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13 Commits

Author SHA1 Message Date
Gent Semaj
a2c696db26
Merge 1a7bb826d8 into b12aecad63 2023-07-25 20:31:38 +00:00
gsemaj
1a7bb826d8 Move drain to new system
TODO
- There is a seg fault that happens when drain kills the mob
- leech unimplemented
- mob skills unimplemented
2023-07-25 20:30:54 +00:00
gsemaj
da9fb499de reorder some stuff 2023-07-25 19:49:38 +00:00
gsemaj
2bc2235179 Fix icon not disappearing for debuffs 2023-07-25 19:11:28 +00:00
gsemaj
618126f963 Tick buffs for mobs 2023-07-25 19:00:35 +00:00
gsemaj
b16ffe4f19 Fix infinite slowdown with snare 2023-07-25 19:00:01 +00:00
gsemaj
6edc01c1f1
Implement buff handling for CombatNPC 2023-07-25 13:49:40 -04:00
gsemaj
c0e566050b
Move buffs from Mob to CombatNPC 2023-07-25 13:42:40 -04:00
gsemaj
7a59248ace
Implement buffs for mobs 2023-07-25 13:19:49 -04:00
gsemaj
6ee55d7406
Damage n debuff handler 2023-07-25 13:09:28 -04:00
gsemaj
41622ad8aa Fix trailing structs
The change to allow flexible trailing struct sizes broke
`attachSkillResults` oops
2023-07-25 17:05:44 +00:00
gsemaj
0f09808bc4
Get rid of cbf 2023-07-25 10:43:48 -04:00
gsemaj
b6171ebdc1
Add clearBuffs 2023-07-25 10:41:45 -04:00
13 changed files with 253 additions and 100 deletions

