auto targets = (int32_t*)data->trailers; auto targets = (int32_t*)data->trailers;
// rapid fire anti-cheat
// TODO: move this out of here, when generalizing packet frequency validation
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 (pkt->iNPCCnt > 3) // 3+ targets should never be possible
plr->suspicionRating += 10000;
if (plr->suspicionRating > 10000) { // kill the socket when the player is too suspicious
sock->kill();
CNShardServer::_killConnection(sock);
return;
}
/* /*
* IMPORTANT: This validates memory safety in addition to preventing * IMPORTANT: This validates memory safety in addition to preventing
* ordinary cheating. If the client sends a very large number of trailing * ordinary cheating. If the client sends a very large number of trailing
@ -105,7 +333,7 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
BaseNPC* npc = NPCManager::NPCs[targets[i]]; 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; std::cout << "[WARN] pcAttackNpcs: NPC is not a mob" << std::endl;
return; return;
} }
@ -128,11 +356,11 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
else else
plr->batteryW = 0; 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].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 respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
} }
@ -159,7 +387,7 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
plr->HP -= damage.first; plr->HP -= damage.first;
pkt->iNPC_ID = mob->appearanceData.iNPC_ID; pkt->iNPC_ID = mob->id;
pkt->iPCCnt = 1; pkt->iPCCnt = 1;
atk->iID = plr->iID; atk->iID = plr->iID;
@ -171,51 +399,10 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs); PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs);
if (plr->HP <= 0) { if (plr->HP <= 0) {
mob->target = nullptr; if (!MobAI::aggroCheck(mob, getTime()))
mob->state = MobState::RETREAT; mob->transition(AIState::RETREAT, mob->target);
if (!MobAI::aggroCheck(mob, currTime)) {
MobAI::clearDebuff(mob);
if (mob->groupLeader != 0)
MobAI::groupRetreat(mob);
} }
} }
}
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 * When a group of players is doing missions together, we want them to all get
@ -224,96 +411,16 @@ int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
* single RNG roll per mission task, and every group member shares that same * single RNG roll per mission task, and every group member shares that same
* set of rolls. * set of rolls.
*/ */
static void genQItemRolls(Player *leader, std::map<int, int>& rolls) { void Combat::genQItemRolls(std::vector<Player*> players, std::map<int, int>& rolls) {
for (int i = 0; i < leader->groupCnt; i++) { for (int i = 0; i < players.size(); i++) {
if (leader->groupIDs[i] == 0)
continue;
CNSocket *otherSock = PlayerManager::getSockFromID(leader->groupIDs[i]);
if (otherSock == nullptr)
continue;
Player *member = PlayerManager::getPlayer(otherSock);
Player* member = players[i];
for (int j = 0; j < ACTIVE_MISSION_COUNT; j++) for (int j = 0; j < ACTIVE_MISSION_COUNT; j++)
if (member->tasks[j] != 0) if (member->tasks[j] != 0)
rolls[member->tasks[j]] = Rand::rand(); 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) { static void combatBegin(CNSocket *sock, CNPacketData *data) {
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
@ -336,40 +443,27 @@ static void combatEnd(CNSocket *sock, CNPacketData *data) {
plr->healCooldown = 4000; plr->healCooldown = 4000;
} }
static void dotDamageOnOff(CNSocket *sock, CNPacketData *data) { static void dealGooDamage(CNSocket *sock) {
sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf;
Player *plr = PlayerManager::getPlayer(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); size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8); assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
Player *plr = PlayerManager::getPlayer(sock);
memset(respbuf, 0, resplen); memset(respbuf, 0, resplen);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf; 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)); 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 amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
dmg->bProtected = 1; dmg->bProtected = 1;
// eggs allow protection without nanos // 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; plr->Nanos[plr->activeNano].iStamina -= 3;
} else { } else {
plr->HP -= amount; plr->HP -= amount;
@ -393,12 +487,39 @@ static void dealGooDamage(CNSocket *sock, int amount) {
dmg->iID = plr->iID; dmg->iID = plr->iID;
dmg->iDamage = amount; dmg->iDamage = amount;
dmg->iHP = plr->HP; dmg->iHP = plr->HP;
dmg->iConditionBitFlag = plr->iConditionBitFlag; dmg->iConditionBitFlag = plr->getCompositeCondition();
sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen); 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); 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) { static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
sP_CL2FE_REQ_PC_ATTACK_CHARs* pkt = (sP_CL2FE_REQ_PC_ATTACK_CHARs*)data->buf; sP_CL2FE_REQ_PC_ATTACK_CHARs* pkt = (sP_CL2FE_REQ_PC_ATTACK_CHARs*)data->buf;
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
@ -408,12 +529,12 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
return; return;
// Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes). // 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"; std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n";
return; 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))) { 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"; std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_CHARs_SUCC packet size\n";
@ -432,11 +553,19 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
resp->iTargetCnt = pkt->iTargetCnt; resp->iTargetCnt = pkt->iTargetCnt;
for (int i = 0; i < pkt->iTargetCnt; i++) { 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) { for (auto& pair : PlayerManager::players) {
if (pair.second->iID == pktdata[i*2]) { if (pair.second->iID == pktdata[i].iID) {
target = pair.second; target = pair.second;
break; break;
} }
@ -448,67 +577,41 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
return; 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) } else { // eCT == 4; attack mob
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 (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].iID];
if (npc->kind != EntityKind::MOB) {
std::cout << "[WARN] pcAttackChars: NPC is not a mob" << std::endl;
return;
}
Mob* mob = (Mob*)npc;
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 + plr->level) if (plr->batteryW >= 6 + plr->level)
plr->batteryW -= 6 + plr->level; plr->batteryW -= 6 + plr->level;
else else
plr->batteryW = 0; plr->batteryW = 0;
target->HP -= damage.first; damage.first = target->takeDamage(sock, damage.first);
respdata[i].eCT = pktdata[i*2+1]; respdata[i].eCT = pktdata[i].eCT;
respdata[i].iID = target->iID; respdata[i].iID = target->getID();
respdata[i].iDamage = damage.first; respdata[i].iDamage = damage.first;
respdata[i].iHP = target->HP; respdata[i].iHP = target->getCurrentHP();
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade 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()) {
// 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) {
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;
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
}
} }
sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen); sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen);
@ -644,21 +747,6 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
return; 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 * initialize response struct
* rocket style hit doesn't work properly, so we're always sending this one * rocket style hit doesn't work properly, so we're always sending this one
@ -687,7 +775,7 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
} }
BaseNPC* npc = NPCManager::NPCs[pktdata[i]]; 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; std::cout << "[WARN] projectileHit: NPC is not a mob" << std::endl;
return; return;
} }
@ -700,11 +788,11 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
int difficulty = (int)mob->data["m_iNpcLevel"]; 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 = 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].iDamage = damage.first;
respdata[i].iHP = mob->appearanceData.iHP; respdata[i].iHP = mob->hp;
respdata[i].iHitFlag = damage.second; respdata[i].iHitFlag = damage.second;
} }
@ -719,6 +807,7 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
static void playerTick(CNServer *serv, time_t currTime) { static void playerTick(CNServer *serv, time_t currTime) {
static time_t lastHealTime = 0; static time_t lastHealTime = 0;
static time_t lastCombatTIme = 0;
for (auto& pair : PlayerManager::players) { for (auto& pair : PlayerManager::players) {
CNSocket *sock = pair.first; CNSocket *sock = pair.first;
@ -726,18 +815,13 @@ static void playerTick(CNServer *serv, time_t currTime) {
bool transmit = false; bool transmit = false;
// group ticks // group ticks
if (plr->groupCnt > 1) if (plr->group != nullptr)
Groups::groupTickInfo(plr); Groups::groupTickInfo(sock);
// do not tick dead players // do not tick dead players
if (plr->HP <= 0) if (plr->HP <= 0)
continue; 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 // heal
if (currTime - lastHealTime >= 4000 && !plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) { if (currTime - lastHealTime >= 4000 && !plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) {
if (currTime - lastHealTime - plr->healCooldown >= 4000) { if (currTime - lastHealTime - plr->healCooldown >= 4000) {
@ -749,22 +833,21 @@ static void playerTick(CNServer *serv, time_t currTime) {
plr->healCooldown -= 4000; plr->healCooldown -= 4000;
} }
for (int i = 0; i < 3; i++) { // combat tick
if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // spend stamina if(currTime - lastCombatTIme >= 2000) {
plr->Nanos[plr->activeNano].iStamina -= 1 + plr->nanoDrainRate / 5; plr->step(currTime);
if (plr->Nanos[plr->activeNano].iStamina <= 0)
Nanos::summonNano(sock, -1, true); // unsummon nano silently
transmit = true; 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) // nanos
nano.iStamina = 150; if (plr->activeNano != 0) { // tick active nano
sNano* nano = plr->getActiveNano();
transmit = true; if (Abilities::SkillTable.find(nano->iSkillID) != Abilities::SkillTable.end()) {
// nano has skill data
SkillData* skill = &Abilities::SkillTable[nano->iSkillID];
if (skill->drainType == SkillDrainType::PASSIVE)
Nanos::applyNanoBuff(skill, plr);
// ^ composite condition calculation is separate from combat for responsiveness
} }
} }
@ -780,6 +863,19 @@ static void playerTick(CNServer *serv, time_t currTime) {
PlayerManager::sendToViewable(sock, (void*)&dead, P_FE2CL_PC_SUDDEN_DEAD, sizeof(sP_FE2CL_PC_SUDDEN_DEAD)); 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->tick(currTime);
if(buff->isStale()) {
// garbage collect
it = plr->buffs.erase(it);
delete buff;
}
else it++;
}
if (transmit) { if (transmit) {
INITSTRUCT(sP_FE2CL_REP_PC_TICK, pkt); INITSTRUCT(sP_FE2CL_REP_PC_TICK, pkt);
@ -794,13 +890,15 @@ 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) if (currTime - lastHealTime >= 4000)
lastHealTime = currTime; lastHealTime = currTime;
if(currTime - lastCombatTIme >= 2000)
lastCombatTIme = currTime;
} }
void Combat::init() { 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); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs);

