31 Commits

Author SHA1 Message Date
9b2a65f8fd [refactor] More buff + skill fixes 2023-10-08 16:43:11 -04:00
6a69388822 Refactor and generalize NPCEvent logic 2023-10-08 16:43:11 -04:00
2924a27eb4 Rename coord args in summonNPC() and constructors to clarify purpose
This makes it clearer that the real coords aren't set until the first
call to updateNPCPosition().
2023-10-08 16:43:11 -04:00
ba20f5a401 Quick fix for Fuse boss fight NPCEvent logic
Will be replaced with a proper rework immediately.
2023-10-08 16:43:11 -04:00
gsemaj
eb88fa05cb reduce drain tickrate 2023-10-08 16:43:11 -04:00
gsemaj
0b73cef187 Clear player buffs on death if not revived 2023-10-08 16:43:11 -04:00
gsemaj
7af39b3d04 [refactor] Buff + skill bugfixes 2023-10-08 16:43:11 -04:00
gsemaj
33206b1207 Updater contributer guide 2023-10-08 16:43:11 -04:00
gsemaj
e325f7a40b Implement buff handling for CombatNPC 2023-10-08 16:43:11 -04:00
gsemaj
82bee2051a [refactor] Active power handling 2023-10-08 16:43:11 -04:00
gsemaj
4ece1bb89b [refactor] Sync with master
This was initially a merge commit that got ironed out by rebase cleanup.
Notable changes are:
- Copying EntityRef instead of referencing it
- Some changes to includes
2023-10-08 16:41:51 -04:00
gsemaj
31677e2638 [refactor] New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff
objects that get composited to a bitflag on-the-fly.
Buff objects can have callbacks for application, expiration, and tick,
making them pretty flexible. Scripting languages can eventually use
these for custom behavior, too.

TODO:
- Get rid of bitflag in BaseNPC
- Apply buffs from passive nano powers
- Apply buffs from active nano powers
- Move eggs to new system
- ???
2023-10-08 16:34:43 -04:00
gsemaj
d32827b692 The great re-#include
Was getting frustrated by the inconsistency in our include statements,
which were causing me problems. As a result, I went through and manually
re-organized every include statement in non-core files.

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

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

the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
2023-10-08 16:34:18 -04:00
gsemaj
13c009b448 Get rid of player fire rate suspicion
This was super primitive & jank, and caused false positives.
Will replace with a polished system later on.
2023-10-08 16:34:18 -04:00
gsemaj
a032497bed Handle case where cmake is invoked outside root 2023-10-08 16:34:18 -04:00
gsemaj
3b6b61d087 [refactor] SkillData additions for buffs 2023-10-08 16:34:18 -04:00
gsemaj
6d760f5bce Replace group filter operator with function 2023-10-08 16:33:54 -04:00
gsemaj
2a622f901c Ignore .bak files
for my local backups lol
2023-10-08 16:33:53 -04:00
gsemaj
03d28bf4e4 [refactor] Refactor groups 2023-10-08 16:33:53 -04:00
gsemaj
4b834579c5 [refactor] Remaining ICombatant implementation 2023-10-08 16:33:34 -04:00
gsemaj
07fe8ca367 (WIP) Remove BaseNPC::barkerType to save space 2023-10-08 16:32:49 -04:00
gsemaj
2f3f8a3951 [refactor] Initial ICombatant draft 2023-10-08 16:32:49 -04:00
4f890a9c07 [refactor] Get rid of NPC.hpp
This file was already obsoleted at the start of the refactor, but seems
to have escaped notice until now.
2023-10-08 16:31:53 -04:00
8517e0c7de [refactor] Replace a few uses of magic numbers with enums 2023-10-08 16:31:53 -04:00
5fb0cbbcf7 [refactor] Cosmetic cleanup in Fuse fight functions 2023-10-08 16:31:53 -04:00
55e9f6531d [refactor] Remove redundant coord args from most entity constructors
Mobs and CombatNPCs still need theirs in order to properly set their
roaming and spawn coords. Assignment of the latter has been moved to the
CombatNPC constructor, where it should have already been.
2023-10-08 16:31:53 -04:00
gsemaj
7726357fbe [WIP] Stub power handler 2023-10-08 16:31:53 -04:00
gsemaj
564c275d51 [WIP] Use EntityRef instead of CNSocket in ability handler 2023-10-08 16:31:53 -04:00
gsemaj
3ce9ae5f77 [WIP] Replace appearance data with individual fields
Storing certain things in appearance data and others in their own fields
was gross. Now everything is stored on the same level and functions have
been added to generate appearance data when it's needed by the client.
2023-10-08 16:31:53 -04:00
gsemaj
7c5b9a8105 [WIP] Rename Entity.type -> Entity.kind 2023-10-08 16:31:53 -04:00
gsemaj
258ff35e20 [WIP] Initial merge of ability namespaces & features 2023-10-08 16:31:53 -04:00
8 changed files with 71 additions and 63 deletions