View File

@ -1,5 +1,7 @@
#include "Abilities.hpp" #include "Abilities.hpp"
#include "servers/CNShardServer.hpp"
#include "NPCManager.hpp" #include "NPCManager.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "Buffs.hpp" #include "Buffs.hpp"
@ -45,11 +47,39 @@ static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* so
} }
static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) { static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
// TODO abilities // take aggro
target->takeDamage(source->getRef(), 0);
int duration = 0;
int strength = 0;
bool blocked = target->hasBuff(ECSB_FREEDOM);
if(!blocked) {
duration = skill->durationTime[power];
strength = skill->values[0][power];
BuffStack debuff = {
(duration * 100) / MS_PER_COMBAT_TICK, // ticks
strength, // value
source->getRef(), // source
BuffClass::NANO, // buff class
};
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
target->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) {
Buffs::timeBuffTick(self, buff);
},
&debuff);
}
sSkillResult_Damage_N_Debuff result{}; sSkillResult_Damage_N_Debuff result{};
result.iDamage = duration / 10; // we use the duration as the damage number (why?)
result.iHP = target->getCurrentHP();
result.eCT = target->getCharType(); result.eCT = target->getCharType();
result.iID = target->getID(); result.iID = target->getID();
result.bProtected = false; result.bProtected = blocked;
result.iConditionBitFlag = target->getCompositeCondition(); result.iConditionBitFlag = target->getCompositeCondition();
return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result); return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
} }
@ -60,20 +90,31 @@ static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* sou
} }
static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) { static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
int duration = skill->durationTime[power];
int strength = skill->values[0][power];
BuffStack passiveBuff = { BuffStack passiveBuff = {
skill->drainType == SkillDrainType::PASSIVE ? 1 : skill->durationTime[power], // ticks skill->drainType == SkillDrainType::PASSIVE ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
skill->values[0][power], // value strength, // value
source->getRef(), // source source->getRef(), // source
source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
}; };
int timeBuffId = Abilities::getCSTBFromST(skill->skillType); int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
SkillDrainType drainType = skill->drainType;
if(!target->addBuff(timeBuffId, if(!target->addBuff(timeBuffId,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) { [drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
if(buff->id == ECSB_BOUNDINGBALL) {
// drain
ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
combatant->takeDamage(buff->getLastSource(), 0); // aggro
}
Buffs::timeBuffUpdate(self, buff, status, stack); Buffs::timeBuffUpdate(self, buff, status, stack);
if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL)
Buffs::timeBuffTimeout(self);
}, },
[](EntityRef self, Buff* buff, time_t currTime) { [](EntityRef self, Buff* buff, time_t currTime) {
// no-op if(buff->id == ECSB_BOUNDINGBALL)
Buffs::tickDrain(self, buff); // drain
}, },
&passiveBuff)) return SkillResult(); // no result if already buffed &passiveBuff)) return SkillResult(); // no result if already buffed
@ -216,16 +257,18 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
return results; return results;
} }
static void attachSkillResults(std::vector<SkillResult> results, size_t resultSize, uint8_t* pivot) { static void attachSkillResults(std::vector<SkillResult> results, uint8_t* pivot) {
for(SkillResult& result : results) { for(SkillResult& result : results) {
memcpy(pivot, result.payload, resultSize); size_t sz = result.size;
pivot += resultSize; memcpy(pivot, result.payload, sz);
pivot += sz;
} }
} }
void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) { void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) {
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
ICombatant* combatant = dynamic_cast<ICombatant*>(plr);
int boost = 0; int boost = 0;
if (Nanos::getNanoBoost(plr)) if (Nanos::getNanoBoost(plr))
@ -237,17 +280,19 @@ void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std:
nano.iStamina = 0; nano.iStamina = 0;
} }
std::vector<SkillResult> results = handleSkill(skill, boost, plr, affected); std::vector<SkillResult> results = handleSkill(skill, boost, combatant, affected);
if(results.empty()) return; // no effect; no need for confirmation packets if(results.empty()) return; // no effect; no need for confirmation packets
size_t resultSize = MAX_SKILLRESULT_SIZE; // lazy // lazy validation since skill results might be different sizes
if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), resultSize)) { if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), MAX_SKILLRESULT_SIZE)) {
std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n"; std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
return; return;
} }
// initialize response struct // initialize response struct
size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + results.size() * resultSize; size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC);
for(SkillResult& sr : results)
resplen += sr.size;
uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen); memset(respbuf, 0, resplen);
@ -260,7 +305,7 @@ void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std:
pkt->eST = (int32_t)skill->skillType; pkt->eST = (int32_t)skill->skillType;
pkt->iTargetCnt = (int32_t)results.size(); pkt->iTargetCnt = (int32_t)results.size();
attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1)); attachSkillResults(results, (uint8_t*)(pkt + 1));
sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
if(skill->skillType == SkillType::RECALL_GROUP) if(skill->skillType == SkillType::RECALL_GROUP)
@ -284,15 +329,16 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
std::vector<SkillResult> results = handleSkill(skill, 0, src, affected); std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
if(results.empty()) return; // no effect; no need for confirmation packets if(results.empty()) return; // no effect; no need for confirmation packets
size_t resultSize = results.back().size; // guaranteed to be the same for every item // lazy validation since skill results might be different sizes
if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), MAX_SKILLRESULT_SIZE)) {
if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), resultSize)) {
std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n"; std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n";
return; return;
} }
// initialize response struct // initialize response struct
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + results.size() * resultSize; size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT);
for(SkillResult& sr : results)
resplen += sr.size;
uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen); memset(respbuf, 0, resplen);
@ -302,7 +348,7 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
pkt->eST = (int32_t)skill->skillType; pkt->eST = (int32_t)skill->skillType;
pkt->iTargetCnt = (int32_t)results.size(); pkt->iTargetCnt = (int32_t)results.size();
attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1)); attachSkillResults(results, (uint8_t*)(pkt + 1));
NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen); NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
} }
@ -377,12 +423,6 @@ int Abilities::getCSTBFromST(SkillType skillType) {
case SkillType::PROTECTINFECTION: case SkillType::PROTECTINFECTION:
result = ECSB_PROTECT_INFECTION; result = ECSB_PROTECT_INFECTION;
break; break;
case SkillType::SNARE:
result = ECSB_DN_MOVE_SPEED;
break;
case SkillType::SLEEP:
result = ECSB_MEZ;
break;
case SkillType::MINIMAPENEMY: case SkillType::MINIMAPENEMY:
result = ECSB_MINIMAP_ENEMY; result = ECSB_MINIMAP_ENEMY;
break; break;
@ -395,15 +435,9 @@ int Abilities::getCSTBFromST(SkillType skillType) {
case SkillType::REWARDCASH: case SkillType::REWARDCASH:
result = ECSB_REWARD_CASH; result = ECSB_REWARD_CASH;
break; break;
case SkillType::INFECTIONDAMAGE:
result = ECSB_INFECTION;
break;
case SkillType::FREEDOM: case SkillType::FREEDOM:
result = ECSB_FREEDOM; result = ECSB_FREEDOM;
break; break;
case SkillType::BOUNDINGBALL:
result = ECSB_BOUNDINGBALL;
break;
case SkillType::INVULNERABLE: case SkillType::INVULNERABLE:
result = ECSB_INVULNERABLE; result = ECSB_INVULNERABLE;
break; break;
@ -412,6 +446,22 @@ int Abilities::getCSTBFromST(SkillType skillType) {
break; break;
case SkillType::NANOSTIMPAK: case SkillType::NANOSTIMPAK:
result = ECSB_STIMPAKSLOT1; result = ECSB_STIMPAKSLOT1;
// shift as necessary
break;
case SkillType::SNARE:
result = ECSB_DN_MOVE_SPEED;
break;
case SkillType::STUN:
result = ECSB_STUN;
break;
case SkillType::SLEEP:
result = ECSB_MEZ;
break;
case SkillType::INFECTIONDAMAGE:
result = ECSB_INFECTION;
break;
case SkillType::BOUNDINGBALL:
result = ECSB_BOUNDINGBALL;
break; break;
default: default:
break; break;