View File

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

View File

@ -1,18 +1,19 @@
#include "CustomCommands.hpp" #include "CustomCommands.hpp"
#include "Chat.hpp"
#include "db/Database.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "Chat.hpp"
#include "TableData.hpp" #include "TableData.hpp"
#include "NPCManager.hpp" #include "NPCManager.hpp"
#include "Eggs.hpp"
#include "MobAI.hpp" #include "MobAI.hpp"
#include "Items.hpp"
#include "db/Database.hpp"
#include "Transport.hpp"
#include "Missions.hpp" #include "Missions.hpp"
#include "Eggs.hpp"
#include "Items.hpp"
#include "Abilities.hpp"
#include <sstream> #include <sstream>
#include <iterator>
#include <math.h>
#include <limits.h> #include <limits.h>
typedef void (*CommandHandler)(std::string fullString, std::vector<std::string>& args, CNSocket* sock); 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); BaseNPC *npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true);
// update angle // update angle
npc->appearanceData.iAngle = (plr->angle + 180) % 360; npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, npc->appearanceData.iAngle); 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 we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) { if (PLAYERID(plr->instanceID) != 0) {
npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true, true); npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true, true);
npc->appearanceData.iAngle = (plr->angle + 180) % 360; npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, npc->instanceID, npc->appearanceData.iAngle); 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) + Chat::sendServerMessage(sock, "/summonW: placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID)); ", id: " + std::to_string(npc->id));
TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc; // only record the one in the template 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) { 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; return;
} }
if (TableData::RunningEggs.find(npc->appearanceData.iNPC_ID) != TableData::RunningEggs.end()) { if (TableData::RunningEggs.find(npc->id) != TableData::RunningEggs.end()) {
Chat::sendServerMessage(sock, "/unsummonW: removed egg with type: " + std::to_string(npc->appearanceData.iNPCType) + Chat::sendServerMessage(sock, "/unsummonW: removed egg with type: " + std::to_string(npc->type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID)); ", id: " + std::to_string(npc->id));
TableData::RunningEggs.erase(npc->appearanceData.iNPC_ID); TableData::RunningEggs.erase(npc->id);
NPCManager::destroyNPC(npc->appearanceData.iNPC_ID); NPCManager::destroyNPC(npc->id);
return; return;
} }
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) == TableData::RunningMobs.end() if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()
&& TableData::RunningGroups.find(npc->appearanceData.iNPC_ID) == TableData::RunningGroups.end()) { && TableData::RunningGroups.find(npc->id) == TableData::RunningGroups.end()) {
Chat::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob."); Chat::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob.");
return; 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; int leadId = ((Mob*)npc)->groupLeader;
if (leadId != 0) { 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; std::cout << "[WARN] unsummonW: leader not found!" << std::endl;
} }
Mob* leadNpc = (Mob*)NPCManager::NPCs[leadId]; 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) if (leadNpc->groupMember[i] == 0)
break; 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; std::cout << "[WARN] unsommonW: leader can't find a group member!" << std::endl;
continue; 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) + Chat::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID)); ", 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) { 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 // return all mobs to their spawn points
for (auto& pair : NPCManager::NPCs) { for (auto& pair : NPCManager::NPCs) {
if (pair.second->type != EntityType::MOB) if (pair.second->kind != EntityKind::MOB)
continue; continue;
Mob* mob = (Mob*)pair.second; Mob* mob = (Mob*)pair.second;
mob->state = MobState::RETREAT; mob->state = AIState::RETREAT;
mob->target = nullptr; mob->target = nullptr;
mob->nextMovement = getTime(); 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; 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 it's a gruntwork NPC, rotate in-place
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) { if (TableData::RunningMobs.find(npc->id) != TableData::RunningMobs.end()) {
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);
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC " 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 { } 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 " 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 // update rotation clientside
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt); INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = npc->appearanceData; pkt.NPCAppearanceData = npc->getAppearanceData();
sock->sendPacket(pkt, P_FE2CL_NPC_ENTER); sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
} }
@ -443,9 +444,9 @@ static void npcInstanceCommand(std::string full, std::vector<std::string>& args,
return; return;
} }
Chat::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->appearanceData.iNPC_ID) + " to instance " + std::to_string(instance)); Chat::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->id) + " to instance " + std::to_string(instance));
TableData::RunningNPCMapNumbers[npc->appearanceData.iNPC_ID] = instance; TableData::RunningNPCMapNumbers[npc->id] = instance;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, instance, npc->appearanceData.iAngle); 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) { 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) if (*tmp)
return; return;
if (Eggs::eggBuffPlayer(sock, skillId, 0, duration)<0) if (Abilities::SkillTable.count(skillId) == 0) {
Chat::sendServerMessage(sock, "/buff: unknown skill Id"); 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) { 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 addX = 0; //-500.0f * sin(plr->angle / 180.0f * M_PI);
int addY = 0; //-500.0f * cos(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::NPCs[id] = egg;
NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID, plr->angle); 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); BaseNPC *npc = NPCManager::summonNPC(x, y, z, plr->instanceID, type, wCommand);
if (team == 2 && i > 0 && npc->type == EntityType::MOB) { if (team == 2 && i > 0 && npc->kind == EntityKind::MOB) {
leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID; leadNpc->groupMember[i-1] = npc->id;
Mob* mob = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID]; Mob* mob = (Mob*)NPCManager::NPCs[npc->id];
mob->groupLeader = leadNpc->appearanceData.iNPC_ID; mob->groupLeader = leadNpc->id;
mob->offsetX = x - plr->x; mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y; mob->offsetY = y - plr->y;
} }
npc->appearanceData.iAngle = (plr->angle + 180) % 360; npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle); 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 we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) { if (PLAYERID(plr->instanceID) != 0) {
npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, wCommand, true); npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, wCommand, true);
if (team == 2 && i > 0 && npc->type == EntityType::MOB) { if (team == 2 && i > 0 && npc->kind == EntityKind::MOB) {
leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID; leadNpc->groupMember[i-1] = npc->id;
Mob* mob = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID]; Mob* mob = (Mob*)NPCManager::NPCs[npc->id];
mob->groupLeader = leadNpc->appearanceData.iNPC_ID; mob->groupLeader = leadNpc->id;
mob->offsetX = x - plr->x; mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y; mob->offsetY = y - plr->y;
} }
npc->appearanceData.iAngle = (plr->angle + 180) % 360; npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle); NPCManager::updateNPCPosition(npc->id, x, y, z, plr->instanceID, npc->angle);
} }
Chat::sendServerMessage(sock, "/summonGroup(W): placed mob with type: " + std::to_string(type) + 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; type = type2;
leadNpc = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID]; leadNpc = (Mob*)NPCManager::NPCs[npc->id];
leadNpc->groupLeader = leadNpc->appearanceData.iNPC_ID; leadNpc->groupLeader = leadNpc->id;
} }
} }
@ -654,7 +658,7 @@ static void summonGroupCommand(std::string full, std::vector<std::string>& args,
return; 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) { static void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -671,15 +675,15 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
return; return;
} }
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->appearanceData.iNPC_ID)); Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id));
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->appearanceData.iNPCType)); Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type));
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->appearanceData.iHP)); Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp));
Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->appearanceData.iConditionBitFlag)); Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->cbf));
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->type)); Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind));
Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x)); Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x));
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y)); Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
Chat::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->z)); 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)); 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] Chunk: {" + chunkPosition + "}");
Chat::sendServerMessage(sock, "[WHOIS] MapNum: " + std::to_string(MAPNUM(npc->instanceID))); Chat::sendServerMessage(sock, "[WHOIS] MapNum: " + std::to_string(MAPNUM(npc->instanceID)));
@ -694,7 +698,7 @@ static void lairUnlockCommand(std::string full, std::vector<std::string>& args,
int lastDist = INT_MAX; int lastDist = INT_MAX;
for (Chunk *chnk : Chunking::getViewableChunks(plr->chunkPos)) { for (Chunk *chnk : Chunking::getViewableChunks(plr->chunkPos)) {
for (const EntityRef& ref : chnk->entities) { for (const EntityRef& ref : chnk->entities) {
if (ref.type == EntityType::PLAYER) if (ref.kind == EntityKind::PLAYER)
continue; continue;
BaseNPC* npc = (BaseNPC*)ref.getEntity(); BaseNPC* npc = (BaseNPC*)ref.getEntity();
@ -705,7 +709,7 @@ static void lairUnlockCommand(std::string full, std::vector<std::string>& args,
continue; continue;
for (auto it = NPCManager::Warps.begin(); it != NPCManager::Warps.end(); it++) { 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; taskID = it->second.limitTaskID;
missionID = Missions::Tasks[taskID]->task["m_iHMissionID"]; missionID = Missions::Tasks[taskID]->task["m_iHMissionID"];
lastDist = dist; lastDist = dist;
@ -977,11 +981,17 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// add first point at NPC's current location // add first point at NPC's current location
std::vector<BaseNPC*> pathPoints; 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); pathPoints.push_back(marker);
// map from player // map from player
TableData::RunningNPCPaths[plr->iID] = std::make_pair(npc, pathPoints); 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); updatePathMarkers(sock);
return; return;
} }
@ -998,7 +1008,12 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// /path kf // /path kf
if (args[1] == "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); entry->second.push_back(marker);
Chat::sendServerMessage(sock, "[PATH] Added keyframe"); Chat::sendServerMessage(sock, "[PATH] Added keyframe");
updatePathMarkers(sock); updatePathMarkers(sock);
@ -1008,8 +1023,8 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// /path here // /path here
if (args[1] == "here") { if (args[1] == "here") {
// bring the NPC to where the player is standing // bring the NPC to where the player is standing
Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue Transport::NPCQueues.erase(npc->id); // delete transport queue
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, npc->instanceID, 0); NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock); npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock); npc->enterIntoViewOf(sock);
Chat::sendServerMessage(sock, "[PATH] Come here"); Chat::sendServerMessage(sock, "[PATH] Come here");
@ -1047,9 +1062,9 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
speed = speedArg; speed = speedArg;
} }
// return NPC to home // 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]; 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->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock); npc->enterIntoViewOf(sock);
@ -1065,7 +1080,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
Transport::lerp(&keyframes, from, to, speed); // lerp from A to B Transport::lerp(&keyframes, from, to, speed); // lerp from A to B
from = to; // update point A 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 entry->second.pop_back(); // remove temp end point
Chat::sendServerMessage(sock, "[PATH] Testing NPC path"); Chat::sendServerMessage(sock, "[PATH] Testing NPC path");
@ -1075,9 +1090,9 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// /path cancel // /path cancel
if (args[1] == "cancel") { if (args[1] == "cancel") {
// return NPC to home // 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]; 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->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock); npc->enterIntoViewOf(sock);
// deallocate markers // deallocate markers
@ -1087,7 +1102,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
} }
// unmap // unmap
TableData::RunningNPCPaths.erase(plr->iID); 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; return;
} }
@ -1115,9 +1130,9 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
} }
// return NPC to home and set path to repeat // 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]; 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->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock); npc->enterIntoViewOf(sock);
npc->loopingPath = true; npc->loopingPath = true;
@ -1134,7 +1149,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
Transport::lerp(&keyframes, from, to, speed); // lerp from A to B Transport::lerp(&keyframes, from, to, speed); // lerp from A to B
from = to; // update point A 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 entry->second.pop_back(); // remove temp end point
// save to gruntwork // save to gruntwork
@ -1161,7 +1176,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
finishedPath.isLoop = true; finishedPath.isLoop = true;
finishedPath.speed = speed; finishedPath.speed = speed;
finishedPath.points = finalPoints; finishedPath.points = finalPoints;
finishedPath.targetIDs.push_back(npc->appearanceData.iNPC_ID); finishedPath.targetIDs.push_back(npc->id);
TableData::FinishedNPCPaths.push_back(finishedPath); TableData::FinishedNPCPaths.push_back(finishedPath);
@ -1173,7 +1188,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// unmap // unmap
TableData::RunningNPCPaths.erase(plr->iID); 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(); TableData::flush();
Chat::sendServerMessage(sock, "[PATH] Path saved to gruntwork"); Chat::sendServerMessage(sock, "[PATH] Path saved to gruntwork");