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@@ -76,12 +76,20 @@ static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombat
} }
sSkillResult_Damage_N_Debuff result{}; sSkillResult_Damage_N_Debuff result{};
result.iDamage = duration / 10; // we use the duration as the damage number (why?) result.iDamage = duration / 10; // we use the duration as the damage number (why?)
result.iHP = target->getCurrentHP(); result.iHP = target->getCurrentHP();
result.eCT = target->getCharType(); result.eCT = target->getCharType();
result.iID = target->getID(); result.iID = target->getID();
result.bProtected = blocked; result.bProtected = blocked;
result.iConditionBitFlag = target->getCompositeCondition(); result.iConditionBitFlag = target->getCompositeCondition();
// for player targets, make sure to update Nano stamina
if (target->getCharType() == 1) {
Player *plr = dynamic_cast<Player*>(target);
result.iStamina = plr->getActiveNano()->iStamina;
}
return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result); return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
} }
@@ -112,7 +120,8 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
int duration = skill->durationTime[power]; int duration = skill->durationTime[power];
int strength = skill->values[0][power]; int strength = skill->values[0][power];
BuffStack passiveBuff = { BuffStack passiveBuff = {
skill->drainType == SkillDrainType::PASSIVE ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks // if the duration is 0, it needs to be recast every tick
duration == 0 ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
strength, // 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
@@ -123,7 +132,7 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
int combatLifetime = 0; int combatLifetime = 0;
if(!target->addBuff(timeBuffId, if(!target->addBuff(timeBuffId,
[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) { [drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
if(buff->id == ECSB_BOUNDINGBALL) { if(buff->id == ECSB_BOUNDINGBALL && status == ETBU_ADD) {
// drain // drain
ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity()); ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
combatant->takeDamage(buff->getLastSource(), 0); // aggro combatant->takeDamage(buff->getLastSource(), 0); // aggro
@@ -138,7 +147,7 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
Buffs::tickDrain(self, buff, COMBAT_TICKS_PER_DRAIN_PROC); // drain Buffs::tickDrain(self, buff, COMBAT_TICKS_PER_DRAIN_PROC); // drain
combatLifetime++; combatLifetime++;
}, },
&passiveBuff)) return SkillResult(); // no result if already buffed &passiveBuff)) return SkillResult();
sSkillResult_Buff result{}; sSkillResult_Buff result{};
result.eCT = target->getCharType(); result.eCT = target->getCharType();

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@@ -15,12 +15,12 @@ constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain);
enum class SkillType { enum class SkillType {
DAMAGE = 1, DAMAGE = 1,
HEAL_HP = 2, HEAL_HP = 2,
KNOCKDOWN = 3, // dnd KNOCKDOWN = 3, // uses DamageNDebuff
SLEEP = 4, // dnd SLEEP = 4, // uses DamageNDebuff
SNARE = 5, // dnd SNARE = 5, // uses DamageNDebuff
HEAL_STAMINA = 6, HEAL_STAMINA = 6,
STAMINA_SELF = 7, STAMINA_SELF = 7,
STUN = 8, // dnd STUN = 8, // uses DamageNDebuff
WEAPONSLOW = 9, WEAPONSLOW = 9,
JUMP = 10, JUMP = 10,
RUN = 11, RUN = 11,