View File

@ -95,6 +95,12 @@ int Buff::getValue(BuffValueSelector selector) {
return value; return value;
} }
EntityRef Buff::getLastSource() {
if(stacks.empty())
return self;
return stacks.back().source;
}
bool Buff::isStale() { bool Buff::isStale() {
return stacks.empty(); return stacks.empty();
} }
@ -137,15 +143,55 @@ void Buffs::timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* st
self.sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); self.sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
} }
void Buffs::timeBuffTick(EntityRef self, Buff* buff) {
if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
return; // not implemented
Entity* entity = self.getEntity();
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK, pkt);
pkt.eCT = combatant->getCharType();
pkt.iID = combatant->getID();
pkt.iTB_ID = buff->id;
NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
}
void Buffs::timeBuffTimeout(EntityRef self) { void Buffs::timeBuffTimeout(EntityRef self) {
if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB) if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
return; // not a combatant return; // not a combatant
Entity* entity = self.getEntity(); Entity* entity = self.getEntity();
ICombatant* combatant = dynamic_cast<ICombatant*>(entity); ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players
pkt.eCT = combatant->getCharType(); int32_t eCharType = combatant->getCharType();
pkt.eCT = eCharType == 4 ? 2 : eCharType; // convention not followed by client here
pkt.iID = combatant->getID(); pkt.iID = combatant->getID();
pkt.iConditionBitFlag = combatant->getCompositeCondition(); pkt.iConditionBitFlag = combatant->getCompositeCondition();
NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
} }
void Buffs::tickDrain(EntityRef self, Buff* buff) {
if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
return; // not implemented
Entity* entity = self.getEntity();
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
int damage = combatant->takeDamage(buff->getLastSource(), combatant->getMaxHP() / 100);
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
pkt->iID = self.id;
pkt->eCT = combatant->getCharType();
pkt->iTB_ID = ECSB_BOUNDINGBALL;
sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
drain->iDamage = damage;
drain->iHP = combatant->getCurrentHP();
drain->eCT = pkt->eCT;
drain->iID = pkt->iID;
NPCManager::sendToViewable(self.getEntity(), (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
}
#pragma endregion #pragma endregion

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@ -66,6 +66,7 @@ public:
BuffClass maxClass(); BuffClass maxClass();
int getValue(BuffValueSelector selector); int getValue(BuffValueSelector selector);
EntityRef getLastSource();
/* /*
* In general, a Buff object won't exist * In general, a Buff object won't exist
@ -86,5 +87,7 @@ public:
namespace Buffs { namespace Buffs {
void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack); void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack);
void timeBuffTick(EntityRef self, Buff* buff);
void timeBuffTimeout(EntityRef self); void timeBuffTimeout(EntityRef self);
void tickDrain(EntityRef self, Buff* buff);
} }