View File

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

View File

@ -1,141 +1,78 @@
#include "core/Core.hpp"
#include "Eggs.hpp" #include "Eggs.hpp"
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "Items.hpp"
#include "Nanos.hpp"
#include "Abilities.hpp" #include "Abilities.hpp"
#include "Groups.hpp" #include "NPCManager.hpp"
#include "Entities.hpp"
#include "Items.hpp"
#include <assert.h> #include <assert.h>
using namespace Eggs; using namespace Eggs;
/// sock, CBFlag -> until
std::map<std::pair<CNSocket*, int32_t>, time_t> Eggs::EggBuffs;
std::unordered_map<int, EggType> Eggs::EggTypes; 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* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
int bitFlag = Groups::getGroupFlags(otherPlr); // eggId might be 0 if the buff is made by the /buff command
int CBFlag = Nanos::applyBuff(sock, skillId, 1, 3, bitFlag); EntityRef src = eggId == 0 ? sock : EntityRef(eggId);
size_t resplen; if(Abilities::SkillTable.count(skillId) == 0) {
std::cout << "[WARN] egg " << eggId << " has skill ID " << skillId << " which doesn't exist" << std::endl;
if (skillId == 183) { return;
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;
} }
skillUse->iNPC_ID = eggId; SkillData* skill = &Abilities::SkillTable[skillId];
skillUse->iSkillID = skillId; if(skill->drainType == SkillDrainType::PASSIVE) {
skillUse->eST = Nanos::SkillTable[skillId].skillType; // apply buff
skillUse->iTargetCnt = 1; if(skill->targetType != SkillTargetType::SELF) {
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); int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen); 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) // use skill
return -1; std::vector<ICombatant*> targets;
targets.push_back(dynamic_cast<ICombatant*>(plr));
std::pair<CNSocket*, int32_t> key = std::make_pair(sock, CBFlag); Abilities::useNPCSkill(src, skillId, targets);
// 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;
} }
static void eggStep(CNServer* serv, time_t currTime) { 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 // check dead eggs and eggs in inactive chunks
for (auto npc : NPCManager::NPCs) { for (auto npc : NPCManager::NPCs) {
if (npc.second->type != EntityType::EGG) if (npc.second->kind != EntityKind::EGG)
continue; continue;
auto egg = (Egg*)npc.second; auto egg = (Egg*)npc.second;
if (!egg->dead || !Chunking::inPopulatedChunks(&egg->viewableChunks)) if (!egg->dead || !Chunking::inPopulatedChunks(&egg->viewableChunks))
continue; continue;
if (egg->deadUntil <= timeStamp) { if (egg->deadUntil <= currTime) {
// respawn it // respawn it
egg->dead = false; egg->dead = false;
egg->deadUntil = 0; egg->deadUntil = 0;
egg->appearanceData.iHP = 400; egg->hp = 400;
Chunking::addEntityToChunks(Chunking::getViewableChunks(egg->chunkPos), {npc.first}); Chunking::addEntityToChunks(Chunking::getViewableChunks(egg->chunkPos), {npc.first});
} }
@ -163,7 +100,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
return; return;
} }
auto egg = (Egg*)eggRef.getEntity(); 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; std::cout << "[WARN] Player tried to open something other than an?!" << std::endl;
return; 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()) { if (EggTypes.find(typeId) == EggTypes.end()) {
std::cout << "[WARN] Egg Type " << typeId << " not found!" << std::endl; std::cout << "[WARN] Egg Type " << typeId << " not found!" << std::endl;
return; return;
@ -188,16 +125,13 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
EggType* type = &EggTypes[typeId]; 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 * SHINY_PICKUP_SUCC is only causing a GUI effect in the client
* (buff icon pops up in the bottom of the screen) * (buff icon pops up in the bottom of the screen)
* so we don't send it for non-effect * so we don't send it for non-effect
*/ */
if (type->effectId != 0) { if (type->effectId != 0) {
eggBuffPlayer(sock, type->effectId, eggRef.id, type->duration);
INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp);
resp.iSkillID = type->effectId; resp.iSkillID = type->effectId;
@ -255,7 +189,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggRef); Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggRef);
egg->dead = true; egg->dead = true;
egg->deadUntil = getTime() + (time_t)type->regen * 1000; egg->deadUntil = getTime() + (time_t)type->regen * 1000;
egg->appearanceData.iHP = 0; egg->hp = 0;
} }
} }

View File

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

View File

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

View File

@ -1,18 +1,15 @@
#include "core/Core.hpp"
#include "Entities.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_standard_layout<EntityRef>::value);
static_assert(std::is_trivially_copyable<EntityRef>::value); static_assert(std::is_trivially_copyable<EntityRef>::value);
EntityRef::EntityRef(CNSocket *s) { EntityRef::EntityRef(CNSocket *s) {
type = EntityType::PLAYER; kind = EntityKind::PLAYER;
sock = s; sock = s;
} }
@ -20,11 +17,11 @@ EntityRef::EntityRef(int32_t i) {
id = i; id = i;
assert(NPCManager::NPCs.find(id) != NPCManager::NPCs.end()); assert(NPCManager::NPCs.find(id) != NPCManager::NPCs.end());
type = NPCManager::NPCs[id]->type; kind = NPCManager::NPCs[id]->kind;
} }
bool EntityRef::isValid() const { bool EntityRef::isValid() const {
if (type == EntityType::PLAYER) if (kind == EntityKind::PLAYER)
return PlayerManager::players.find(sock) != PlayerManager::players.end(); return PlayerManager::players.find(sock) != PlayerManager::players.end();
return NPCManager::NPCs.find(id) != NPCManager::NPCs.end(); return NPCManager::NPCs.find(id) != NPCManager::NPCs.end();
@ -33,21 +30,32 @@ bool EntityRef::isValid() const {
Entity *EntityRef::getEntity() const { Entity *EntityRef::getEntity() const {
assert(isValid()); assert(isValid());
if (type == EntityType::PLAYER) if (kind == EntityKind::PLAYER)
return PlayerManager::getPlayer(sock); return PlayerManager::getPlayer(sock);
return NPCManager::NPCs[id]; return NPCManager::NPCs[id];
} }
sNPCAppearanceData BaseNPC::getAppearanceData() {
sNPCAppearanceData data = {};
data.iAngle = angle;
data.iBarkerType = 0; // unused?
data.iConditionBitFlag = cbf;
data.iHP = hp;
data.iNPCType = type;
data.iNPC_ID = id;
data.iX = x;
data.iY = y;
data.iZ = z;
return data;
}
/* /*
* Entity coming into view. * Entity coming into view.
*/ */
void BaseNPC::enterIntoViewOf(CNSocket *sock) { void BaseNPC::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt); INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = appearanceData; pkt.NPCAppearanceData = getAppearanceData();
pkt.NPCAppearanceData.iX = x;
pkt.NPCAppearanceData.iY = y;
pkt.NPCAppearanceData.iZ = z;
sock->sendPacket(pkt, P_FE2CL_NPC_ENTER); sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
} }
@ -56,7 +64,7 @@ void Bus::enterIntoViewOf(CNSocket *sock) {
// TODO: Potentially decouple this from BaseNPC? // TODO: Potentially decouple this from BaseNPC?
pkt.AppearanceData = { pkt.AppearanceData = {
3, appearanceData.iNPC_ID, appearanceData.iNPCType, 3, id, type,
x, y, z x, y, z
}; };
@ -66,28 +74,40 @@ void Bus::enterIntoViewOf(CNSocket *sock) {
void Egg::enterIntoViewOf(CNSocket *sock) { void Egg::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_SHINY_ENTER, pkt); 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); 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() // TODO: this is less effiecient than it was, because of memset()
void Player::enterIntoViewOf(CNSocket *sock) { void Player::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_PC_NEW, pkt); INITSTRUCT(sP_FE2CL_PC_NEW, pkt);
pkt.PCAppearanceData = getAppearanceData();
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);
sock->sendPacket(pkt, P_FE2CL_PC_NEW); sock->sendPacket(pkt, P_FE2CL_PC_NEW);
} }
@ -96,20 +116,20 @@ void Player::enterIntoViewOf(CNSocket *sock) {
*/ */
void BaseNPC::disappearFromViewOf(CNSocket *sock) { void BaseNPC::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt); INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
pkt.iNPC_ID = appearanceData.iNPC_ID; pkt.iNPC_ID = id;
sock->sendPacket(pkt, P_FE2CL_NPC_EXIT); sock->sendPacket(pkt, P_FE2CL_NPC_EXIT);
} }
void Bus::disappearFromViewOf(CNSocket *sock) { void Bus::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, pkt); INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, pkt);
pkt.eTT = 3; pkt.eTT = 3;
pkt.iT_ID = appearanceData.iNPC_ID; pkt.iT_ID = id;
sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_EXIT); sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_EXIT);
} }
void Egg::disappearFromViewOf(CNSocket *sock) { void Egg::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_SHINY_EXIT, pkt); INITSTRUCT(sP_FE2CL_SHINY_EXIT, pkt);
pkt.iShinyID = appearanceData.iNPC_ID; pkt.iShinyID = id;
sock->sendPacket(pkt, P_FE2CL_SHINY_EXIT); sock->sendPacket(pkt, P_FE2CL_SHINY_EXIT);
} }

View File

@ -1,23 +1,26 @@
#pragma once #pragma once
#include "core/Core.hpp" #include "core/Core.hpp"
#include "EntityRef.hpp"
#include "Buffs.hpp"
#include "Chunking.hpp" #include "Chunking.hpp"
#include "Groups.hpp"
#include <stdint.h>
#include <set> #include <set>
#include <map>
#include <functional>
enum class EntityType : uint8_t { enum class AIState {
INVALID, INACTIVE,
PLAYER, ROAMING,
SIMPLE_NPC, COMBAT,
COMBAT_NPC, RETREAT,
MOB, DEAD
EGG,
BUS
}; };
struct Entity { struct Entity {
EntityType type = EntityType::INVALID; EntityKind kind = EntityKind::INVALID;
int x = 0, y = 0, z = 0; int x = 0, y = 0, z = 0;
uint64_t instanceID = 0; uint64_t instanceID = 0;
ChunkPos chunkPos = {}; ChunkPos chunkPos = {};
@ -26,47 +29,38 @@ struct Entity {
// destructor must be virtual, apparently // destructor must be virtual, apparently
virtual ~Entity() {} virtual ~Entity() {}
virtual bool isAlive() { return true; } virtual bool isExtant() { return true; }
// stubs // stubs
virtual void enterIntoViewOf(CNSocket *sock) = 0; virtual void enterIntoViewOf(CNSocket *sock) = 0;
virtual void disappearFromViewOf(CNSocket *sock) = 0; virtual void disappearFromViewOf(CNSocket *sock) = 0;
}; };
struct EntityRef { /*
EntityType type; * Interfaces
union { */
CNSocket *sock; class ICombatant {
int32_t id; public:
}; ICombatant() {}
virtual ~ICombatant() {}
EntityRef(CNSocket *s); virtual bool addBuff(int, BuffCallback<int, BuffStack*>, BuffCallback<time_t>, BuffStack*) = 0;
EntityRef(int32_t i); virtual Buff* getBuff(int) = 0;
virtual void removeBuff(int) = 0;
bool isValid() const; virtual void removeBuff(int, int) = 0;
Entity *getEntity() const; virtual bool hasBuff(int) = 0;
virtual int getCompositeCondition() = 0;
bool operator==(const EntityRef& other) const { virtual int takeDamage(EntityRef, int) = 0;
if (type != other.type) virtual int heal(EntityRef, int) = 0;
return false; virtual bool isAlive() = 0;
virtual int getCurrentHP() = 0;
if (type == EntityType::PLAYER) virtual int getMaxHP() = 0;
return sock == other.sock; virtual int getLevel() = 0;
virtual std::vector<EntityRef> getGroupMembers() = 0;
return id == other.id; virtual int32_t getCharType() = 0;
} virtual int32_t getID() = 0;
virtual EntityRef getRef() = 0;
// arbitrary ordering virtual void step(time_t currTime) = 0;
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;
}
}; };
/* /*
@ -74,75 +68,101 @@ struct EntityRef {
*/ */
class BaseNPC : public Entity { class BaseNPC : public Entity {
public: public:
sNPCAppearanceData appearanceData = {}; int id;
int type;
int hp;
int angle;
int cbf;
bool loopingPath = false; bool loopingPath = false;
BaseNPC(int _X, int _Y, int _Z, int angle, uint64_t iID, int t, int id) { // XXX BaseNPC(int _A, uint64_t iID, int t, int _id) {
x = _X; kind = EntityKind::SIMPLE_NPC;
y = _Y; type = t;
z = _Z; hp = 400;
appearanceData.iNPCType = t; angle = _A;
appearanceData.iHP = 400; cbf = 0;
appearanceData.iAngle = angle; id = _id;
appearanceData.iConditionBitFlag = 0;
appearanceData.iBarkerType = 0;
appearanceData.iNPC_ID = id;
instanceID = iID; instanceID = iID;
}; };
virtual void enterIntoViewOf(CNSocket *sock) override; virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override;
sNPCAppearanceData getAppearanceData();
}; };
struct CombatNPC : public BaseNPC { struct CombatNPC : public BaseNPC, public ICombatant {
int maxHealth = 0; int maxHealth = 0;
int spawnX = 0; int spawnX = 0;
int spawnY = 0; int spawnY = 0;
int spawnZ = 0; int spawnZ = 0;
int level = 0; int level = 0;
int speed = 300; 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)
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP) : : BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
BaseNPC(x, y, z, angle, iID, t, id), spawnX = x;
maxHealth(maxHP) {} spawnY = y;
spawnZ = z;
virtual void stepAI(time_t currTime) { kind = EntityKind::COMBAT_NPC;
if (_stepAI != nullptr)
_stepAI(this, currTime); stateHandlers[AIState::INACTIVE] = {};
transitionHandlers[AIState::INACTIVE] = {};
} }
virtual bool isAlive() override { return appearanceData.iHP > 0; } virtual bool isExtant() override { return hp > 0; }
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
virtual Buff* getBuff(int buffId) override;
virtual void removeBuff(int buffId) override;
virtual void removeBuff(int buffId, int buffClass) 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 // Mob is in MobAI.hpp, Player is in Player.hpp
// TODO: decouple from BaseNPC
struct Egg : public BaseNPC { struct Egg : public BaseNPC {
bool summoned = false; bool summoned = false;
bool dead = false; bool dead = false;
time_t deadUntil; time_t deadUntil;
Egg(int x, int y, int z, uint64_t iID, int t, int32_t id, bool summon) Egg(uint64_t iID, int t, int32_t id, bool summon)
: BaseNPC(x, y, z, 0, iID, t, id) { : BaseNPC(0, iID, t, id) {
summoned = summon; 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 enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override;
}; };
// TODO: decouple from BaseNPC
struct Bus : public BaseNPC { struct Bus : public BaseNPC {
Bus(int x, int y, int z, int angle, uint64_t iID, int t, int id) : Bus(int angle, uint64_t iID, int t, int id) :
BaseNPC(x, y, z, angle, iID, t, id) { BaseNPC(angle, iID, t, id) {
type = EntityType::BUS; kind = EntityKind::BUS;
loopingPath = true; 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 "Groups.hpp"
#include "Nanos.hpp"
#include "Abilities.hpp"
#include <iostream> #include "servers/CNShardServer.hpp"
#include <chrono>
#include <algorithm> #include "Player.hpp"
#include <thread> #include "PlayerManager.hpp"
#include "Entities.hpp"
/* /*
* NOTE: Variadic response packets that list group members are technically * NOTE: Variadic response packets that list group members are technically
@ -19,22 +16,177 @@
using namespace Groups; 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) { static void requestGroup(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_GROUP_INVITE* recv = (sP_CL2FE_REQ_PC_GROUP_INVITE*)data->buf; sP_CL2FE_REQ_PC_GROUP_INVITE* recv = (sP_CL2FE_REQ_PC_GROUP_INVITE*)data->buf;
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(recv->iID_To); Player* otherPlr = PlayerManager::getPlayerFromID(recv->iID_To);
if (otherPlr == nullptr)
return;
otherPlr = PlayerManager::getPlayerFromID(otherPlr->iIDGroup);
if (otherPlr == nullptr) if (otherPlr == nullptr)
return; return;
// fail if the group is full or the other player is already in a group // 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); 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)); sock->sendPacket((void*)&resp, P_FE2CL_PC_GROUP_INVITE_FAIL, sizeof(sP_FE2CL_PC_GROUP_INVITE_FAIL));
return; return;
@ -75,255 +227,80 @@ static void joinGroup(CNSocket* sock, CNPacketData* data) {
Player* otherPlr = PlayerManager::getPlayerFromID(recv->iID_From); Player* otherPlr = PlayerManager::getPlayerFromID(recv->iID_From);
if (otherPlr == nullptr) if (otherPlr == nullptr)
return; return; // disconnect or something
otherPlr = PlayerManager::getPlayerFromID(otherPlr->iIDGroup); int size = otherPlr->group == nullptr ? 1 : otherPlr->group->filter(EntityKind::PLAYER).size();
if (otherPlr == nullptr)
return;
// fail if the group is full or the other player is already in a group // 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); 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)); sock->sendPacket((void*)&resp, P_FE2CL_PC_GROUP_JOIN_FAIL, sizeof(sP_FE2CL_PC_GROUP_JOIN_FAIL));
return; return;
} }
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_JOIN), otherPlr->groupCnt + 1, sizeof(sPCGroupMemberInfo))) { if (otherPlr->group == nullptr) {
std::cout << "[WARN] bad sP_FE2CL_PC_GROUP_JOIN packet size\n"; // create group
return; EntityRef otherPlrRef = PlayerManager::getSockFromID(recv->iID_From);
otherPlr->group = new Group(otherPlrRef);
} }
addToGroup(otherPlr->group, sock);
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);
} }
static void leaveGroup(CNSocket* sock, CNPacketData* data) { static void leaveGroup(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
groupKickPlayer(plr); groupKick(plr->group, sock);
} }
void Groups::sendToGroup(Player* plr, void* buf, uint32_t type, size_t size) { void Groups::sendToGroup(Group* group, void* buf, uint32_t type, size_t size) {
for (int i = 0; i < plr->groupCnt; i++) { auto players = group->filter(EntityKind::PLAYER);
CNSocket* sock = PlayerManager::getSockFromID(plr->groupIDs[i]); for (EntityRef ref : players) {
ref.sock->sendPacket(buf, type, size);
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::groupTickInfo(Player* plr) { void Groups::sendToGroup(Group* group, EntityRef excluded, void* buf, uint32_t type, size_t size) {
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO), plr->groupCnt, sizeof(sPCGroupMemberInfo))) { auto players = group->filter(EntityKind::PLAYER);
std::cout << "[WARN] bad sP_FE2CL_PC_GROUP_JOIN packet size\n"; for (EntityRef ref : players) {
return; if(ref != excluded) ref.sock->sendPacket(buf, type, size);
}
} }
size_t resplen = sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO) + plr->groupCnt * sizeof(sPCGroupMemberInfo); 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();
uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; 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; if(!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO), pcCount, sizeof(sPCGroupMemberInfo))
sPCGroupMemberInfo *respdata = (sPCGroupMemberInfo*)(respbuf+sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO)); || !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;
resp->iID = plr->iID; } else {
resp->iMemberPCCnt = plr->groupCnt; uint8_t* pivot = (uint8_t*)(pkt + 1);
attachGroupData(pcs, npcs, pivot);
for (int i = 0; i < plr->groupCnt; i++) { sock->sendPacket(respbuf, P_FE2CL_PC_GROUP_MEMBER_INFO,
Player* varPlr = PlayerManager::getPlayerFromID(plr->groupIDs[i]); sizeof(sP_FE2CL_PC_GROUP_MEMBER_INFO) + pcCount * sizeof(sPCGroupMemberInfo) + npcCount * sizeof(sNPCGroupMemberInfo));
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); void Groups::groupKick(Group* group, EntityRef ref) {
}
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);
}
}
}
void Groups::groupKickPlayer(Player* plr) {
// if you are the group leader, destroy your own group and kick everybody // if you are the group leader, destroy your own group and kick everybody
if (plr->iID == plr->iIDGroup) { if (group->members[0] == ref) {
groupUnbuff(plr); disbandGroup(group);
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;
return; return;
} }
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup); removeFromGroup(group, ref);
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;
} }
void Groups::init() { void Groups::init() {

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@ -1,17 +1,32 @@
#pragma once #pragma once
#include "Player.hpp" #include "EntityRef.hpp"
#include "core/Core.hpp"
#include "servers/CNShardServer.hpp"
#include <map> #include <vector>
#include <list>
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;
}
Group(EntityRef leader);
};
namespace Groups { namespace Groups {
void init(); void init();
void sendToGroup(Player* plr, void* buf, uint32_t type, size_t size); void sendToGroup(Group* group, void* buf, uint32_t type, size_t size);
void groupTickInfo(Player* plr); void sendToGroup(Group* group, EntityRef excluded, void* buf, uint32_t type, size_t size);
void groupKickPlayer(Player* plr); void groupTickInfo(CNSocket* sock);
int getGroupFlags(Player* plr);
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 "Items.hpp"
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "Nanos.hpp" #include "Nanos.hpp"
#include "NPCManager.hpp"
#include "Player.hpp"
#include "Abilities.hpp" #include "Abilities.hpp"
#include "Missions.hpp"
#include "Eggs.hpp" #include "Eggs.hpp"
#include "Rand.hpp" #include "MobAI.hpp"
#include "Missions.hpp"
#include "Buffs.hpp"
#include <string.h> // for memset() #include <string.h> // for memset()
#include <assert.h> #include <assert.h>
#include <numeric>
using namespace Items; using namespace Items;
@ -482,27 +485,31 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
resp->eST = EST_NANOSTIMPAK; resp->eST = EST_NANOSTIMPAK;
resp->iSkillID = 144; resp->iSkillID = 144;
int value1 = CSB_BIT_STIMPAKSLOT1 << request->iNanoSlot; int eCSB = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
int value2 = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
respdata->eCT = 1; respdata->eCT = 1;
respdata->iID = player->iID; respdata->iID = player->iID;
respdata->iConditionBitFlag = value1; respdata->iConditionBitFlag = CSB_FROM_ECSB(eCSB);
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt); int durationMilliseconds = Abilities::SkillTable[144].durationTime[0] * 100;
pkt.eCSTB = value2; // eCharStatusTimeBuffID BuffStack gumballBuff = {
pkt.eTBU = 1; // eTimeBuffUpdate durationMilliseconds / MS_PER_PLAYER_TICK,
pkt.eTBT = 1; // eTimeBuffType 1 means nano 0,
pkt.iConditionBitFlag = player->iConditionBitFlag |= value1; sock,
sock->sendPacket(pkt, P_FE2CL_PC_BUFF_UPDATE); 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); sock->sendPacket((void*)&respbuf, P_FE2CL_REP_PC_ITEM_USE_SUCC, resplen);
// update inventory serverside // update inventory serverside
player->Inven[resp->iSlotNum] = resp->RemainItem; 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) { 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) { if (rolled.taros % miscDropChance.taroDropChanceTotal < miscDropChance.taroDropChance) {
plr->money += miscDropType.taroAmount; plr->money += miscDropType.taroAmount;
// money nano boost // money nano boost
if (plr->iConditionBitFlag & CSB_BIT_REWARD_CASH) { if (plr->hasBuff(ECSB_REWARD_CASH)) {
int boost = 0; int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1; boost = 1;
@ -770,7 +777,7 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
if (levelDifference > 0) if (levelDifference > 0)
fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0; fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0;
// scavenger nano boost // scavenger nano boost
if (plr->iConditionBitFlag & CSB_BIT_REWARD_BLOB) { if (plr->hasBuff(ECSB_REWARD_BLOB)) {
int boost = 0; int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1; 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) { void Items::giveMobDrop(CNSocket *sock, Mob* mob, const DropRoll& rolled, const DropRoll& eventRolled) {
// sanity check // sanity check
if (Items::MobToDropMap.find(mob->appearanceData.iNPCType) == Items::MobToDropMap.end()) { if (Items::MobToDropMap.find(mob->type) == Items::MobToDropMap.end()) {
std::cout << "[WARN] Mob ID " << mob->appearanceData.iNPCType << " has no drops assigned" << std::endl; std::cout << "[WARN] Mob ID " << mob->type << " has no drops assigned" << std::endl;
return; return;
} }
// find mob drop id // find mob drop id
int mobDropId = Items::MobToDropMap[mob->appearanceData.iNPCType]; int mobDropId = Items::MobToDropMap[mob->type];
giveSingleDrop(sock, mob, mobDropId, rolled); giveSingleDrop(sock, mob, mobDropId, rolled);

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

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@ -1,11 +1,10 @@
#include "servers/CNShardServer.hpp"
#include "Missions.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; using namespace Missions;
@ -164,14 +163,14 @@ static int giveMissionReward(CNSocket *sock, int task, int choice=0) {
// update player // update player
plr->money += reward->money; 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; int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1; boost = 1;
plr->money += reward->money * (5 + boost) / 25; 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; int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1; 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)); 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 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 for (ChunkPos& chunkPos : Chunking::getChunksInMap(plr->instanceID)) { // check all NPCs in the instance
Chunk* chunk = Chunking::chunks[chunkPos]; Chunk* chunk = Chunking::chunks[chunkPos];
for (EntityRef ref : chunk->entities) { for (EntityRef ref : chunk->entities) {
if (ref.type != EntityType::PLAYER) { if (ref.kind != EntityKind::PLAYER) {
BaseNPC* npc = (BaseNPC*)ref.getEntity(); 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) { if (path != nullptr) {
Transport::constructPathNPC(npc->appearanceData.iNPC_ID, path); Transport::constructPathNPC(npc->id, path);
return; return;
} }
} }
@ -399,7 +398,7 @@ static void taskEnd(CNSocket* sock, CNPacketData* data) {
* once we comb over mission logic more throughly * once we comb over mission logic more throughly
*/ */
bool mobsAreKilled = false; bool mobsAreKilled = false;
if (task->task["m_iHTaskType"] == 5) { if (task->task["m_iHTaskType"] == (int)eTaskTypeProperty::Defeat) {
mobsAreKilled = true; mobsAreKilled = true;
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) { for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == missionData->iTaskNum) { if (plr->tasks[i] == missionData->iTaskNum) {

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

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@ -1,25 +1,27 @@
#pragma once #pragma once
#include "core/Core.hpp" #include "core/Core.hpp"
#include "NPCManager.hpp" #include "JSON.hpp"
enum class MobState { #include "Entities.hpp"
INACTIVE,
ROAMING, #include <unordered_map>
COMBAT, #include <string>
RETREAT,
DEAD
};
namespace MobAI { namespace MobAI {
// needs to be declared before Mob's constructor void deadStep(CombatNPC* self, time_t currTime);
void step(CombatNPC*, time_t); 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 { struct Mob : public CombatNPC {
// general // general
MobState state = MobState::INACTIVE;
std::unordered_map<int32_t,time_t> unbuffTimes = {}; std::unordered_map<int32_t,time_t> unbuffTimes = {};
// dead // dead
@ -47,16 +49,13 @@ struct Mob : public CombatNPC {
int offsetX = 0, offsetY = 0; int offsetX = 0, offsetY = 0;
int groupMember[4] = {}; int groupMember[4] = {};
// for optimizing away AI in empty chunks
int playersInView = 0;
// temporary; until we're sure what's what // temporary; until we're sure what's what
nlohmann::json data = {}; nlohmann::json data = {};
Mob(int x, int y, int z, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id) Mob(int 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"]), : CombatNPC(x, y, z, angle, iID, t, id, d["m_iHP"]),
sightRange(d["m_iSightRange"]) { sightRange(d["m_iSightRange"]) {
state = MobState::ROAMING; state = AIState::ROAMING;
data = d; data = d;
@ -65,20 +64,30 @@ struct Mob : public CombatNPC {
idleRange = (int)data["m_iIdleRange"]; idleRange = (int)data["m_iIdleRange"];
level = data["m_iNpcLevel"]; level = data["m_iNpcLevel"];
roamX = spawnX = x; roamX = x;
roamY = spawnY = y; roamY = y;
roamZ = spawnZ = z; roamZ = z;
offsetX = 0; offsetX = 0;
offsetY = 0; offsetY = 0;
appearanceData.iConditionBitFlag = 0; cbf = 0;
// NOTE: there appear to be discrepancies in the dump // NOTE: there appear to be discrepancies in the dump
appearanceData.iHP = maxHealth; hp = maxHealth;
type = EntityType::MOB; kind = EntityKind::MOB;
_stepAI = MobAI::step;
// 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 // constructor for /summon
@ -89,6 +98,9 @@ struct Mob : public CombatNPC {
~Mob() {} ~Mob() {}
virtual int takeDamage(EntityRef src, int amt) override;
virtual void step(time_t currTime) override;
auto operator[](std::string s) { auto operator[](std::string s) {
return data[s]; return data[s];
} }
@ -103,5 +115,4 @@ namespace MobAI {
void clearDebuff(Mob *mob); void clearDebuff(Mob *mob);
void followToCombat(Mob *mob); void followToCombat(Mob *mob);
void groupRetreat(Mob *mob); void groupRetreat(Mob *mob);
void enterCombat(CNSocket *sock, Mob *mob);
} }

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

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@ -1,4 +1,8 @@
#include "NPCManager.hpp" #include "NPCManager.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp" #include "Items.hpp"
#include "settings.hpp" #include "settings.hpp"
#include "Combat.hpp" #include "Combat.hpp"
@ -20,8 +24,6 @@
#include <assert.h> #include <assert.h>
#include <limits.h> #include <limits.h>
#include "JSON.hpp"
using namespace NPCManager; using namespace NPCManager;
std::unordered_map<int32_t, BaseNPC*> NPCManager::NPCs; 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) { void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) {
BaseNPC* npc = NPCs[id]; BaseNPC* npc = NPCs[id];
npc->appearanceData.iAngle = angle; npc->angle = angle;
ChunkPos oldChunk = npc->chunkPos; ChunkPos oldChunk = npc->chunkPos;
ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I); ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
npc->x = X; 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); 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++) { for (auto it = npc->viewableChunks.begin(); it != npc->viewableChunks.end(); it++) {
Chunk* chunk = *it; Chunk* chunk = *it;
for (const EntityRef& ref : chunk->entities) { for (const EntityRef& ref : chunk->entities) {
if (ref.type == EntityType::PLAYER) if (ref.kind == EntityKind::PLAYER)
ref.sock->sendPacket(buf, type, size); 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 // type must already be checked and updateNPCPosition() must be called on the result
BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn, bool baseInstance) { BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn, bool baseInstance) {
uint64_t inst = baseInstance ? MAPNUM(instance) : instance; uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
#define EXTRA_HEIGHT 0
//assert(nextId < INT32_MAX); //assert(nextId < INT32_MAX);
int id = nextId--; int id = nextId--;
@ -130,12 +131,12 @@ BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type,
BaseNPC *npc = nullptr; BaseNPC *npc = nullptr;
if (team == 2) { 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 // re-enable respawning, if desired
((Mob*)npc)->summoned = !respawn; ((Mob*)npc)->summoned = !respawn;
} else } else
npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, inst, type, id); npc = new BaseNPC(0, inst, type, id);
NPCs[id] = npc; NPCs[id] = npc;
@ -154,7 +155,7 @@ static void npcSummonHandler(CNSocket* sock, CNPacketData* data) {
for (int i = 0; i < req->iNPCCnt; i++) { for (int i = 0; i < req->iNPCCnt; i++) {
BaseNPC *npc = summonNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType); 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) { if (Warps[warpId].isInstance) {
uint64_t instanceID = Warps[warpId].instanceID; 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 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 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); Chunking::createInstance(instanceID);
// save Lair entrance coords as a pseudo-Resurrect 'Em // save Lair entrance coords as a pseudo-Resurrect 'Em
@ -195,14 +199,13 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
plr->recallInstance = instanceID; 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); PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
else { else {
Player* leaderPlr = PlayerManager::getPlayerFromID(plr->iIDGroup); auto players = plr->group->filter(EntityKind::PLAYER);
for (int i = 0; i < players.size(); i++) {
for (int i = 0; i < leaderPlr->groupCnt; i++) { CNSocket* sockTo = players[i].sock;
Player* otherPlr = PlayerManager::getPlayerFromID(leaderPlr->groupIDs[i]); Player* otherPlr = PlayerManager::getPlayer(sockTo);
CNSocket* sockTo = PlayerManager::getSockFromID(leaderPlr->groupIDs[i]);
if (otherPlr == nullptr || sockTo == nullptr) if (otherPlr == nullptr || sockTo == nullptr)
continue; 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 for (auto c = chunks->begin(); c != chunks->end(); c++) { // haha get it
Chunk* chunk = *c; Chunk* chunk = *c;
for (auto ent = chunk->entities.begin(); ent != chunk->entities.end(); ent++) { for (auto ent = chunk->entities.begin(); ent != chunk->entities.end(); ent++) {
if (ent->type == EntityType::PLAYER) if (ent->kind == EntityKind::PLAYER)
continue; continue;
BaseNPC* npcTemp = (BaseNPC*)ent->getEntity(); BaseNPC* npcTemp = (BaseNPC*)ent->getEntity();
@ -301,20 +304,20 @@ static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
std::cout << "Lord Fuse stage two" << std::endl; 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 // 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; newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ, NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
plr->instanceID, oldbody->appearanceData.iAngle); plr->instanceID, oldbody->angle);
// right arm, Adaptium, Stun // 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; arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ, NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
plr->instanceID, oldbody->appearanceData.iAngle); plr->instanceID, oldbody->angle);
} }
// summon left arm and stage 3 body // 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; std::cout << "Lord Fuse stage three" << std::endl;
// Cosmix, Damage Point // 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; newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ, NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
plr->instanceID, oldbody->appearanceData.iAngle); plr->instanceID, oldbody->angle);
// Blastons, Heal // 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; arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ, NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
plr->instanceID, oldbody->appearanceData.iAngle); plr->instanceID, oldbody->angle);
} }
std::vector<NPCEvent> NPCManager::NPCEvents = { std::vector<NPCEvent> NPCManager::NPCEvents = {
@ -352,11 +355,11 @@ void NPCManager::queueNPCRemoval(int32_t id) {
static void step(CNServer *serv, time_t currTime) { static void step(CNServer *serv, time_t currTime) {
for (auto& pair : NPCs) { 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; continue;
auto npc = (CombatNPC*)pair.second; auto npc = (CombatNPC*)pair.second;
npc->stepAI(currTime); npc->step(currTime);
} }
// deallocate all NPCs queued for removal // deallocate all NPCs queued for removal

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

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@ -1,11 +1,11 @@
#include "servers/CNShardServer.hpp"
#include "Nanos.hpp" #include "Nanos.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "Combat.hpp"
#include "Missions.hpp" #include "Missions.hpp"
#include "Groups.hpp"
#include "Abilities.hpp" #include "Abilities.hpp"
#include "NPCManager.hpp"
#include <cmath> #include <cmath>
@ -69,6 +69,52 @@ void Nanos::addNano(CNSocket* sock, int16_t nanoID, int16_t slot, bool spendfm)
PlayerManager::sendToViewable(sock, resp2, P_FE2CL_REP_PC_CHANGE_LEVEL); PlayerManager::sendToViewable(sock, resp2, P_FE2CL_REP_PC_CHANGE_LEVEL);
} }
std::vector<ICombatant*> Nanos::applyNanoBuff(SkillData* skill, Player* plr) {
assert(skill->drainType == SkillDrainType::PASSIVE);
EntityRef self = PlayerManager::getSockFromID(plr->iID);
std::vector<ICombatant*> affected;
std::vector<EntityRef> targets;
if (skill->targetType == SkillTargetType::GROUP) {
targets = plr->getGroupMembers(); // group
}
else if(skill->targetType == SkillTargetType::SELF) {
targets.push_back(self); // self
} else {
std::cout << "[WARN] Passive skill with type " << skill->skillType << " has target type MOB" << std::endl;
}
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
int boost = Nanos::getNanoBoost(plr) ? 3 : 0;
int value = skill->values[0][boost];
BuffStack passiveBuff = {
1, // passive nano buffs refreshed every tick
value,
self,
BuffClass::NONE, // overwritten per target
};
for (EntityRef target : targets) {
Entity* entity = target.getEntity();
if (entity->kind != PLAYER && entity->kind != COMBAT_NPC && entity->kind != MOB)
continue; // not a combatant
passiveBuff.buffStackClass = target == self ? BuffClass::NANO : BuffClass::GROUP_NANO;
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
if(combatant->addBuff(timeBuffId,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
},
[](EntityRef self, Buff* buff, time_t currTime) {
// no-op
},
&passiveBuff)) affected.push_back(combatant);
}
return affected;
}
void Nanos::summonNano(CNSocket *sock, int slot, bool silent) { void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
resp.iActiveNanoSlotNum = slot; resp.iActiveNanoSlotNum = slot;
@ -82,40 +128,19 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
if (slot != -1 && plr->Nanos[nanoID].iSkillID == 0) if (slot != -1 && plr->Nanos[nanoID].iSkillID == 0)
return; // prevent powerless nanos from summoning 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) if (nanoID >= NANO_COUNT || nanoID < 0)
return; // sanity check return; // sanity check
plr->activeNano = nanoID; plr->activeNano = nanoID;
skillID = plr->Nanos[nanoID].iSkillID; sNano& nano = plr->Nanos[nanoID];
// passive nano buffing SkillData* skill = Abilities::SkillTable.count(nano.iSkillID) > 0
if (SkillTable[skillID].drainType == 2) { ? &Abilities::SkillTable[nano.iSkillID] : nullptr;
std::vector<int> targetData = findTargets(plr, skillID); if (slot != -1 && skill != nullptr && skill->drainType == SkillDrainType::PASSIVE) {
// passive buff effect
int boost = 0; resp.eCSTB___Add = 1;
if (getNanoBoost(plr)) std::vector<ICombatant*> affectedCombatants = applyNanoBuff(skill, plr);
boost = 1; if(!affectedCombatants.empty()) Abilities::useNanoSkill(sock, skill, nano, affectedCombatants);
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]);
}
}
} }
if (!silent) // silent nano death but only for the summoning player if (!silent) // silent nano death but only for the summoning player
@ -124,7 +149,7 @@ 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. // 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); INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1);
pkt1.iPC_ID = plr->iID; pkt1.iPC_ID = plr->iID;
pkt1.Nano = plr->Nanos[nanoID]; pkt1.Nano = nano;
PlayerManager::sendToViewable(sock, pkt1, P_FE2CL_NANO_ACTIVE); PlayerManager::sendToViewable(sock, pkt1, P_FE2CL_NANO_ACTIVE);
} }
@ -211,7 +236,7 @@ int Nanos::nanoStyle(int nanoID) {
bool Nanos::getNanoBoost(Player* plr) { bool Nanos::getNanoBoost(Player* plr) {
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
if (plr->equippedNanos[i] == plr->activeNano) if (plr->equippedNanos[i] == plr->activeNano)
if (plr->iConditionBitFlag & (CSB_BIT_STIMPAKSLOT1 << i)) if (plr->hasBuff(ECSB_STIMPAKSLOT1 + i))
return true; return true;
return false; return false;
} }
@ -235,18 +260,6 @@ static void nanoEquipHandler(CNSocket* sock, CNPacketData* data) {
// Update player // Update player
plr->equippedNanos[nano->iNanoSlotNum] = nano->iNanoID; 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 // unsummon nano if replaced
if (plr->activeNano == plr->equippedNanos[nano->iNanoSlotNum]) if (plr->activeNano == plr->equippedNanos[nano->iNanoSlotNum])
summonNano(sock, -1); summonNano(sock, -1);
@ -289,26 +302,24 @@ static void nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) { static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
int16_t nanoID = plr->activeNano; // validate request check
int16_t skillID = plr->Nanos[nanoID].iSkillID; 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( DEBUGLOG(
std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl; std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
) )
std::vector<int> targetData = findTargets(plr, skillID, data); // TODO ABILITIES
std::vector<ICombatant*> targetData = Abilities::matchTargets(skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
int boost = 0; Abilities::useNanoSkill(sock, skillData, nano, targetData);
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); summonNano(sock, -1);

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@ -1,10 +1,11 @@
#pragma once #pragma once
#include <set> #include "core/Core.hpp"
#include <vector>
#include "Player.hpp" #include "Player.hpp"
#include "servers/CNShardServer.hpp" #include "Abilities.hpp"
#include <map>
struct NanoData { struct NanoData {
int style; int style;
@ -25,4 +26,5 @@ namespace Nanos {
void summonNano(CNSocket* sock, int slot, bool silent = false); void summonNano(CNSocket* sock, int slot, bool silent = false);
int nanoStyle(int nanoID); int nanoStyle(int nanoID);
bool getNanoBoost(Player* plr); bool getNanoBoost(Player* plr);
std::vector<ICombatant*> applyNanoBuff(SkillData* skill, Player* plr);
} }

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@ -1,17 +1,21 @@
#pragma once #pragma once
#include <string>
#include <cstring>
#include "core/Core.hpp" #include "core/Core.hpp"
#include "Chunking.hpp"
#include "Entities.hpp" #include "Entities.hpp"
#include "Groups.hpp"
#include <vector>
/* forward declaration(s) */
class Buff;
struct BuffStack;
#define ACTIVE_MISSION_COUNT 6 #define ACTIVE_MISSION_COUNT 6
#define PC_MAXHEALTH(level) (925 + 75 * (level)) #define PC_MAXHEALTH(level) (925 + 75 * (level))
struct Player : public Entity { struct Player : public Entity, public ICombatant {
int accountId = 0; int accountId = 0;
int accountLevel = 0; // permission level (see CN_ACCOUNT_LEVEL enums) int accountLevel = 0; // permission level (see CN_ACCOUNT_LEVEL enums)
int32_t iID = 0; int32_t iID = 0;
@ -32,9 +36,8 @@ struct Player : public Entity {
int8_t iPCState = 0; int8_t iPCState = 0;
int32_t iWarpLocationFlag = 0; int32_t iWarpLocationFlag = 0;
int64_t aSkywayLocationFlag[2] = {}; int64_t aSkywayLocationFlag[2] = {};
int32_t iConditionBitFlag = 0;
int32_t iSelfConditionBitFlag = 0;
int8_t iSpecialState = 0; int8_t iSpecialState = 0;
std::unordered_map<int, Buff*> buffs = {};
int angle = 0; int angle = 0;
int lastX = 0, lastY = 0, lastZ = 0, lastAngle = 0; int lastX = 0, lastY = 0, lastZ = 0, lastAngle = 0;
@ -49,7 +52,6 @@ struct Player : public Entity {
bool inCombat = false; bool inCombat = false;
bool onMonkey = false; bool onMonkey = false;
int nanoDrainRate = 0;
int healCooldown = 0; int healCooldown = 0;
int pointDamage = 0; int pointDamage = 0;
@ -65,10 +67,7 @@ struct Player : public Entity {
sTimeLimitItemDeleteInfo2CL toRemoveVehicle = {}; sTimeLimitItemDeleteInfo2CL toRemoveVehicle = {};
int32_t iIDGroup = 0; Group* group = nullptr;
int groupCnt = 0;
int32_t groupIDs[4] = {};
int32_t iGroupConditionBitFlag = 0;
bool notify = false; bool notify = false;
bool hidden = false; bool hidden = false;
@ -81,12 +80,32 @@ struct Player : public Entity {
uint64_t iFirstUseFlag[2] = {}; uint64_t iFirstUseFlag[2] = {};
time_t lastHeartbeat = 0; time_t lastHeartbeat = 0;
int suspicionRating = 0;
time_t lastShot = 0;
std::vector<sItemBase> buyback = {}; std::vector<sItemBase> buyback = {};
Player() { type = EntityType::PLAYER; } Player() { kind = EntityKind::PLAYER; }
virtual void enterIntoViewOf(CNSocket *sock) override; virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override;
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
virtual Buff* getBuff(int buffId) override;
virtual void removeBuff(int buffId) override;
virtual void removeBuff(int buffId, int buffClass) override;
virtual 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();
}; };

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@ -1,25 +1,20 @@
#include "core/Core.hpp" #include "PlayerManager.hpp"
#include "db/Database.hpp"
#include "core/CNShared.hpp" #include "core/CNShared.hpp"
#include "servers/CNShardServer.hpp" #include "servers/CNShardServer.hpp"
#include "db/Database.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.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 "Combat.hpp"
#include "Racing.hpp" #include "Racing.hpp"
#include "BuiltinCommands.hpp"
#include "Abilities.hpp"
#include "Eggs.hpp" #include "Eggs.hpp"
#include "Missions.hpp"
#include "settings.hpp" #include "Chat.hpp"
#include "Items.hpp"
#include "Buddies.hpp"
#include "BuiltinCommands.hpp"
#include <assert.h> #include <assert.h>
#include <algorithm> #include <algorithm>
#include <vector> #include <vector>
#include <cmath> #include <cmath>
@ -46,7 +41,13 @@ void PlayerManager::removePlayer(CNSocket* key) {
Player* plr = getPlayer(key); Player* plr = getPlayer(key);
uint64_t fromInstance = plr->instanceID; 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 // remove player's bullets
Combat::Bullets.erase(plr->iID); Combat::Bullets.erase(plr->iID);
@ -70,16 +71,6 @@ void PlayerManager::removePlayer(CNSocket* key) {
// if the player was in a lair, clean it up // if the player was in a lair, clean it up
Chunking::destroyInstanceIfEmpty(fromInstance); 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; std::cout << players.size() << " players" << std::endl;
} }
@ -227,9 +218,6 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
// for convenience // for convenience
Player& plr = lm->plr; Player& plr = lm->plr;
plr.groupCnt = 1;
plr.iIDGroup = plr.groupIDs[0] = plr.iID;
// check if account is already in use // check if account is already in use
if (isAccountInUse(plr.accountId)) { if (isAccountInUse(plr.accountId)) {
// kick the other player // kick the other player
@ -354,7 +342,7 @@ void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, siz
for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) { for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
Chunk* chunk = *it; Chunk* chunk = *it;
for (const EntityRef& ref : chunk->entities) { for (const EntityRef& ref : chunk->entities) {
if (ref.type != EntityType::PLAYER || ref.sock == sock) if (ref.kind != EntityKind::PLAYER || ref.sock == sock)
continue; continue;
ref.sock->sendPacket(buf, type, size); ref.sock->sendPacket(buf, type, size);
@ -407,21 +395,23 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
int activeSlot = -1; int activeSlot = -1;
bool move = false; bool move = false;
if (reviveData->iRegenType == 3 && plr->iConditionBitFlag & CSB_BIT_PHOENIX) { switch ((ePCRegenType)reviveData->iRegenType) {
// nano revive case ePCRegenType::HereByPhoenix: // nano revive
if (!(plr->hasBuff(ECSB_PHOENIX)))
return; // sanity check
plr->Nanos[plr->activeNano].iStamina = 0; plr->Nanos[plr->activeNano].iStamina = 0;
// TODO ABILITIES
//Abilities::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
// fallthrough
case ePCRegenType::HereByPhoenixGroup: // revived by group member's nano
plr->HP = PC_MAXHEALTH(plr->level) / 2; plr->HP = PC_MAXHEALTH(plr->level) / 2;
Nanos::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0); break;
} else if (reviveData->iRegenType == 4) { default: // plain respawn
// revived by group member's nano
plr->HP = PC_MAXHEALTH(plr->level) / 2; plr->HP = PC_MAXHEALTH(plr->level) / 2;
} else if (reviveData->iRegenType == 5) { // fallthrough
// warp away case ePCRegenType::Unstick: // warp away
move = true; move = true;
} else { break;
// plain respawn
move = true;
plr->HP = PC_MAXHEALTH(plr->level) / 2;
} }
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
@ -473,11 +463,9 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
resp2.PCRegenDataForOtherPC.iHP = plr->HP; resp2.PCRegenDataForOtherPC.iHP = plr->HP;
resp2.PCRegenDataForOtherPC.iAngle = plr->angle; resp2.PCRegenDataForOtherPC.iAngle = plr->angle;
Player *otherPlr = getPlayerFromID(plr->iIDGroup); if (plr->group != nullptr) {
if (otherPlr != nullptr) {
int bitFlag = Groups::getGroupFlags(otherPlr);
resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->getCompositeCondition();
resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState; resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState; resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState;
resp2.PCRegenDataForOtherPC.Nano = plr->Nanos[plr->activeNano]; resp2.PCRegenDataForOtherPC.Nano = plr->Nanos[plr->activeNano];
@ -668,16 +656,16 @@ CNSocket *PlayerManager::getSockFromName(std::string firstname, std::string last
} }
CNSocket *PlayerManager::getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname) { CNSocket *PlayerManager::getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname) {
switch (by) { switch ((eCN_GM_TargetSearchBy)by) {
case eCN_GM_TargetSearchBy__PC_ID: case eCN_GM_TargetSearchBy::PC_ID:
assert(id != 0); assert(id != 0);
return getSockFromID(id); 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); assert(uid != 0);
for (auto& pair : players) for (auto& pair : players)
if (pair.second->accountId == uid) if (pair.second->accountId == uid)
return pair.first; 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? assert(firstname != "" && lastname != ""); // XXX: remove this if we start messing around with edited names?
return getSockFromName(firstname, lastname); return getSockFromName(firstname, lastname);
} }

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@ -1,16 +1,15 @@
#pragma once #pragma once
#include "Player.hpp"
#include "core/Core.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 <map>
#include <list> #include <list>
struct WarpLocation;
namespace PlayerManager { namespace PlayerManager {
extern std::map<CNSocket*, Player*> players; extern std::map<CNSocket*, Player*> players;
void init(); void init();
@ -43,7 +42,7 @@ namespace PlayerManager {
for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) { for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
Chunk* chunk = *it; Chunk* chunk = *it;
for (const EntityRef& ref : chunk->entities) { for (const EntityRef& ref : chunk->entities) {
if (ref.type != EntityType::PLAYER || ref.sock == sock) if (ref.kind != EntityKind::PLAYER || ref.sock == sock)
continue; continue;
ref.sock->sendPacket(pkt, type); ref.sock->sendPacket(pkt, type);

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@ -1,4 +1,7 @@
#include "PlayerMovement.hpp" #include "PlayerMovement.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "TableData.hpp" #include "TableData.hpp"
#include "core/Core.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 // [gruntwork] check if player has a follower and move it
if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) { if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) {
BaseNPC* follower = TableData::RunningNPCPaths[plr->iID].first; 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; std::queue<Vec3> queue;
Vec3 from = { follower->x, follower->y, follower->z }; Vec3 from = { follower->x, follower->y, follower->z };
float drag = 0.95f; // this ensures that they don't bump into the player 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() // 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::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 "Racing.hpp"
#include "db/Database.hpp"
#include "servers/CNShardServer.hpp"
#include "NPCManager.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "Missions.hpp" #include "Missions.hpp"
#include "Items.hpp" #include "Items.hpp"
#include "db/Database.hpp"
#include "NPCManager.hpp"
using namespace Racing; using namespace Racing;