View File

@@ -175,10 +175,13 @@ void Player::step(time_t currTime) {
#pragma endregion #pragma endregion
#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) {
if(!isAlive()) if(!isAlive())
return false; return false;
if (this->state != AIState::COMBAT && this->state != AIState::ROAMING)
return false;
if(!hasBuff(buffId)) { if(!hasBuff(buffId)) {
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack); buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
return true; return true;
@@ -189,7 +192,7 @@ bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, Buff
return false; return false;
} }
Buff* CombatNPC::getBuff(int buffId) { /* stubbed */ Buff* CombatNPC::getBuff(int buffId) {
if(hasBuff(buffId)) { if(hasBuff(buffId)) {
return buffs[buffId]; return buffs[buffId];
} }
@@ -307,19 +310,19 @@ void CombatNPC::step(time_t currTime) {
} }
void CombatNPC::transition(AIState newState, EntityRef src) { void CombatNPC::transition(AIState newState, EntityRef src) {
state = newState; state = newState;
if (transitionHandlers.find(newState) != transitionHandlers.end()) if (transitionHandlers.find(newState) != transitionHandlers.end())
transitionHandlers[newState](this, src); transitionHandlers[newState](this, src);
else { else {
std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl; std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl;
transition(AIState::INACTIVE, id); transition(AIState::INACTIVE, id);
} }
/* TODO: fire any triggered events
// trigger special NPCEvents, if applicable
for (NPCEvent& event : NPCManager::NPCEvents) for (NPCEvent& event : NPCManager::NPCEvents)
if (event.trigger == ON_KILLED && event.npcType == type) if (event.triggerState == newState && event.npcType == type)
event.handler(src, this); event.handler(this);
*/
} }
#pragma endregion #pragma endregion

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@@ -359,19 +359,23 @@ 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->id, npc->x, npc->y, npc->z, npc->instanceID, angle); NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
bool isGruntworkNpc = true; // if it's a gruntwork NPC, rotate in-place
if (TableData::RunningMobs.find(npc->id) != TableData::RunningMobs.end()) {
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
// add a rotation entry to the gruntwork file, unless it's already a gruntwork NPC Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()) { + std::to_string(npc->id));
} else {
TableData::RunningNPCRotations[npc->id] = angle; TableData::RunningNPCRotations[npc->id] = angle;
isGruntworkNpc = false;
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
+ std::to_string(npc->id));
} }
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + // update rotation clientside
" for " + (isGruntworkNpc ? "gruntwork " : "") + "NPC " + std::to_string(npc->id)); INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = npc->getAppearanceData();
// update rotation clientside by refreshing the player's chunks (same as the /refresh command) sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID);
} }
static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) { static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {

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@@ -106,11 +106,11 @@ struct CombatNPC : public BaseNPC, public ICombatant {
std::unordered_map<int, Buff*> buffs = {}; 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 spawnX, int spawnY, int spawnZ, 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; this->spawnX = spawnX;
spawnY = y; this->spawnY = spawnY;
spawnZ = z; this->spawnZ = spawnZ;
kind = EntityKind::COMBAT_NPC; kind = EntityKind::COMBAT_NPC;

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@@ -50,8 +50,8 @@ struct Mob : public CombatNPC {
// 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 spawnX, int spawnY, int spawnZ, 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(spawnX, spawnY, spawnZ, angle, iID, t, id, d["m_iHP"]),
sightRange(d["m_iSightRange"]) { sightRange(d["m_iSightRange"]) {
state = AIState::ROAMING; state = AIState::ROAMING;
@@ -62,9 +62,9 @@ struct Mob : public CombatNPC {
idleRange = (int)data["m_iIdleRange"]; idleRange = (int)data["m_iIdleRange"];
level = data["m_iNpcLevel"]; level = data["m_iNpcLevel"];
roamX = x; roamX = spawnX;
roamY = y; roamY = spawnY;
roamZ = z; roamZ = spawnZ;
offsetX = 0; offsetX = 0;
offsetY = 0; offsetY = 0;