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@ -24,10 +24,8 @@ bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCal
if(!isAlive()) if(!isAlive())
return false; return false;
EntityRef self = PlayerManager::getSockFromID(iID);
if(!hasBuff(buffId)) { if(!hasBuff(buffId)) {
buffs[buffId] = new Buff(buffId, self, onUpdate, onTick, stack); buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
return true; return true;
} }
@ -54,6 +52,7 @@ void Player::removeBuff(int buffId) {
void Player::removeBuff(int buffId, int buffClass) { void Player::removeBuff(int buffId, int buffClass) {
if(hasBuff(buffId)) { if(hasBuff(buffId)) {
buffs[buffId]->clear((BuffClass)buffClass); buffs[buffId]->clear((BuffClass)buffClass);
// buff might not be stale since another buff class might remain
if(buffs[buffId]->isStale()) { if(buffs[buffId]->isStale()) {
delete buffs[buffId]; delete buffs[buffId];
buffs.erase(buffId); buffs.erase(buffId);
@ -61,6 +60,17 @@ void Player::removeBuff(int buffId, int buffClass) {
} }
} }
void Player::clearBuffs(bool force) {
for(auto buff : buffs) {
if(!force) {
removeBuff(buff.first);
} else {
delete buff.second;
}
}
buffs.clear();
}
bool Player::hasBuff(int buffId) { bool Player::hasBuff(int buffId) {
auto buff = buffs.find(buffId); auto buff = buffs.find(buffId);
return buff != buffs.end() && !buff->second->isStale(); return buff != buffs.end() && !buff->second->isStale();
@ -165,23 +175,68 @@ void Player::step(time_t currTime) {
#pragma region CombatNPC #pragma region CombatNPC
bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */ bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
if(!isAlive())
return false;
if(!hasBuff(buffId)) {
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
return true;
}
buffs[buffId]->updateCallbacks(onUpdate, onTick);
buffs[buffId]->addStack(stack);
return false; return false;
} }
Buff* CombatNPC::getBuff(int buffId) { /* stubbed */ Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
if(hasBuff(buffId)) {
return buffs[buffId];
}
return nullptr; return nullptr;
} }
void CombatNPC::removeBuff(int buffId) { /* stubbed */ } void CombatNPC::removeBuff(int buffId) {
if(hasBuff(buffId)) {
void CombatNPC::removeBuff(int buffId, int buffClass) { /* stubbed */ } buffs[buffId]->clear();
delete buffs[buffId];
bool CombatNPC::hasBuff(int buffId) { /* stubbed */ buffs.erase(buffId);
return false; }
} }
int CombatNPC::getCompositeCondition() { /* stubbed */ void CombatNPC::removeBuff(int buffId, int buffClass) {
return 0; if(hasBuff(buffId)) {
buffs[buffId]->clear((BuffClass)buffClass);
// buff might not be stale since another buff class might remain
if(buffs[buffId]->isStale()) {
delete buffs[buffId];
buffs.erase(buffId);
}
}
}
void CombatNPC::clearBuffs(bool force) {
for(auto buff : buffs) {
if(!force) {
removeBuff(buff.first);
} else {
delete buff.second;
}
}
buffs.clear();
}
bool CombatNPC::hasBuff(int buffId) {
auto buff = buffs.find(buffId);
return buff != buffs.end() && !buff->second->isStale();
}
int CombatNPC::getCompositeCondition() {
int conditionBitFlag = 0;
for(auto buff : buffs) {
if(!buff.second->isStale() && buff.second->id > 0)
conditionBitFlag |= CSB_FROM_ECSB(buff.first);
}
return conditionBitFlag;
} }
int CombatNPC::takeDamage(EntityRef src, int amt) { int CombatNPC::takeDamage(EntityRef src, int amt) {

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@ -678,7 +678,6 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id)); Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id));
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type)); Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type));
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp)); Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp));
Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->cbf));
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind)); Chat::sendServerMessage(sock, "[WHOIS] 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));