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

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

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@ -1,18 +1,14 @@
#include "TableData.hpp" #include "TableData.hpp"
#include "NPCManager.hpp" #include "NPCManager.hpp"
#include "Transport.hpp"
#include "Items.hpp"
#include "settings.hpp"
#include "Missions.hpp" #include "Missions.hpp"
#include "Chunking.hpp" #include "Items.hpp"
#include "Nanos.hpp"
#include "Racing.hpp"
#include "Vendors.hpp" #include "Vendors.hpp"
#include "Racing.hpp"
#include "Nanos.hpp"
#include "Abilities.hpp" #include "Abilities.hpp"
#include "Eggs.hpp" #include "Eggs.hpp"
#include "JSON.hpp"
#include <fstream> #include <fstream>
#include <sstream> #include <sstream>
#include <cmath> #include <cmath>
@ -215,18 +211,34 @@ static void loadXDT(json& xdtData) {
// load nano powers // load nano powers
json skills = xdtData["m_pSkillTable"]["m_pSkillData"]; json skills = xdtData["m_pSkillTable"]["m_pSkillData"];
for (json::iterator _skills = skills.begin(); _skills != skills.end(); _skills++) { for (json::iterator _skill = skills.begin(); _skill != skills.end(); _skill++) {
auto skills = _skills.value(); auto skill = _skill.value();
SkillData skillData = { skills["m_iSkillType"], skills["m_iTargetType"], skills["m_iBatteryDrainType"], skills["m_iEffectArea"] }; 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++) { for (int i = 0; i < 4; i++) {
skillData.batteryUse[i] = skills["m_iBatteryDrainUse"][i]; skillData.batteryUse[i] = skill["m_iBatteryDrainUse"][i];
skillData.durationTime[i] = skills["m_iDurationTime"][i]; skillData.durationTime[i] = skill["m_iDurationTime"][i];
skillData.powerIntensity[i] = skills["m_iValueA"][i];
} skillData.values[0][i] = skill["m_iValueA"][i];
Nanos::SkillTable[skills["m_iSkillNumber"]] = skillData; skillData.values[1][i] = skill["m_iValueB"][i];
skillData.values[2][i] = skill["m_iValueC"][i];
} }
std::cout << "[INFO] Loaded " << Nanos::SkillTable.size() << " nano skills" << std::endl; Abilities::SkillTable[skill["m_iSkillNumber"]] = skillData;
}
std::cout << "[INFO] Loaded " << Abilities::SkillTable.size() << " nano skills" << std::endl;
// load EP data // load EP data
json instances = xdtData["m_pInstanceTable"]["m_pInstanceData"]; json instances = xdtData["m_pInstanceTable"]["m_pInstanceData"];
@ -298,10 +310,10 @@ static void loadPaths(json& pathData, int32_t* nextId) {
if (passedDistance >= SLIDER_GAP_SIZE) { // space them out uniformaly if (passedDistance >= SLIDER_GAP_SIZE) { // space them out uniformaly
passedDistance -= SLIDER_GAP_SIZE; // step down passedDistance -= SLIDER_GAP_SIZE; // step down
// spawn a slider // spawn a slider
Bus* slider = new Bus(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)--); Bus* slider = new Bus(0, INSTANCE_OVERWORLD, 1, (*nextId)--);
NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider; NPCManager::NPCs[slider->id] = slider;
NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->x, slider->y, slider->z, INSTANCE_OVERWORLD, 0); NPCManager::updateNPCPosition(slider->id, point.x, point.y, point.z, INSTANCE_OVERWORLD, 0);
Transport::NPCQueues[slider->appearanceData.iNPC_ID] = route; Transport::NPCQueues[slider->id] = route;
} }
// rotate // rotate
route.pop(); route.pop();
@ -643,7 +655,7 @@ static void loadEggs(json& eggData, int32_t* nextId) {
int id = (*nextId)--; int id = (*nextId)--;
uint64_t instanceID = egg.find("iMapNum") == egg.end() ? INSTANCE_OVERWORLD : (int)egg["iMapNum"]; 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::NPCs[id] = addEgg;
eggCount++; eggCount++;
NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0); NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
@ -737,7 +749,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end()) if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end())
continue; // NPC not found continue; // NPC not found
BaseNPC* npc = NPCManager::NPCs[npcID]; BaseNPC* npc = NPCManager::NPCs[npcID];
npc->appearanceData.iAngle = angle; npc->angle = angle;
RunningNPCRotations[npcID] = angle; RunningNPCRotations[npcID] = angle;
} }
@ -750,8 +762,8 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end()) if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end())
continue; // NPC not found continue; // NPC not found
BaseNPC* npc = NPCManager::NPCs[npcID]; BaseNPC* npc = NPCManager::NPCs[npcID];
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, NPCManager::updateNPCPosition(npc->id, npc->x, npc->y,
npc->z, instanceID, npc->appearanceData.iAngle); npc->z, instanceID, npc->angle);
RunningNPCMapNumbers[npcID] = instanceID; RunningNPCMapNumbers[npcID] = instanceID;
} }
@ -771,12 +783,12 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
// re-enable respawning // re-enable respawning
((Mob*)npc)->summoned = false; ((Mob*)npc)->summoned = false;
} else { } 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; NPCManager::NPCs[npc->id] = npc;
RunningMobs[npc->appearanceData.iNPC_ID] = npc; RunningMobs[npc->id] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iAngle"]); NPCManager::updateNPCPosition(npc->id, mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iAngle"]);
} }
// mob groups // mob groups
@ -814,7 +826,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
tmpFol->offsetX = follower.find("iOffsetX") == follower.end() ? 0 : (int)follower["iOffsetX"]; tmpFol->offsetX = follower.find("iOffsetX") == follower.end() ? 0 : (int)follower["iOffsetX"];
tmpFol->offsetY = follower.find("iOffsetY") == follower.end() ? 0 : (int)follower["iOffsetY"]; 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; tmp->groupMember[followerCount++] = *nextId;
(*nextId)--; (*nextId)--;
@ -824,7 +836,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
std::cout << "[WARN] Mob group leader with ID " << *nextId << " has too many followers (" << followers.size() << ")\n"; 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"]; auto eggs = gruntwork["eggs"];
@ -833,7 +845,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
int id = (*nextId)--; int id = (*nextId)--;
uint64_t instanceID = egg.find("iMapNum") == egg.end() ? INSTANCE_OVERWORLD : (int)egg["iMapNum"]; 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::NPCs[id] = addEgg;
NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0); NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
RunningEggs[id] = addEgg; RunningEggs[id] = addEgg;
@ -868,7 +880,7 @@ static void loadNPCs(json& npcData) {
if (npc["iX"] > 512000 && npc["iY"] < 256000) if (npc["iX"] > 512000 && npc["iY"] < 256000)
continue; continue;
#endif #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::NPCs[npcID] = tmp;
NPCManager::updateNPCPosition(npcID, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]); NPCManager::updateNPCPosition(npcID, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
@ -973,7 +985,7 @@ static void loadMobs(json& npcData, int32_t* nextId) {
tmpFol->offsetX = follower.find("iOffsetX") == follower.end() ? 0 : (int)follower["iOffsetX"]; tmpFol->offsetX = follower.find("iOffsetX") == follower.end() ? 0 : (int)follower["iOffsetX"];
tmpFol->offsetY = follower.find("iOffsetY") == follower.end() ? 0 : (int)follower["iOffsetY"]; 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; tmp->groupMember[followerCount++] = *nextId;
(*nextId)--; (*nextId)--;
@ -1176,7 +1188,7 @@ void TableData::flush() {
continue; continue;
int x, y, z; int x, y, z;
if (npc->type == EntityType::MOB) { if (npc->kind == EntityKind::MOB) {
Mob *m = (Mob*)npc; Mob *m = (Mob*)npc;
x = m->spawnX; x = m->spawnX;
y = m->spawnY; y = m->spawnY;
@ -1188,13 +1200,13 @@ void TableData::flush() {
} }
// NOTE: this format deviates slightly from the one in mobs.json // 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["iX"] = x;
mob["iY"] = y; mob["iY"] = y;
mob["iZ"] = z; mob["iZ"] = z;
mob["iMapNum"] = MAPNUM(npc->instanceID); 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 // 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 // it's called mobs, but really it's everything
gruntwork["mobs"].push_back(mob); gruntwork["mobs"].push_back(mob);
@ -1209,19 +1221,19 @@ void TableData::flush() {
int x, y, z; int x, y, z;
std::vector<Mob*> followers; std::vector<Mob*> followers;
if (npc->type == EntityType::MOB) { if (npc->kind == EntityKind::MOB) {
Mob* m = (Mob*)npc; Mob* m = (Mob*)npc;
x = m->spawnX; x = m->spawnX;
y = m->spawnY; y = m->spawnY;
z = m->spawnZ; 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"; std::cout << "[WARN] Non-leader mob found in running groups; ignoring\n";
continue; continue;
} }
// add follower data to vector; go until OOB or until follower ID is 0 // 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++) { 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"; std::cout << "[WARN] Follower with ID " << m->groupMember[i] << " not found; skipping\n";
continue; continue;
} }
@ -1235,13 +1247,13 @@ void TableData::flush() {
} }
// NOTE: this format deviates slightly from the one in mobs.json // 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["iX"] = x;
mob["iY"] = y; mob["iY"] = y;
mob["iZ"] = z; mob["iZ"] = z;
mob["iMapNum"] = MAPNUM(npc->instanceID); 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 // 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 // followers
while (followers.size() > 0) { while (followers.size() > 0) {
@ -1250,7 +1262,7 @@ void TableData::flush() {
// populate JSON entry // populate JSON entry
json fol; json fol;
fol["iNPCType"] = follower->appearanceData.iNPCType; fol["iNPCType"] = follower->type;
fol["iOffsetX"] = follower->offsetX; fol["iOffsetX"] = follower->offsetX;
fol["iOffsetY"] = follower->offsetY; fol["iOffsetY"] = follower->offsetY;
@ -1275,7 +1287,7 @@ void TableData::flush() {
int mapnum = MAPNUM(npc->instanceID); int mapnum = MAPNUM(npc->instanceID);
if (mapnum != 0) if (mapnum != 0)
egg["iMapNum"] = mapnum; egg["iMapNum"] = mapnum;
egg["iType"] = npc->appearanceData.iNPCType; egg["iType"] = npc->type;
gruntwork["eggs"].push_back(egg); gruntwork["eggs"].push_back(egg);
} }

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@ -1,8 +1,13 @@
#pragma once #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 // these are added to the NPC's static key to avoid collisions
const int NPC_ID_OFFSET = 1; const int NPC_ID_OFFSET = 1;

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@ -1,4 +1,7 @@
#include "Trading.hpp" #include "Trading.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
using namespace Trading; using namespace Trading;

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

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

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

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@ -1,4 +1,9 @@
#include "Vendors.hpp" #include "Vendors.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp"
#include "Rand.hpp" #include "Rand.hpp"
using namespace Vendors; using namespace Vendors;

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@ -1,10 +1,9 @@
#pragma once #pragma once
#include "core/Core.hpp" #include "core/Core.hpp"
#include "servers/CNShardServer.hpp"
#include "Items.hpp" #include <vector>
#include "PlayerManager.hpp" #include <map>
struct VendorListing { struct VendorListing {
int sort, type, id; 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 // overflow-safe validation of variable-length packets
// for outbound 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 // check for multiplication overflow
if (npayloads > 0 && (CN_PACKET_BUFFER_SIZE - 8) / (size_t)npayloads < plsize) if (npayloads > 0 && (CN_PACKET_BUFFER_SIZE - 8) / (size_t)npayloads < plsize)
return false; return false;
@ -110,7 +110,7 @@ inline constexpr bool validOutVarPacket(size_t base, int32_t npayloads, size_t p
} }
// for inbound packets // 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 // check for multiplication overflow
if (npayloads > 0 && (CN_PACKET_BUFFER_SIZE - 8) / (size_t)npayloads < plsize) if (npayloads > 0 && (CN_PACKET_BUFFER_SIZE - 8) / (size_t)npayloads < plsize)
return false; return false;

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@ -23,6 +23,7 @@
#include <string> #include <string>
#include <locale> #include <locale>
#include <codecvt> #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. // 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; \ #define INITSTRUCT(T, x) T x; \

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@ -10,18 +10,40 @@ const float CN_EP_RANK_4 = 0.3f;
const float CN_EP_RANK_5 = 0.29f; const float CN_EP_RANK_5 = 0.29f;
// methods of finding players for GM commands // methods of finding players for GM commands
enum eCN_GM_TargetSearchBy { enum class eCN_GM_TargetSearchBy {
eCN_GM_TargetSearchBy__PC_ID, // player id PC_ID, // player id
eCN_GM_TargetSearchBy__PC_Name, // firstname, lastname PC_Name, // firstname, lastname
eCN_GM_TargetSearchBy__PC_UID // account id PC_UID // account id
}; };
enum eCN_GM_TeleportType { enum class eCN_GM_TeleportType {
eCN_GM_TeleportMapType__XYZ, XYZ,
eCN_GM_TeleportMapType__MapXYZ, MapXYZ,
eCN_GM_TeleportMapType__MyLocation, MyLocation,
eCN_GM_TeleportMapType__SomeoneLocation, SomeoneLocation,
eCN_GM_TeleportMapType__Unstick Unstick
};
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 powers // nano powers
@ -96,6 +118,27 @@ enum {
ECSTB__END = 26, 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 { enum {
SUCC = 1, SUCC = 1,
FAIL = 0, FAIL = 0,

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

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

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

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

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@ -3,9 +3,11 @@
#include "core/Core.hpp" #include "core/Core.hpp"
#include <map> #include <map>
#include <list>
#define REGISTER_SHARD_PACKET(pactype, handlr) CNShardServer::ShardPackets[pactype] = handlr; #define REGISTER_SHARD_PACKET(pactype, handlr) CNShardServer::ShardPackets[pactype] = handlr;
#define REGISTER_SHARD_TIMER(handlr, delta) CNShardServer::Timers.push_back(TimerEvent(handlr, delta)); #define REGISTER_SHARD_TIMER(handlr, delta) CNShardServer::Timers.push_back(TimerEvent(handlr, delta));
#define MS_PER_PLAYER_TICK 500
class CNShardServer : public CNServer { class CNShardServer : public CNServer {
private: private:

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

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

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

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@ -1,5 +1,7 @@
#pragma once #pragma once
#include <string>
namespace settings { namespace settings {
extern int VERBOSITY; extern int VERBOSITY;
extern bool SANDBOX; 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. SOFTWARE.
*/ */
#pragma once
#ifndef INCLUDE_NLOHMANN_JSON_HPP_ #ifndef INCLUDE_NLOHMANN_JSON_HPP_
#define INCLUDE_NLOHMANN_JSON_HPP_ #define INCLUDE_NLOHMANN_JSON_HPP_