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@@ -122,16 +122,15 @@ 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 spawnX, int spawnY, int spawnZ, uint64_t instance, int type, bool respawn, bool baseInstance) {
uint64_t inst = baseInstance ? MAPNUM(instance) : instance; uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
//assert(nextId < INT32_MAX);
int id = nextId--; int id = nextId--;
int team = NPCData[type]["m_iTeam"]; int team = NPCData[type]["m_iTeam"];
BaseNPC *npc = nullptr; BaseNPC *npc = nullptr;
if (team == 2) { if (team == 2) {
npc = new Mob(x, y, z, inst, type, NPCData[type], id); npc = new Mob(spawnX, spawnY, spawnZ, inst, type, NPCData[type], id);
// re-enable respawning, if desired // re-enable respawning, if desired
((Mob*)npc)->summoned = !respawn; ((Mob*)npc)->summoned = !respawn;
@@ -294,57 +293,55 @@ BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z
return npc; return npc;
} }
// TODO: Move this to MobAI, possibly // TODO: Move this to separate file in ai/ subdir when implementing more events
#pragma region NPCEvents #pragma region NPCEvents
// summon right arm and stage 2 body // summon right arm and stage 2 body
static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) { static void lordFuseStageTwo(CombatNPC *npc) {
Mob *oldbody = (Mob*)npc; // adaptium, stun Mob *oldbody = (Mob*)npc; // adaptium, stun
Player *plr = PlayerManager::getPlayer(sock);
std::cout << "Lord Fuse stage two" << std::endl; std::cout << "Lord Fuse stage two" << std::endl;
// Fuse doesn't move // Fuse doesn't move
// Blastons, Heal // Blastons, Heal
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2467); Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2467);
newbody->angle = oldbody->angle; newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z, NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
plr->instanceID, oldbody->angle); oldbody->instanceID, oldbody->angle);
// right arm, Adaptium, Stun // right arm, Adaptium, Stun
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, plr->instanceID, 2469); Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, oldbody->instanceID, 2469);
arm->angle = oldbody->angle; arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z, NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
plr->instanceID, oldbody->angle); oldbody->instanceID, oldbody->angle);
} }
// summon left arm and stage 3 body // summon left arm and stage 3 body
static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) { static void lordFuseStageThree(CombatNPC *npc) {
Mob *oldbody = (Mob*)npc; Mob *oldbody = (Mob*)npc;
Player *plr = PlayerManager::getPlayer(sock);
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->x, oldbody->y, oldbody->z, plr->instanceID, 2468); Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2468);
newbody->angle = oldbody->angle; newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z, NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
plr->instanceID, oldbody->angle); newbody->instanceID, oldbody->angle);
// Blastons, Heal // Blastons, Heal
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, plr->instanceID, 2470); Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, oldbody->instanceID, 2470);
arm->angle = oldbody->angle; arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z, NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
plr->instanceID, oldbody->angle); arm->instanceID, oldbody->angle);
} }
std::vector<NPCEvent> NPCManager::NPCEvents = { std::vector<NPCEvent> NPCManager::NPCEvents = {
NPCEvent(2466, ON_KILLED, lordFuseStageTwo), NPCEvent(2466, AIState::DEAD, lordFuseStageTwo),
NPCEvent(2467, ON_KILLED, lordFuseStageThree), NPCEvent(2467, AIState::DEAD, lordFuseStageThree),
}; };
#pragma endregion NPCEvents #pragma endregion NPCEvents

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@@ -14,20 +14,15 @@
#define RESURRECT_HEIGHT 400 #define RESURRECT_HEIGHT 400
enum Trigger { typedef void (*NPCEventHandler)(CombatNPC*);
ON_KILLED,
ON_COMBAT
};
typedef void (*NPCEventHandler)(CNSocket*, BaseNPC*);
struct NPCEvent { struct NPCEvent {
int32_t npcType; int32_t npcType;
int trigger; AIState triggerState;
NPCEventHandler handler; NPCEventHandler handler;
NPCEvent(int32_t t, int tr, NPCEventHandler hndlr) NPCEvent(int32_t t, AIState tr, NPCEventHandler hndlr)
: npcType(t), trigger(tr), handler(hndlr) {} : npcType(t), triggerState(tr), handler(hndlr) {}
}; };
namespace NPCManager { namespace NPCManager {