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@ -40,7 +40,7 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
sNPCAppearanceData data = {}; sNPCAppearanceData data = {};
data.iAngle = angle; data.iAngle = angle;
data.iBarkerType = 0; // unused? data.iBarkerType = 0; // unused?
data.iConditionBitFlag = cbf; data.iConditionBitFlag = 0;
data.iHP = hp; data.iHP = hp;
data.iNPCType = type; data.iNPCType = type;
data.iNPC_ID = id; data.iNPC_ID = id;
@ -50,6 +50,12 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
return data; return data;
} }
sNPCAppearanceData CombatNPC::getAppearanceData() {
sNPCAppearanceData data = BaseNPC::getAppearanceData();
data.iConditionBitFlag = getCompositeCondition();
return data;
}
/* /*
* Entity coming into view. * Entity coming into view.
*/ */

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@ -48,6 +48,7 @@ public:
virtual Buff* getBuff(int) = 0; virtual Buff* getBuff(int) = 0;
virtual void removeBuff(int) = 0; virtual void removeBuff(int) = 0;
virtual void removeBuff(int, int) = 0; virtual void removeBuff(int, int) = 0;
virtual void clearBuffs(bool) = 0;
virtual bool hasBuff(int) = 0; virtual bool hasBuff(int) = 0;
virtual int getCompositeCondition() = 0; virtual int getCompositeCondition() = 0;
virtual int takeDamage(EntityRef, int) = 0; virtual int takeDamage(EntityRef, int) = 0;
@ -72,7 +73,6 @@ public:
int type; int type;
int hp; int hp;
int angle; int angle;
int cbf;
bool loopingPath = false; bool loopingPath = false;
BaseNPC(int _A, uint64_t iID, int t, int _id) { BaseNPC(int _A, uint64_t iID, int t, int _id) {
@ -80,7 +80,6 @@ public:
type = t; type = t;
hp = 400; hp = 400;
angle = _A; angle = _A;
cbf = 0;
id = _id; id = _id;
instanceID = iID; instanceID = iID;
}; };
@ -88,7 +87,7 @@ public:
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(); virtual sNPCAppearanceData getAppearanceData();
}; };
struct CombatNPC : public BaseNPC, public ICombatant { struct CombatNPC : public BaseNPC, public ICombatant {
@ -105,6 +104,8 @@ struct CombatNPC : public BaseNPC, public ICombatant {
std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers; std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers; std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
std::unordered_map<int, Buff*> buffs = {};
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP) 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(angle, iID, t, id), maxHealth(maxHP) {
spawnX = x; spawnX = x;
@ -117,12 +118,15 @@ struct CombatNPC : public BaseNPC, public ICombatant {
transitionHandlers[AIState::INACTIVE] = {}; transitionHandlers[AIState::INACTIVE] = {};
} }
virtual sNPCAppearanceData getAppearanceData() override;
virtual bool isExtant() override { return hp > 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 bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
virtual Buff* getBuff(int buffId) override; virtual Buff* getBuff(int buffId) override;
virtual void removeBuff(int buffId) override; virtual void removeBuff(int buffId) override;
virtual void removeBuff(int buffId, int buffClass) override; virtual void removeBuff(int buffId, int buffClass) override;
virtual void clearBuffs(bool force) override;
virtual bool hasBuff(int buffId) override; virtual bool hasBuff(int buffId) override;
virtual int getCompositeCondition() override; virtual int getCompositeCondition() override;
virtual int takeDamage(EntityRef src, int amt) override; virtual int takeDamage(EntityRef src, int amt) override;

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@ -3,6 +3,7 @@
#include "EntityRef.hpp" #include "EntityRef.hpp"
#include <vector> #include <vector>
#include <assert.h>
struct Group { struct Group {
std::vector<EntityRef> members; std::vector<EntityRef> members;
@ -14,6 +15,10 @@ struct Group {
}); });
return filtered; return filtered;
} }
EntityRef getLeader() {
assert(members.size() > 0);
return members[0];
}
Group(EntityRef leader); Group(EntityRef leader);
}; };

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@ -51,13 +51,13 @@ int Mob::takeDamage(EntityRef src, int amt) {
} }
// wake up sleeping monster // wake up sleeping monster
if (cbf & CSB_BIT_MEZ) { if (hasBuff(ECSB_MEZ)) {
cbf &= ~CSB_BIT_MEZ; removeBuff(ECSB_MEZ);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1); INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2; pkt1.eCT = 2;
pkt1.iID = id; pkt1.iID = id;
pkt1.iConditionBitFlag = cbf; pkt1.iConditionBitFlag = getCompositeCondition();
NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
} }
@ -96,13 +96,12 @@ static std::pair<int,int> lerp(int x1, int y1, int x2, int y2, int speed) {
void MobAI::clearDebuff(Mob *mob) { void MobAI::clearDebuff(Mob *mob) {
mob->skillStyle = -1; mob->skillStyle = -1;
mob->cbf = 0; mob->clearBuffs(false);
mob->unbuffTimes.clear();
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1); INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2; pkt1.eCT = 2;
pkt1.iID = mob->id; pkt1.iID = mob->id;
pkt1.iConditionBitFlag = mob->cbf; pkt1.iConditionBitFlag = mob->getCompositeCondition();
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
} }
@ -442,6 +441,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
return; return;
} }
// TODO abiilities
static void drainMobHP(Mob *mob, int amount) { static void drainMobHP(Mob *mob, int amount) {
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage); size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8); assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
@ -553,38 +553,26 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
return; return;
} }
// drain // tick buffs
if (self->skillStyle < 0 && (self->lastDrainTime == 0 || currTime - self->lastDrainTime >= 1000) auto it = npc->buffs.begin();
&& self->cbf & CSB_BIT_BOUNDINGBALL) { while(it != npc->buffs.end()) {
drainMobHP(self, self->maxHealth / 20); // lose 5% every second Buff* buff = (*it).second;
self->lastDrainTime = currTime; buff->combatTick(currTime);
buff->tick(currTime);
if(buff->isStale()) {
// garbage collect
it = npc->buffs.erase(it);
delete buff;
}
else it++;
} }
// if drain killed the mob, return early // if debuffs killed the mob, return early
if (self->hp <= 0) if (self->hp <= 0)
return; return;
// unbuffing
std::unordered_map<int32_t, time_t>::iterator it = self->unbuffTimes.begin();
while (it != self->unbuffTimes.end()) {
if (currTime >= it->second) {
self->cbf &= ~it->first;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = self->id;
pkt1.iConditionBitFlag = self->cbf;
NPCManager::sendToViewable(self, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
it = self->unbuffTimes.erase(it);
} else {
it++;
}
}
// skip attack if stunned or asleep // skip attack if stunned or asleep
if (self->cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) { if (self->hasBuff(ECSB_STUN) || self->hasBuff(ECSB_MEZ)) {
self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up. self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
return; return;
} }
@ -600,6 +588,7 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
} }
int distanceToTravel = INT_MAX; int distanceToTravel = INT_MAX;
int speed = self->speed;
// movement logic: move when out of range but don't move while casting a skill // movement logic: move when out of range but don't move while casting a skill
if (distance > mobRange && self->skillStyle == -1) { if (distance > mobRange && self->skillStyle == -1) {
if (self->nextMovement != 0 && currTime < self->nextMovement) if (self->nextMovement != 0 && currTime < self->nextMovement)
@ -609,8 +598,8 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
self->nextAttack = 0; self->nextAttack = 0;
// halve movement speed if snared // halve movement speed if snared
if (self->cbf & CSB_BIT_DN_MOVE_SPEED) if (self->hasBuff(ECSB_DN_MOVE_SPEED))
self->speed /= 2; speed /= 2;
int targetX = plr->x; int targetX = plr->x;
int targetY = plr->y; int targetY = plr->y;
@ -619,9 +608,9 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
targetY += self->offsetY*distance/(self->idleRange + 1); targetY += self->offsetY*distance/(self->idleRange + 1);
} }
distanceToTravel = std::min(distance-mobRange+1, self->speed*2/5); distanceToTravel = std::min(distance-mobRange+1, speed*2/5);
auto targ = lerp(self->x, self->y, targetX, targetY, distanceToTravel); auto targ = lerp(self->x, self->y, targetX, targetY, distanceToTravel);
if (distanceToTravel < self->speed*2/5 && currTime >= self->nextAttack) if (distanceToTravel < speed*2/5 && currTime >= self->nextAttack)
self->nextAttack = 0; self->nextAttack = 0;
NPCManager::updateNPCPosition(self->id, targ.first, targ.second, self->z, self->instanceID, self->angle); NPCManager::updateNPCPosition(self->id, targ.first, targ.second, self->z, self->instanceID, self->angle);
@ -629,7 +618,7 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
pkt.iNPC_ID = self->id; pkt.iNPC_ID = self->id;
pkt.iSpeed = self->speed; pkt.iSpeed = speed;
pkt.iToX = self->x = targ.first; pkt.iToX = self->x = targ.first;
pkt.iToY = self->y = targ.second; pkt.iToY = self->y = targ.second;
pkt.iToZ = plr->z; pkt.iToZ = plr->z;
@ -715,7 +704,7 @@ void MobAI::roamingStep(CombatNPC* npc, time_t currTime) {
farY = std::clamp(farY, yStart, yStart + self->idleRange); farY = std::clamp(farY, yStart, yStart + self->idleRange);
// halve movement speed if snared // halve movement speed if snared
if (self->cbf & CSB_BIT_DN_MOVE_SPEED) if (self->hasBuff(ECSB_DN_MOVE_SPEED))
self->speed /= 2; self->speed /= 2;
std::queue<Vec3> queue; std::queue<Vec3> queue;
@ -788,7 +777,6 @@ void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) {
self->hp = self->maxHealth; self->hp = self->maxHealth;
self->killedTime = 0; self->killedTime = 0;
self->nextAttack = 0; self->nextAttack = 0;
self->cbf = 0;
// cast a return home heal spell, this is the right way(tm) // cast a return home heal spell, this is the right way(tm)
// TODO ABILITIES // TODO ABILITIES
@ -833,9 +821,8 @@ void MobAI::onDeath(CombatNPC* npc, EntityRef src) {
Mob* self = (Mob*)npc; Mob* self = (Mob*)npc;
self->target = nullptr; self->target = nullptr;
self->cbf = 0;
self->skillStyle = -1; self->skillStyle = -1;
self->unbuffTimes.clear(); self->clearBuffs(true);
self->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step? self->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
// check for the edge case where hitting the mob did not aggro it // check for the edge case where hitting the mob did not aggro it

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@ -21,8 +21,6 @@ namespace MobAI {
} }
struct Mob : public CombatNPC { struct Mob : public CombatNPC {
// general
std::unordered_map<int32_t,time_t> unbuffTimes = {};
// dead // dead
time_t killedTime = 0; time_t killedTime = 0;
@ -71,8 +69,6 @@ struct Mob : public CombatNPC {
offsetX = 0; offsetX = 0;
offsetY = 0; offsetY = 0;
cbf = 0;
// NOTE: there appear to be discrepancies in the dump // NOTE: there appear to be discrepancies in the dump
hp = maxHealth; hp = maxHealth;

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@ -376,5 +376,5 @@ void NPCManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
REGISTER_SHARD_TIMER(step, 200); REGISTER_SHARD_TIMER(step, MS_PER_COMBAT_TICK);
} }

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@ -93,6 +93,7 @@ struct Player : public Entity, public ICombatant {
virtual Buff* getBuff(int buffId) override; virtual Buff* getBuff(int buffId) override;
virtual void removeBuff(int buffId) override; virtual void removeBuff(int buffId) override;
virtual void removeBuff(int buffId, int buffClass) override; virtual void removeBuff(int buffId, int buffClass) override;
virtual void clearBuffs(bool force) override;
virtual bool hasBuff(int buffId) override; virtual bool hasBuff(int buffId) override;
virtual int getCompositeCondition() override; virtual int getCompositeCondition() override;
virtual int takeDamage(EntityRef src, int amt) override; virtual int takeDamage(EntityRef src, int amt) override;

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@ -8,6 +8,7 @@
#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 #define MS_PER_PLAYER_TICK 500
#define MS_PER_COMBAT_TICK 200
class CNShardServer : public CNServer { class CNShardServer : public CNServer {
private: private: