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refactor
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@@ -1 +0,0 @@
|
||||
version.h
|
@@ -26,7 +26,7 @@ Both are pretty short reads and following them will get you up to speed with bra
|
||||
|
||||
I will now cover a few examples of the complications people have encountered contributing to this project, how to understand them, overcome them and henceforth avoid them.
|
||||
|
||||
### Dirty pull requests
|
||||
## Dirty pull requests
|
||||
|
||||
Many Pull Requests OpenFusion receives fail to present a clean set of commits to merge.
|
||||
These are generally either:
|
||||
@@ -44,7 +44,7 @@ If you read the above links, you'll note that this isn't exactly a perfect solut
|
||||
The obvious issue, then, is that the people submitting dirty PRs are the exact people who don't *know* how to rebase their fork to continue submitting their work cleanly.
|
||||
So they end up creating countless merge commits when pulling upstream on top of their own incompatible histories, and then submitting those merge commits in their PRs and the cycle continues.
|
||||
|
||||
### The details
|
||||
## The details
|
||||
|
||||
A git commit is uniquely identified by its SHA1 hash.
|
||||
Its hash is generated from its contents, as well as the hash(es) of its parent commit(s).
|
||||
@@ -52,7 +52,7 @@ Its hash is generated from its contents, as well as the hash(es) of its parent c
|
||||
That means that even if two commits are exactly the same in terms of content, they're not the same commit if their parent commits differ (ex. if they've been rebased).
|
||||
So if you keep issuing `git pull`s after upstream has merged a rebased version of your PR, you will never re-synchronize with it, and will instead construct an alternate history polluted by pointless merge commits.
|
||||
|
||||
### The solution
|
||||
## The solution
|
||||
|
||||
If you already have a messed-up fork and you have no changes on it that you're afraid to lose, the solution is simple:
|
||||
|
||||
@@ -67,7 +67,7 @@ If you do have some committed changes that haven't yet been merged upstream, you
|
||||
If you do end up messing something up, don't worry, it most likely isn't really lost and `git reflog` is your friend.
|
||||
(You can checkout an arbitrary commit, and make it into its own branch with `git checkout -b BRANCH` or set a pre-exisitng branch to it with `git reset --hard COMMIT`)
|
||||
|
||||
### Avoiding the problem
|
||||
## Avoiding the problem
|
||||
|
||||
When working on a changeset you want to submit back upstream, don't do it on the main branch.
|
||||
Create a work branch just for your changeset with `git checkout -b work`.
|
||||
@@ -81,34 +81,3 @@ That way you can always keep master in sync with upstream with `git pull --ff-on
|
||||
Creating new branches for the rebase isn't strictly necessary since you can always return a branch to its previous state with `git reflog`.
|
||||
|
||||
For moving uncommited changes around between branches, `git stash` is a real blessing.
|
||||
|
||||
## Code guidelines
|
||||
|
||||
Alright, you're up to speed on Git and ready to go. Here are a few specific code guidelines to try and follow:
|
||||
|
||||
### Match the styling
|
||||
|
||||
Pretty straightforward, make sure your code looks similar to the code around it. Match whitespacing, bracket styling, variable naming conventions, etc.
|
||||
|
||||
### Prefer short-circuiting
|
||||
|
||||
To minimize branching complexity (as this makes the code hard to read), we prefer to keep the number of `if-else` statements as low as possible. One easy way to achieve this is by doing an early return after branching into an `if` block and then writing the code for the other path outside the block entirely. You can find examples of this in practically every source file. Note that in a few select situations, this might actually make your code less elegant, which is why this isn't a strict rule. Lean towards short-circuiting and use your better judgement.
|
||||
|
||||
### Follow the include convention
|
||||
|
||||
This one matters a lot as it can cause cyclic dependencies and other code-breaking issues.
|
||||
|
||||
FOR HEADER FILES (.hpp):
|
||||
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
|
||||
- you may NOT include ANYTHING ELSE
|
||||
|
||||
FOR SOURCE FILES (.cpp):
|
||||
- you can #include whatever you want as long as the partner header is included first
|
||||
- anything that gets included by another include is fair game
|
||||
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.
|
||||
|
||||
The point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues.
|
||||
|
||||
## When in doubt, ask
|
||||
|
||||
If you still have questions that were not answered here, feel free to ping a dev in the Discord server or on GitHub.
|
||||
|
@@ -1,12 +1,11 @@
|
||||
#include "Abilities.hpp"
|
||||
|
||||
#include "servers/CNShardServer.hpp"
|
||||
|
||||
#include "NPCManager.hpp"
|
||||
#include "PlayerManager.hpp"
|
||||
#include "Buffs.hpp"
|
||||
#include "Nanos.hpp"
|
||||
#include "MobAI.hpp"
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
using namespace Abilities;
|
||||
|
||||
@@ -48,107 +47,16 @@ static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* so
|
||||
}
|
||||
|
||||
static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
|
||||
// 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);
|
||||
}
|
||||
|
||||
// TODO abilities
|
||||
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.iID = target->getID();
|
||||
result.bProtected = blocked;
|
||||
result.bProtected = false;
|
||||
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);
|
||||
}
|
||||
|
||||
static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
|
||||
EntityRef sourceRef = source->getRef();
|
||||
int heal = skill->values[0][power];
|
||||
int healed = source->heal(sourceRef, heal);
|
||||
int damage = heal * 2;
|
||||
int dealt = target->takeDamage(sourceRef, damage);
|
||||
|
||||
sSkillResult_Leech result{};
|
||||
|
||||
result.Damage.eCT = target->getCharType();
|
||||
result.Damage.iID = target->getID();
|
||||
result.Damage.bProtected = dealt <= 0;
|
||||
result.Damage.iDamage = dealt;
|
||||
result.Damage.iHP = target->getCurrentHP();
|
||||
|
||||
result.Heal.eCT = result.Damage.eCT;
|
||||
result.Heal.iID = result.Damage.iID;
|
||||
result.Heal.iHealHP = healed;
|
||||
result.Heal.iHP = source->getCurrentHP();
|
||||
|
||||
return SkillResult(sizeof(sSkillResult_Leech), &result);
|
||||
}
|
||||
|
||||
static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
|
||||
int duration = skill->durationTime[power];
|
||||
int strength = skill->values[0][power];
|
||||
BuffStack passiveBuff = {
|
||||
// if the duration is 0, it needs to be recast every tick
|
||||
duration == 0 ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
|
||||
strength, // value
|
||||
source->getRef(), // source
|
||||
source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
|
||||
};
|
||||
|
||||
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
|
||||
SkillDrainType drainType = skill->drainType;
|
||||
int combatLifetime = 0;
|
||||
if(!target->addBuff(timeBuffId,
|
||||
[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
|
||||
if(buff->id == ECSB_BOUNDINGBALL && status == ETBU_ADD) {
|
||||
// drain
|
||||
ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
|
||||
combatant->takeDamage(buff->getLastSource(), 0); // aggro
|
||||
}
|
||||
Buffs::timeBuffUpdate(self, buff, status, stack);
|
||||
if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL)
|
||||
Buffs::timeBuffTimeout(self);
|
||||
},
|
||||
[combatLifetime](EntityRef self, Buff* buff, time_t currTime) mutable {
|
||||
if(buff->id == ECSB_BOUNDINGBALL &&
|
||||
combatLifetime % COMBAT_TICKS_PER_DRAIN_PROC == 0)
|
||||
Buffs::tickDrain(self, buff, COMBAT_TICKS_PER_DRAIN_PROC); // drain
|
||||
combatLifetime++;
|
||||
},
|
||||
&passiveBuff)) return SkillResult();
|
||||
|
||||
sSkillResult_Buff result{};
|
||||
result.eCT = target->getCharType();
|
||||
result.iID = target->getID();
|
||||
@@ -163,24 +71,19 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
|
||||
Player* plr = dynamic_cast<Player*>(target);
|
||||
|
||||
const double scalingFactor = (18 + source->getLevel()) / 36.0;
|
||||
const bool blocked = target->hasBuff(ECSB_PROTECT_BATTERY);
|
||||
|
||||
int boostDrain = 0;
|
||||
int potionDrain = 0;
|
||||
if(!blocked) {
|
||||
boostDrain = (int)(skill->values[0][power] * scalingFactor);
|
||||
if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
|
||||
plr->batteryW -= boostDrain;
|
||||
int boostDrain = (int)(skill->values[0][power] * scalingFactor);
|
||||
if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
|
||||
plr->batteryW -= boostDrain;
|
||||
|
||||
potionDrain = (int)(skill->values[1][power] * scalingFactor);
|
||||
if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
|
||||
plr->batteryN -= potionDrain;
|
||||
}
|
||||
int potionDrain = (int)(skill->values[1][power] * scalingFactor);
|
||||
if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
|
||||
plr->batteryN -= potionDrain;
|
||||
|
||||
sSkillResult_BatteryDrain result{};
|
||||
result.eCT = target->getCharType();
|
||||
result.iID = target->getID();
|
||||
result.bProtected = blocked;
|
||||
result.bProtected = target->hasBuff(ECSB_PROTECT_BATTERY);
|
||||
result.iDrainW = boostDrain;
|
||||
result.iBatteryW = plr->batteryW;
|
||||
result.iDrainN = potionDrain;
|
||||
@@ -194,13 +97,8 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
|
||||
static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
|
||||
if(source->getCharType() != 1)
|
||||
return SkillResult(); // only Players are valid sources for recall
|
||||
|
||||
Player* plr = dynamic_cast<Player*>(source);
|
||||
if(source == target) {
|
||||
// no trailing struct for self
|
||||
PlayerManager::sendPlayerTo(target->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
|
||||
return SkillResult();
|
||||
}
|
||||
PlayerManager::sendPlayerTo(source->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
|
||||
|
||||
sSkillResult_Move result{};
|
||||
result.eCT = target->getCharType();
|
||||
@@ -222,66 +120,56 @@ static SkillResult handleSkillResurrect(SkillData* skill, int power, ICombatant*
|
||||
#pragma endregion
|
||||
|
||||
static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombatant* src, std::vector<ICombatant*> targets) {
|
||||
size_t resultSize = 0;
|
||||
SkillResult (*skillHandler)(SkillData*, int, ICombatant*, ICombatant*) = nullptr;
|
||||
std::vector<SkillResult> results;
|
||||
|
||||
switch(skill->skillType)
|
||||
{
|
||||
case SkillType::CORRUPTIONATTACK:
|
||||
case SkillType::CORRUPTIONATTACKLOSE:
|
||||
case SkillType::CORRUPTIONATTACKWIN:
|
||||
// skillHandler = handleSkillCorruptionReflect;
|
||||
// break;
|
||||
case SkillType::DAMAGE:
|
||||
case EST_DAMAGE:
|
||||
resultSize = sizeof(sSkillResult_Damage);
|
||||
skillHandler = handleSkillDamage;
|
||||
break;
|
||||
case SkillType::HEAL_HP:
|
||||
case SkillType::RETURNHOMEHEAL:
|
||||
case EST_HEAL_HP:
|
||||
case EST_RETURNHOMEHEAL:
|
||||
resultSize = sizeof(sSkillResult_Heal_HP);
|
||||
skillHandler = handleSkillHealHP;
|
||||
break;
|
||||
case SkillType::KNOCKDOWN:
|
||||
case SkillType::SLEEP:
|
||||
case SkillType::SNARE:
|
||||
case SkillType::STUN:
|
||||
skillHandler = handleSkillDamageNDebuff;
|
||||
break;
|
||||
case SkillType::JUMP:
|
||||
case SkillType::RUN:
|
||||
case SkillType::STEALTH:
|
||||
case SkillType::MINIMAPENEMY:
|
||||
case SkillType::MINIMAPTRESURE:
|
||||
case SkillType::PHOENIX:
|
||||
case SkillType::PROTECTBATTERY:
|
||||
case SkillType::PROTECTINFECTION:
|
||||
case SkillType::REWARDBLOB:
|
||||
case SkillType::REWARDCASH:
|
||||
// case SkillType::INFECTIONDAMAGE:
|
||||
case SkillType::FREEDOM:
|
||||
case SkillType::BOUNDINGBALL:
|
||||
case SkillType::INVULNERABLE:
|
||||
case SkillType::STAMINA_SELF:
|
||||
case SkillType::NANOSTIMPAK:
|
||||
case SkillType::BUFFHEAL:
|
||||
case EST_JUMP:
|
||||
case EST_RUN:
|
||||
case EST_FREEDOM:
|
||||
case EST_PHOENIX:
|
||||
case EST_INVULNERABLE:
|
||||
case EST_MINIMAPENEMY:
|
||||
case EST_MINIMAPTRESURE:
|
||||
case EST_NANOSTIMPAK:
|
||||
case EST_PROTECTBATTERY:
|
||||
case EST_PROTECTINFECTION:
|
||||
case EST_REWARDBLOB:
|
||||
case EST_REWARDCASH:
|
||||
case EST_STAMINA_SELF:
|
||||
case EST_STEALTH:
|
||||
resultSize = sizeof(sSkillResult_Buff);
|
||||
skillHandler = handleSkillBuff;
|
||||
break;
|
||||
case SkillType::BLOODSUCKING:
|
||||
skillHandler = handleSkillLeech;
|
||||
break;
|
||||
case SkillType::RETROROCKET_SELF:
|
||||
// no-op
|
||||
return results;
|
||||
case SkillType::PHOENIX_GROUP:
|
||||
skillHandler = handleSkillResurrect;
|
||||
break;
|
||||
case SkillType::RECALL:
|
||||
case SkillType::RECALL_GROUP:
|
||||
skillHandler = handleSkillMove;
|
||||
break;
|
||||
case SkillType::BATTERYDRAIN:
|
||||
case EST_BATTERYDRAIN:
|
||||
resultSize = sizeof(sSkillResult_BatteryDrain);
|
||||
skillHandler = handleSkillBatteryDrain;
|
||||
break;
|
||||
case EST_RECALL: // still soft lock
|
||||
case EST_RECALL_GROUP: // works for player who uses it
|
||||
resultSize = sizeof(sSkillResult_Move);
|
||||
skillHandler = handleSkillMove;
|
||||
break;
|
||||
case EST_PHOENIX_GROUP: // broken
|
||||
resultSize = sizeof(sSkillResult_Resurrect);
|
||||
skillHandler = handleSkillResurrect;
|
||||
break;
|
||||
case EST_RETROROCKET_SELF:
|
||||
// no-op
|
||||
return results;
|
||||
default:
|
||||
std::cout << "[WARN] Unhandled skill type " << (int)skill->skillType << std::endl;
|
||||
std::cout << "[WARN] Unhandled skill type " << skill->skillType << std::endl;
|
||||
return results;
|
||||
}
|
||||
|
||||
@@ -289,8 +177,8 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
|
||||
assert(target != nullptr);
|
||||
SkillResult result = skillHandler(skill, power, src != nullptr ? src : target, target);
|
||||
if(result.size == 0) continue; // skill not applicable
|
||||
if(result.size > MAX_SKILLRESULT_SIZE) {
|
||||
std::cout << "[WARN] bad skill result size for " << (int)skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
|
||||
if(result.size != resultSize) {
|
||||
std::cout << "[WARN] bad skill result size for " << skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
|
||||
continue;
|
||||
}
|
||||
results.push_back(result);
|
||||
@@ -298,42 +186,36 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
|
||||
return results;
|
||||
}
|
||||
|
||||
static void attachSkillResults(std::vector<SkillResult> results, uint8_t* pivot) {
|
||||
static void attachSkillResults(std::vector<SkillResult> results, size_t resultSize, uint8_t* pivot) {
|
||||
for(SkillResult& result : results) {
|
||||
size_t sz = result.size;
|
||||
memcpy(pivot, result.payload, sz);
|
||||
pivot += sz;
|
||||
memcpy(pivot, result.payload, resultSize);
|
||||
pivot += resultSize;
|
||||
}
|
||||
}
|
||||
|
||||
void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) {
|
||||
|
||||
Player* plr = PlayerManager::getPlayer(sock);
|
||||
ICombatant* combatant = dynamic_cast<ICombatant*>(plr);
|
||||
|
||||
int boost = 0;
|
||||
if (Nanos::getNanoBoost(plr))
|
||||
boost = 3;
|
||||
|
||||
if(skill->drainType == SkillDrainType::ACTIVE) {
|
||||
nano.iStamina -= skill->batteryUse[boost];
|
||||
if (nano.iStamina <= 0)
|
||||
nano.iStamina = 0;
|
||||
}
|
||||
nano.iStamina -= skill->batteryUse[boost];
|
||||
if (nano.iStamina < 0)
|
||||
nano.iStamina = 0;
|
||||
|
||||
std::vector<SkillResult> results = handleSkill(skill, boost, combatant, affected);
|
||||
if(results.empty()) return; // no effect; no need for confirmation packets
|
||||
std::vector<SkillResult> results = handleSkill(skill, boost, plr, affected);
|
||||
size_t resultSize = 0; // guaranteed to be the same for every item
|
||||
if (!results.empty()) resultSize = results.back().size;
|
||||
|
||||
// lazy validation since skill results might be different sizes
|
||||
if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), MAX_SKILLRESULT_SIZE)) {
|
||||
if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), resultSize)) {
|
||||
std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
|
||||
return;
|
||||
}
|
||||
|
||||
// initialize response struct
|
||||
size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC);
|
||||
for(SkillResult& sr : results)
|
||||
resplen += sr.size;
|
||||
size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + results.size() * resultSize;
|
||||
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
||||
memset(respbuf, 0, resplen);
|
||||
|
||||
@@ -343,17 +225,15 @@ void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std:
|
||||
pkt->iSkillID = nano.iSkillID;
|
||||
pkt->iNanoStamina = nano.iStamina;
|
||||
pkt->bNanoDeactive = nano.iStamina <= 0;
|
||||
pkt->eST = (int32_t)skill->skillType;
|
||||
pkt->eST = skill->skillType;
|
||||
pkt->iTargetCnt = (int32_t)results.size();
|
||||
|
||||
attachSkillResults(results, (uint8_t*)(pkt + 1));
|
||||
attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
|
||||
sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
|
||||
PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
|
||||
|
||||
if(skill->skillType == SkillType::RECALL_GROUP)
|
||||
// group recall packet is sent only to group members
|
||||
PlayerManager::sendToGroup(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
|
||||
else
|
||||
PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
|
||||
if (nano.iStamina <= 0)
|
||||
Nanos::summonNano(sock, -1);
|
||||
}
|
||||
|
||||
void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*> affected) {
|
||||
@@ -368,34 +248,25 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
|
||||
SkillData* skill = &SkillTable[skillID];
|
||||
|
||||
std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
|
||||
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";
|
||||
return;
|
||||
}
|
||||
|
||||
// initialize response struct
|
||||
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT);
|
||||
for(SkillResult& sr : results)
|
||||
resplen += sr.size;
|
||||
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + results.size() * resultSize;
|
||||
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
||||
memset(respbuf, 0, resplen);
|
||||
|
||||
sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
|
||||
pkt->iNPC_ID = npc.id;
|
||||
pkt->iSkillID = skillID;
|
||||
pkt->eST = (int32_t)skill->skillType;
|
||||
pkt->eST = skill->skillType;
|
||||
pkt->iTargetCnt = (int32_t)results.size();
|
||||
if(npc.kind == EntityKind::MOB) {
|
||||
Mob* mob = dynamic_cast<Mob*>(entity);
|
||||
pkt->iValue1 = mob->hitX;
|
||||
pkt->iValue2 = mob->hitY;
|
||||
pkt->iValue3 = mob->hitZ;
|
||||
}
|
||||
|
||||
attachSkillResults(results, (uint8_t*)(pkt + 1));
|
||||
attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
|
||||
NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
|
||||
}
|
||||
|
||||
@@ -412,13 +283,18 @@ static std::vector<ICombatant*> entityRefsToCombatants(std::vector<EntityRef> re
|
||||
|
||||
std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* skill, int count, int32_t *ids) {
|
||||
|
||||
if(skill->targetType == SkillTargetType::GROUP)
|
||||
return entityRefsToCombatants(src->getGroupMembers());
|
||||
|
||||
// this check *has* to happen after the group check above due to cases like group recall that use both
|
||||
if(skill->effectTarget == SkillEffectTarget::SELF)
|
||||
return {src}; // client sends 0 targets for certain self-targeting skills (recall)
|
||||
|
||||
if(skill->targetType == SkillTargetType::GROUP) {
|
||||
// group
|
||||
if(count != 1 || ids[0] != src->getID()) {
|
||||
std::cout << "[WARN] skill: bad group targeting (id " << ids[0] << ")\n";
|
||||
return {};
|
||||
}
|
||||
return entityRefsToCombatants(src->getGroupMembers());
|
||||
}
|
||||
|
||||
// individuals
|
||||
std::vector<ICombatant*> targets;
|
||||
for (int i = 0; i < count; i++) {
|
||||
@@ -448,69 +324,63 @@ std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* ski
|
||||
}
|
||||
|
||||
/* ripped from client (enums emplaced) */
|
||||
int Abilities::getCSTBFromST(SkillType skillType) {
|
||||
int Abilities::getCSTBFromST(int eSkillType) {
|
||||
int result = 0;
|
||||
switch (skillType)
|
||||
switch (eSkillType)
|
||||
{
|
||||
case SkillType::RUN:
|
||||
case EST_RUN:
|
||||
result = ECSB_UP_MOVE_SPEED;
|
||||
break;
|
||||
case SkillType::JUMP:
|
||||
case EST_JUMP:
|
||||
result = ECSB_UP_JUMP_HEIGHT;
|
||||
break;
|
||||
case SkillType::STEALTH:
|
||||
case EST_STEALTH:
|
||||
result = ECSB_UP_STEALTH;
|
||||
break;
|
||||
case SkillType::PHOENIX:
|
||||
case EST_PHOENIX:
|
||||
result = ECSB_PHOENIX;
|
||||
break;
|
||||
case SkillType::PROTECTBATTERY:
|
||||
case EST_PROTECTBATTERY:
|
||||
result = ECSB_PROTECT_BATTERY;
|
||||
break;
|
||||
case SkillType::PROTECTINFECTION:
|
||||
case EST_PROTECTINFECTION:
|
||||
result = ECSB_PROTECT_INFECTION;
|
||||
break;
|
||||
case SkillType::MINIMAPENEMY:
|
||||
result = ECSB_MINIMAP_ENEMY;
|
||||
break;
|
||||
case SkillType::MINIMAPTRESURE:
|
||||
result = ECSB_MINIMAP_TRESURE;
|
||||
break;
|
||||
case SkillType::REWARDBLOB:
|
||||
result = ECSB_REWARD_BLOB;
|
||||
break;
|
||||
case SkillType::REWARDCASH:
|
||||
result = ECSB_REWARD_CASH;
|
||||
break;
|
||||
case SkillType::FREEDOM:
|
||||
result = ECSB_FREEDOM;
|
||||
break;
|
||||
case SkillType::INVULNERABLE:
|
||||
result = ECSB_INVULNERABLE;
|
||||
break;
|
||||
case SkillType::BUFFHEAL:
|
||||
result = ECSB_HEAL;
|
||||
break;
|
||||
case SkillType::NANOSTIMPAK:
|
||||
result = ECSB_STIMPAKSLOT1;
|
||||
// shift as necessary
|
||||
break;
|
||||
case SkillType::SNARE:
|
||||
case EST_SNARE:
|
||||
result = ECSB_DN_MOVE_SPEED;
|
||||
break;
|
||||
case SkillType::STUN:
|
||||
result = ECSB_STUN;
|
||||
break;
|
||||
case SkillType::SLEEP:
|
||||
case EST_SLEEP:
|
||||
result = ECSB_MEZ;
|
||||
break;
|
||||
case SkillType::INFECTIONDAMAGE:
|
||||
case EST_MINIMAPENEMY:
|
||||
result = ECSB_MINIMAP_ENEMY;
|
||||
break;
|
||||
case EST_MINIMAPTRESURE:
|
||||
result = ECSB_MINIMAP_TRESURE;
|
||||
break;
|
||||
case EST_REWARDBLOB:
|
||||
result = ECSB_REWARD_BLOB;
|
||||
break;
|
||||
case EST_REWARDCASH:
|
||||
result = ECSB_REWARD_CASH;
|
||||
break;
|
||||
case EST_INFECTIONDAMAGE:
|
||||
result = ECSB_INFECTION;
|
||||
break;
|
||||
case SkillType::BOUNDINGBALL:
|
||||
case EST_FREEDOM:
|
||||
result = ECSB_FREEDOM;
|
||||
break;
|
||||
case EST_BOUNDINGBALL:
|
||||
result = ECSB_BOUNDINGBALL;
|
||||
break;
|
||||
default:
|
||||
case EST_INVULNERABLE:
|
||||
result = ECSB_INVULNERABLE;
|
||||
break;
|
||||
case EST_BUFFHEAL:
|
||||
result = ECSB_HEAL;
|
||||
break;
|
||||
case EST_NANOSTIMPAK:
|
||||
result = ECSB_STIMPAKSLOT1;
|
||||
break;
|
||||
}
|
||||
return result;
|
||||
|
@@ -7,52 +7,9 @@
|
||||
|
||||
#include <map>
|
||||
#include <vector>
|
||||
#include <assert.h>
|
||||
|
||||
const int COMBAT_TICKS_PER_DRAIN_PROC = 2;
|
||||
constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain);
|
||||
|
||||
enum class SkillType {
|
||||
DAMAGE = 1,
|
||||
HEAL_HP = 2,
|
||||
KNOCKDOWN = 3, // uses DamageNDebuff
|
||||
SLEEP = 4, // uses DamageNDebuff
|
||||
SNARE = 5, // uses DamageNDebuff
|
||||
HEAL_STAMINA = 6,
|
||||
STAMINA_SELF = 7,
|
||||
STUN = 8, // uses DamageNDebuff
|
||||
WEAPONSLOW = 9,
|
||||
JUMP = 10,
|
||||
RUN = 11,
|
||||
STEALTH = 12,
|
||||
SWIM = 13,
|
||||
MINIMAPENEMY = 14,
|
||||
MINIMAPTRESURE = 15,
|
||||
PHOENIX = 16,
|
||||
PROTECTBATTERY = 17,
|
||||
PROTECTINFECTION = 18,
|
||||
REWARDBLOB = 19,
|
||||
REWARDCASH = 20,
|
||||
BATTERYDRAIN = 21,
|
||||
CORRUPTIONATTACK = 22,
|
||||
INFECTIONDAMAGE = 23,
|
||||
KNOCKBACK = 24,
|
||||
FREEDOM = 25,
|
||||
PHOENIX_GROUP = 26,
|
||||
RECALL = 27,
|
||||
RECALL_GROUP = 28,
|
||||
RETROROCKET_SELF = 29,
|
||||
BLOODSUCKING = 30,
|
||||
BOUNDINGBALL = 31,
|
||||
INVULNERABLE = 32,
|
||||
NANOSTIMPAK = 33,
|
||||
RETURNHOMEHEAL = 34,
|
||||
BUFFHEAL = 35,
|
||||
EXTRABANK = 36,
|
||||
CORRUPTIONATTACKWIN = 38,
|
||||
CORRUPTIONATTACKLOSE = 39,
|
||||
};
|
||||
|
||||
enum class SkillEffectTarget {
|
||||
POINT = 1,
|
||||
SELF = 2,
|
||||
@@ -77,7 +34,6 @@ struct SkillResult {
|
||||
size_t size;
|
||||
uint8_t payload[MAX_SKILLRESULT_SIZE];
|
||||
SkillResult(size_t len, void* dat) {
|
||||
assert(len <= MAX_SKILLRESULT_SIZE);
|
||||
size = len;
|
||||
memcpy(payload, dat, len);
|
||||
}
|
||||
@@ -87,7 +43,7 @@ struct SkillResult {
|
||||
};
|
||||
|
||||
struct SkillData {
|
||||
SkillType skillType; // eST
|
||||
int skillType; // eST
|
||||
SkillEffectTarget effectTarget;
|
||||
int effectType; // always 1?
|
||||
SkillTargetType targetType;
|
||||
@@ -108,5 +64,5 @@ namespace Abilities {
|
||||
void useNPCSkill(EntityRef, int skillID, std::vector<ICombatant*>);
|
||||
|
||||
std::vector<ICombatant*> matchTargets(ICombatant*, SkillData*, int, int32_t*);
|
||||
int getCSTBFromST(SkillType skillType);
|
||||
int getCSTBFromST(int eSkillType);
|
||||
}
|
||||
|
@@ -95,12 +95,6 @@ int Buff::getValue(BuffValueSelector selector) {
|
||||
return value;
|
||||
}
|
||||
|
||||
EntityRef Buff::getLastSource() {
|
||||
if(stacks.empty())
|
||||
return self;
|
||||
return stacks.back().source;
|
||||
}
|
||||
|
||||
bool Buff::isStale() {
|
||||
return stacks.empty();
|
||||
}
|
||||
@@ -143,56 +137,15 @@ 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));
|
||||
}
|
||||
|
||||
void Buffs::timeBuffTick(EntityRef self, Buff* buff) {
|
||||
if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
|
||||
return; // not implemented
|
||||
Entity* entity = self.getEntity();
|
||||
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
|
||||
|
||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK, pkt);
|
||||
pkt.eCT = combatant->getCharType();
|
||||
pkt.iID = combatant->getID();
|
||||
pkt.iTB_ID = buff->id;
|
||||
NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
|
||||
}
|
||||
|
||||
void Buffs::timeBuffTimeout(EntityRef self) {
|
||||
if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
|
||||
return; // not a combatant
|
||||
Entity* entity = self.getEntity();
|
||||
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
|
||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players
|
||||
int32_t eCharType = combatant->getCharType();
|
||||
pkt.eCT = eCharType == 4 ? 2 : eCharType; // convention not followed by client here
|
||||
pkt.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));
|
||||
}
|
||||
|
||||
void Buffs::tickDrain(EntityRef self, Buff* buff, int mult) {
|
||||
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->getMaxHP() / 100 * mult;
|
||||
int dealt = combatant->takeDamage(buff->getLastSource(), damage);
|
||||
|
||||
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 = dealt;
|
||||
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
|
||||
|
@@ -66,7 +66,6 @@ public:
|
||||
BuffClass maxClass();
|
||||
|
||||
int getValue(BuffValueSelector selector);
|
||||
EntityRef getLastSource();
|
||||
|
||||
/*
|
||||
* In general, a Buff object won't exist
|
||||
@@ -87,7 +86,5 @@ public:
|
||||
|
||||
namespace Buffs {
|
||||
void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack);
|
||||
void timeBuffTick(EntityRef self, Buff* buff);
|
||||
void timeBuffTimeout(EntityRef self);
|
||||
void tickDrain(EntityRef self, Buff* buff, int mult);
|
||||
}
|
||||
|
111
src/Combat.cpp
111
src/Combat.cpp
@@ -21,14 +21,13 @@ std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
|
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|
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#pragma region Player
|
||||
bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
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if(!isAlive())
|
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return false;
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||||
EntityRef self = PlayerManager::getSockFromID(iID);
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||||
|
||||
if(!hasBuff(buffId)) {
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||||
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
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buffs[buffId] = new Buff(buffId, self, onUpdate, onTick, stack);
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return true;
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}
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buffs[buffId]->updateCallbacks(onUpdate, onTick);
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buffs[buffId]->addStack(stack);
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return false;
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@@ -49,10 +48,9 @@ void Player::removeBuff(int buffId) {
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}
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}
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||||
void Player::removeBuff(int buffId, BuffClass buffClass) {
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void Player::removeBuff(int buffId, int buffClass) {
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if(hasBuff(buffId)) {
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buffs[buffId]->clear(buffClass);
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// buff might not be stale since another buff class might remain
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buffs[buffId]->clear((BuffClass)buffClass);
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||||
if(buffs[buffId]->isStale()) {
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delete buffs[buffId];
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buffs.erase(buffId);
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@@ -60,16 +58,6 @@ void Player::removeBuff(int buffId, BuffClass buffClass) {
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}
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||||
}
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||||
void Player::clearBuffs(bool force) {
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auto it = buffs.begin();
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while(it != buffs.end()) {
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Buff* buff = (*it).second;
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if(!force) buff->clear();
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||||
delete buff;
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||||
it = buffs.erase(it);
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||||
}
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||||
}
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||||
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||||
bool Player::hasBuff(int buffId) {
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||||
auto buff = buffs.find(buffId);
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||||
return buff != buffs.end() && !buff->second->isStale();
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@@ -168,78 +156,29 @@ void Player::step(time_t currTime) {
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// buffs
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for(auto buffEntry : buffs) {
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buffEntry.second->combatTick(currTime);
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if(!isAlive())
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break; // unsafe to keep ticking if we're dead
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}
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||||
}
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#pragma endregion
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#pragma region CombatNPC
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bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
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||||
if(!isAlive())
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||||
return false;
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||||
|
||||
if (this->state != AIState::COMBAT && this->state != AIState::ROAMING)
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return false;
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||||
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||||
if(!hasBuff(buffId)) {
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||||
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
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return true;
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}
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||||
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buffs[buffId]->updateCallbacks(onUpdate, onTick);
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buffs[buffId]->addStack(stack);
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bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
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return false;
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||||
}
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||||
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||||
Buff* CombatNPC::getBuff(int buffId) {
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||||
if(hasBuff(buffId)) {
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||||
return buffs[buffId];
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||||
}
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||||
Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
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||||
return nullptr;
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||||
}
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||||
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||||
void CombatNPC::removeBuff(int buffId) {
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||||
if(hasBuff(buffId)) {
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||||
buffs[buffId]->clear();
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||||
delete buffs[buffId];
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||||
buffs.erase(buffId);
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||||
}
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||||
void CombatNPC::removeBuff(int buffId) { /* stubbed */ }
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||||
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||||
void CombatNPC::removeBuff(int buffId, int buffClass) { /* stubbed */ }
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||||
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||||
bool CombatNPC::hasBuff(int buffId) { /* stubbed */
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||||
return false;
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||||
}
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||||
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||||
void CombatNPC::removeBuff(int buffId, BuffClass buffClass) {
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||||
if(hasBuff(buffId)) {
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||||
buffs[buffId]->clear(buffClass);
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||||
// buff might not be stale since another buff class might remain
|
||||
if(buffs[buffId]->isStale()) {
|
||||
delete buffs[buffId];
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||||
buffs.erase(buffId);
|
||||
}
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||||
}
|
||||
}
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||||
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||||
void CombatNPC::clearBuffs(bool force) {
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||||
auto it = buffs.begin();
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||||
while(it != buffs.end()) {
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||||
Buff* buff = (*it).second;
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||||
if(!force) buff->clear();
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||||
delete buff;
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||||
it = buffs.erase(it);
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||||
}
|
||||
}
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||||
|
||||
bool CombatNPC::hasBuff(int buffId) {
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||||
auto buff = buffs.find(buffId);
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||||
return buff != buffs.end() && !buff->second->isStale();
|
||||
}
|
||||
|
||||
int CombatNPC::getCompositeCondition() {
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||||
int conditionBitFlag = 0;
|
||||
for(auto buff : buffs) {
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||||
if(!buff.second->isStale() && buff.second->id > 0)
|
||||
conditionBitFlag |= CSB_FROM_ECSB(buff.first);
|
||||
}
|
||||
return conditionBitFlag;
|
||||
int CombatNPC::getCompositeCondition() { /* stubbed */
|
||||
return 0;
|
||||
}
|
||||
|
||||
int CombatNPC::takeDamage(EntityRef src, int amt) {
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||||
@@ -310,19 +249,19 @@ void CombatNPC::step(time_t currTime) {
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||||
}
|
||||
|
||||
void CombatNPC::transition(AIState newState, EntityRef src) {
|
||||
state = newState;
|
||||
|
||||
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);
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||||
}
|
||||
|
||||
// trigger special NPCEvents, if applicable
|
||||
/* TODO: fire any triggered events
|
||||
for (NPCEvent& event : NPCManager::NPCEvents)
|
||||
if (event.triggerState == newState && event.npcType == type)
|
||||
event.handler(this);
|
||||
if (event.trigger == ON_KILLED && event.npcType == type)
|
||||
event.handler(src, this);
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||||
*/
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||||
}
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||||
#pragma endregion
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||||
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||||
@@ -935,12 +874,9 @@ static void playerTick(CNServer *serv, time_t currTime) {
|
||||
if (Abilities::SkillTable.find(nano->iSkillID) != Abilities::SkillTable.end()) {
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||||
// nano has skill data
|
||||
SkillData* skill = &Abilities::SkillTable[nano->iSkillID];
|
||||
if (skill->drainType == SkillDrainType::PASSIVE) {
|
||||
ICombatant* src = dynamic_cast<ICombatant*>(plr);
|
||||
int32_t targets[] = { plr->iID };
|
||||
std::vector<ICombatant*> affectedCombatants = Abilities::matchTargets(src, skill, 1, targets);
|
||||
Abilities::useNanoSkill(sock, skill, *nano, affectedCombatants);
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||||
}
|
||||
if (skill->drainType == SkillDrainType::PASSIVE)
|
||||
Nanos::applyNanoBuff(skill, plr);
|
||||
// ^ composite condition calculation is separate from combat for responsiveness
|
||||
}
|
||||
}
|
||||
|
||||
@@ -960,7 +896,6 @@ static void playerTick(CNServer *serv, time_t currTime) {
|
||||
auto it = plr->buffs.begin();
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||||
while(it != plr->buffs.end()) {
|
||||
Buff* buff = (*it).second;
|
||||
//buff->combatTick() gets called in Player::step
|
||||
buff->tick(currTime);
|
||||
if(buff->isStale()) {
|
||||
// garbage collect
|
||||
|
@@ -678,6 +678,7 @@ 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] Type: " + std::to_string(npc->type));
|
||||
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] X: " + std::to_string(npc->x));
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||||
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
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||||
|
54
src/Eggs.cpp
54
src/Eggs.cpp
@@ -26,7 +26,6 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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||||
return;
|
||||
}
|
||||
|
||||
SkillResult result = SkillResult();
|
||||
SkillData* skill = &Abilities::SkillTable[skillId];
|
||||
if(skill->drainType == SkillDrainType::PASSIVE) {
|
||||
// apply buff
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||||
@@ -51,57 +50,12 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
|
||||
// no-op
|
||||
},
|
||||
&eggBuff);
|
||||
|
||||
sSkillResult_Buff resultBuff{};
|
||||
resultBuff.eCT = plr->getCharType();
|
||||
resultBuff.iID = plr->getID();
|
||||
resultBuff.bProtected = false;
|
||||
resultBuff.iConditionBitFlag = plr->getCompositeCondition();
|
||||
result = SkillResult(sizeof(sSkillResult_Buff), &resultBuff);
|
||||
} else {
|
||||
int value = plr->getMaxHP() * skill->values[0][0] / 1000;
|
||||
sSkillResult_Damage resultDamage{};
|
||||
sSkillResult_Heal_HP resultHeal{};
|
||||
switch(skill->skillType)
|
||||
{
|
||||
case SkillType::DAMAGE:
|
||||
resultDamage.bProtected = false;
|
||||
resultDamage.eCT = plr->getCharType();
|
||||
resultDamage.iID = plr->getID();
|
||||
resultDamage.iDamage = plr->takeDamage(src, value);
|
||||
resultDamage.iHP = plr->getCurrentHP();
|
||||
result = SkillResult(sizeof(sSkillResult_Damage), &resultDamage);
|
||||
break;
|
||||
case SkillType::HEAL_HP:
|
||||
resultHeal.eCT = plr->getCharType();
|
||||
resultHeal.iID = plr->getID();
|
||||
resultHeal.iHealHP = plr->heal(src, value);
|
||||
resultHeal.iHP = plr->getCurrentHP();
|
||||
result = SkillResult(sizeof(sSkillResult_Heal_HP), &resultHeal);
|
||||
break;
|
||||
default:
|
||||
std::cout << "[WARN] oops, egg with active skill type " << (int)skill->skillType << " unhandled";
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// initialize response struct
|
||||
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + result.size;
|
||||
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
||||
memset(respbuf, 0, resplen);
|
||||
|
||||
sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
|
||||
pkt->iNPC_ID = eggId;
|
||||
pkt->iSkillID = skillId;
|
||||
pkt->eST = (int32_t)skill->skillType;
|
||||
pkt->iTargetCnt = 1;
|
||||
|
||||
if(result.size > 0) {
|
||||
void* attached = (void*)(pkt + 1);
|
||||
memcpy(attached, result.payload, result.size);
|
||||
}
|
||||
|
||||
NPCManager::sendToViewable(src.getEntity(), pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
|
||||
// use skill
|
||||
std::vector<ICombatant*> targets;
|
||||
targets.push_back(dynamic_cast<ICombatant*>(plr));
|
||||
Abilities::useNPCSkill(src, skillId, targets);
|
||||
}
|
||||
|
||||
static void eggStep(CNServer* serv, time_t currTime) {
|
||||
|
@@ -40,7 +40,7 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
|
||||
sNPCAppearanceData data = {};
|
||||
data.iAngle = angle;
|
||||
data.iBarkerType = 0; // unused?
|
||||
data.iConditionBitFlag = 0;
|
||||
data.iConditionBitFlag = cbf;
|
||||
data.iHP = hp;
|
||||
data.iNPCType = type;
|
||||
data.iNPC_ID = id;
|
||||
@@ -50,12 +50,6 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
|
||||
return data;
|
||||
}
|
||||
|
||||
sNPCAppearanceData CombatNPC::getAppearanceData() {
|
||||
sNPCAppearanceData data = BaseNPC::getAppearanceData();
|
||||
data.iConditionBitFlag = getCompositeCondition();
|
||||
return data;
|
||||
}
|
||||
|
||||
/*
|
||||
* Entity coming into view.
|
||||
*/
|
||||
|
@@ -47,8 +47,7 @@ public:
|
||||
virtual bool addBuff(int, BuffCallback<int, BuffStack*>, BuffCallback<time_t>, BuffStack*) = 0;
|
||||
virtual Buff* getBuff(int) = 0;
|
||||
virtual void removeBuff(int) = 0;
|
||||
virtual void removeBuff(int, BuffClass) = 0;
|
||||
virtual void clearBuffs(bool) = 0;
|
||||
virtual void removeBuff(int, int) = 0;
|
||||
virtual bool hasBuff(int) = 0;
|
||||
virtual int getCompositeCondition() = 0;
|
||||
virtual int takeDamage(EntityRef, int) = 0;
|
||||
@@ -73,6 +72,7 @@ public:
|
||||
int type;
|
||||
int hp;
|
||||
int angle;
|
||||
int cbf;
|
||||
bool loopingPath = false;
|
||||
|
||||
BaseNPC(int _A, uint64_t iID, int t, int _id) {
|
||||
@@ -80,6 +80,7 @@ public:
|
||||
type = t;
|
||||
hp = 400;
|
||||
angle = _A;
|
||||
cbf = 0;
|
||||
id = _id;
|
||||
instanceID = iID;
|
||||
};
|
||||
@@ -87,7 +88,7 @@ public:
|
||||
virtual void enterIntoViewOf(CNSocket *sock) override;
|
||||
virtual void disappearFromViewOf(CNSocket *sock) override;
|
||||
|
||||
virtual sNPCAppearanceData getAppearanceData();
|
||||
sNPCAppearanceData getAppearanceData();
|
||||
};
|
||||
|
||||
struct CombatNPC : public BaseNPC, public ICombatant {
|
||||
@@ -104,13 +105,11 @@ struct CombatNPC : public BaseNPC, public ICombatant {
|
||||
std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
|
||||
std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
|
||||
|
||||
std::unordered_map<int, Buff*> buffs = {};
|
||||
|
||||
CombatNPC(int spawnX, int spawnY, int spawnZ, 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) {
|
||||
this->spawnX = spawnX;
|
||||
this->spawnY = spawnY;
|
||||
this->spawnZ = spawnZ;
|
||||
spawnX = x;
|
||||
spawnY = y;
|
||||
spawnZ = z;
|
||||
|
||||
kind = EntityKind::COMBAT_NPC;
|
||||
|
||||
@@ -118,15 +117,12 @@ struct CombatNPC : public BaseNPC, public ICombatant {
|
||||
transitionHandlers[AIState::INACTIVE] = {};
|
||||
}
|
||||
|
||||
virtual sNPCAppearanceData getAppearanceData() override;
|
||||
|
||||
virtual bool isExtant() override { return hp > 0; }
|
||||
|
||||
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
|
||||
virtual Buff* getBuff(int buffId) override;
|
||||
virtual void removeBuff(int buffId) override;
|
||||
virtual void removeBuff(int buffId, BuffClass buffClass) override;
|
||||
virtual void clearBuffs(bool force) override;
|
||||
virtual 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;
|
||||
|
@@ -3,7 +3,6 @@
|
||||
#include "EntityRef.hpp"
|
||||
|
||||
#include <vector>
|
||||
#include <assert.h>
|
||||
|
||||
struct Group {
|
||||
std::vector<EntityRef> members;
|
||||
@@ -15,10 +14,6 @@ struct Group {
|
||||
});
|
||||
return filtered;
|
||||
}
|
||||
EntityRef getLeader() {
|
||||
assert(members.size() > 0);
|
||||
return members[0];
|
||||
}
|
||||
|
||||
Group(EntityRef leader);
|
||||
};
|
||||
|
@@ -482,7 +482,7 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
|
||||
resp->iSlotNum = request->iSlotNum;
|
||||
resp->RemainItem = gumball;
|
||||
resp->iTargetCnt = 1;
|
||||
resp->eST = (int32_t)SkillType::NANOSTIMPAK;
|
||||
resp->eST = EST_NANOSTIMPAK;
|
||||
resp->iSkillID = 144;
|
||||
|
||||
int eCSB = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
|
||||
|
179
src/MobAI.cpp
179
src/MobAI.cpp
@@ -51,13 +51,13 @@ int Mob::takeDamage(EntityRef src, int amt) {
|
||||
}
|
||||
|
||||
// wake up sleeping monster
|
||||
if (hasBuff(ECSB_MEZ)) {
|
||||
removeBuff(ECSB_MEZ);
|
||||
if (cbf & CSB_BIT_MEZ) {
|
||||
cbf &= ~CSB_BIT_MEZ;
|
||||
|
||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
||||
pkt1.eCT = 2;
|
||||
pkt1.iID = id;
|
||||
pkt1.iConditionBitFlag = getCompositeCondition();
|
||||
pkt1.iConditionBitFlag = cbf;
|
||||
NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
||||
}
|
||||
|
||||
@@ -96,12 +96,13 @@ static std::pair<int,int> lerp(int x1, int y1, int x2, int y2, int speed) {
|
||||
|
||||
void MobAI::clearDebuff(Mob *mob) {
|
||||
mob->skillStyle = -1;
|
||||
mob->clearBuffs(false);
|
||||
mob->cbf = 0;
|
||||
mob->unbuffTimes.clear();
|
||||
|
||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
||||
pkt1.eCT = 2;
|
||||
pkt1.iID = mob->id;
|
||||
pkt1.iConditionBitFlag = mob->getCompositeCondition();
|
||||
pkt1.iConditionBitFlag = mob->cbf;
|
||||
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
||||
}
|
||||
|
||||
@@ -227,7 +228,7 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
|
||||
return false;
|
||||
}
|
||||
|
||||
static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int mobStyle) {
|
||||
static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style) {
|
||||
Player *plr = PlayerManager::getPlayer(mob->target);
|
||||
|
||||
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult);
|
||||
@@ -246,7 +247,7 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
|
||||
|
||||
resp->iNPC_ID = mob->id;
|
||||
resp->iSkillID = skillID;
|
||||
resp->iStyle = mobStyle;
|
||||
resp->iStyle = style;
|
||||
resp->iValue1 = plr->x;
|
||||
resp->iValue2 = plr->y;
|
||||
resp->iValue3 = plr->z;
|
||||
@@ -280,38 +281,26 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
|
||||
respdata[i].iActiveNanoSlotNum = n;
|
||||
respdata[i].iNanoID = plr->activeNano;
|
||||
|
||||
int nanoStyle = Nanos::nanoStyle(plr->activeNano);
|
||||
if (nanoStyle == -1) { // no nano
|
||||
int style2 = Nanos::nanoStyle(plr->activeNano);
|
||||
if (style2 == -1) { // no nano
|
||||
respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
|
||||
respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
|
||||
} else if (mobStyle == nanoStyle) {
|
||||
} else if (style == style2) {
|
||||
respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
|
||||
respdata[i].iDamage = 0;
|
||||
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina;
|
||||
} else if (mobStyle - nanoStyle == 1 || nanoStyle - mobStyle == 2) {
|
||||
} else if (style - style2 == 1 || style2 - style == 2) {
|
||||
respdata[i].iHitFlag = HF_BIT_STYLE_WIN;
|
||||
respdata[i].iDamage = 0;
|
||||
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina += 45;
|
||||
if (plr->Nanos[plr->activeNano].iStamina > 150)
|
||||
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
|
||||
// fire damage power disguised as a corruption attack back at the enemy
|
||||
SkillData skill = {
|
||||
SkillType::DAMAGE, // skillType
|
||||
SkillEffectTarget::POINT, // effectTarget
|
||||
1, // effectType
|
||||
SkillTargetType::MOBS, // targetType
|
||||
SkillDrainType::ACTIVE, // drainType
|
||||
0, // effectArea
|
||||
{0, 0, 0, 0}, // batteryUse
|
||||
{0, 0, 0, 0}, // durationTime
|
||||
{0, 0, 0}, // valueTypes (unused)
|
||||
{
|
||||
{200, 200, 200, 200},
|
||||
{200, 200, 200, 200},
|
||||
{200, 200, 200, 200},
|
||||
}
|
||||
};
|
||||
Abilities::useNanoSkill(sock, &skill, *plr->getActiveNano(), { mob });
|
||||
// TODO ABILITIES
|
||||
/*std::vector<int> targetData2 = {1, mob->id, 0, 0, 0};
|
||||
for (auto& pwr : Abilities::Powers)
|
||||
if (pwr.skillType == EST_DAMAGE)
|
||||
pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);*/
|
||||
} else {
|
||||
respdata[i].iHitFlag = HF_BIT_STYLE_LOSE;
|
||||
respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
|
||||
@@ -338,6 +327,12 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
|
||||
}
|
||||
|
||||
static void useAbilities(Mob *mob, time_t currTime) {
|
||||
/*
|
||||
* targetData approach
|
||||
* first integer is the count
|
||||
* second to fifth integers are IDs, these can be either player iID or mob's iID
|
||||
* whether the skill targets players or mobs is determined by the skill packet being fired
|
||||
*/
|
||||
Player *plr = PlayerManager::getPlayer(mob->target);
|
||||
|
||||
if (mob->skillStyle >= 0) { // corruption hit
|
||||
@@ -352,7 +347,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
|
||||
|
||||
if (mob->skillStyle == -2) { // eruption hit
|
||||
int skillID = (int)mob->data["m_iMegaType"];
|
||||
std::vector<ICombatant*> targets{};
|
||||
std::vector<int> targetData = {0, 0, 0, 0, 0};
|
||||
|
||||
// find the players within range of eruption
|
||||
for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
|
||||
@@ -362,22 +357,26 @@ static void useAbilities(Mob *mob, time_t currTime) {
|
||||
if (ref.kind != EntityKind::PLAYER)
|
||||
continue;
|
||||
|
||||
CNSocket *s = ref.sock;
|
||||
CNSocket *s= ref.sock;
|
||||
Player *plr = PlayerManager::getPlayer(s);
|
||||
|
||||
if (!plr->isAlive())
|
||||
if (plr->HP <= 0)
|
||||
continue;
|
||||
|
||||
int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
|
||||
if (distance < Abilities::SkillTable[skillID].effectArea) {
|
||||
targets.push_back(plr);
|
||||
if (targets.size() > 3) // make sure not to have more than 4
|
||||
targetData[0] += 1;
|
||||
targetData[targetData[0]] = plr->iID;
|
||||
if (targetData[0] > 3) // make sure not to have more than 4
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Abilities::useNPCSkill(mob->id, skillID, targets);
|
||||
// TODO ABILITIES
|
||||
/*for (auto& pwr : Abilities::Powers)
|
||||
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
|
||||
pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
|
||||
mob->skillStyle = -3; // eruption cooldown
|
||||
mob->nextAttack = currTime + 1000;
|
||||
return;
|
||||
@@ -395,11 +394,14 @@ static void useAbilities(Mob *mob, time_t currTime) {
|
||||
|
||||
if (random < prob1) { // active skill hit
|
||||
int skillID = (int)mob->data["m_iActiveSkill1"];
|
||||
SkillData* skill = &Abilities::SkillTable[skillID];
|
||||
int debuffID = Abilities::getCSTBFromST(skill->skillType);
|
||||
if(plr->hasBuff(debuffID))
|
||||
return; // prevent debuffing a player twice
|
||||
Abilities::useNPCSkill(mob->getRef(), skillID, { plr });
|
||||
// TODO ABILITIES
|
||||
//std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
|
||||
//for (auto& pwr : Abilities::Powers)
|
||||
// if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
|
||||
// if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
|
||||
// return; // prevent debuffing a player twice
|
||||
// pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
|
||||
// }
|
||||
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
|
||||
return;
|
||||
}
|
||||
@@ -440,6 +442,31 @@ static void useAbilities(Mob *mob, time_t currTime) {
|
||||
return;
|
||||
}
|
||||
|
||||
static void drainMobHP(Mob *mob, int amount) {
|
||||
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;
|
||||
sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
|
||||
|
||||
pkt->iID = mob->id;
|
||||
pkt->eCT = 4; // mob
|
||||
pkt->iTB_ID = ECSB_BOUNDINGBALL;
|
||||
|
||||
drain->eCT = 4;
|
||||
drain->iID = mob->id;
|
||||
drain->iDamage = amount;
|
||||
drain->iHP = mob->hp -= amount;
|
||||
|
||||
NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
|
||||
|
||||
if (mob->hp <= 0)
|
||||
mob->transition(AIState::DEAD, mob->target);
|
||||
}
|
||||
|
||||
void MobAI::incNextMovement(Mob* mob, time_t currTime) {
|
||||
if (currTime == 0)
|
||||
currTime = getTime();
|
||||
@@ -526,27 +553,38 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
||||
return;
|
||||
}
|
||||
|
||||
// tick buffs
|
||||
auto it = npc->buffs.begin();
|
||||
while(it != npc->buffs.end()) {
|
||||
Buff* buff = (*it).second;
|
||||
buff->combatTick(currTime);
|
||||
// drain
|
||||
if (self->skillStyle < 0 && (self->lastDrainTime == 0 || currTime - self->lastDrainTime >= 1000)
|
||||
&& self->cbf & CSB_BIT_BOUNDINGBALL) {
|
||||
drainMobHP(self, self->maxHealth / 20); // lose 5% every second
|
||||
self->lastDrainTime = currTime;
|
||||
}
|
||||
|
||||
// if mob state changed, end the step
|
||||
if(self->state != AIState::COMBAT)
|
||||
return;
|
||||
// if drain killed the mob, return early
|
||||
if (self->hp <= 0)
|
||||
return;
|
||||
|
||||
buff->tick(currTime);
|
||||
if(buff->isStale()) {
|
||||
// garbage collect
|
||||
it = npc->buffs.erase(it);
|
||||
delete buff;
|
||||
// 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++;
|
||||
}
|
||||
else it++;
|
||||
}
|
||||
|
||||
// skip attack if stunned or asleep
|
||||
if (self->hasBuff(ECSB_STUN) || self->hasBuff(ECSB_MEZ)) {
|
||||
if (self->cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
|
||||
self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
|
||||
return;
|
||||
}
|
||||
@@ -562,7 +600,6 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
||||
}
|
||||
|
||||
int distanceToTravel = INT_MAX;
|
||||
int speed = self->speed;
|
||||
// movement logic: move when out of range but don't move while casting a skill
|
||||
if (distance > mobRange && self->skillStyle == -1) {
|
||||
if (self->nextMovement != 0 && currTime < self->nextMovement)
|
||||
@@ -572,8 +609,8 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
||||
self->nextAttack = 0;
|
||||
|
||||
// halve movement speed if snared
|
||||
if (self->hasBuff(ECSB_DN_MOVE_SPEED))
|
||||
speed /= 2;
|
||||
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
|
||||
self->speed /= 2;
|
||||
|
||||
int targetX = plr->x;
|
||||
int targetY = plr->y;
|
||||
@@ -582,9 +619,9 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
||||
targetY += self->offsetY*distance/(self->idleRange + 1);
|
||||
}
|
||||
|
||||
distanceToTravel = std::min(distance-mobRange+1, speed*2/5);
|
||||
distanceToTravel = std::min(distance-mobRange+1, self->speed*2/5);
|
||||
auto targ = lerp(self->x, self->y, targetX, targetY, distanceToTravel);
|
||||
if (distanceToTravel < speed*2/5 && currTime >= self->nextAttack)
|
||||
if (distanceToTravel < self->speed*2/5 && currTime >= self->nextAttack)
|
||||
self->nextAttack = 0;
|
||||
|
||||
NPCManager::updateNPCPosition(self->id, targ.first, targ.second, self->z, self->instanceID, self->angle);
|
||||
@@ -592,7 +629,7 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
|
||||
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
||||
|
||||
pkt.iNPC_ID = self->id;
|
||||
pkt.iSpeed = speed;
|
||||
pkt.iSpeed = self->speed;
|
||||
pkt.iToX = self->x = targ.first;
|
||||
pkt.iToY = self->y = targ.second;
|
||||
pkt.iToZ = plr->z;
|
||||
@@ -678,7 +715,7 @@ void MobAI::roamingStep(CombatNPC* npc, time_t currTime) {
|
||||
farY = std::clamp(farY, yStart, yStart + self->idleRange);
|
||||
|
||||
// halve movement speed if snared
|
||||
if (self->hasBuff(ECSB_DN_MOVE_SPEED))
|
||||
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
|
||||
self->speed /= 2;
|
||||
|
||||
std::queue<Vec3> queue;
|
||||
@@ -751,10 +788,14 @@ void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) {
|
||||
self->hp = self->maxHealth;
|
||||
self->killedTime = 0;
|
||||
self->nextAttack = 0;
|
||||
self->cbf = 0;
|
||||
|
||||
// cast a return home heal spell, this is the right way(tm)
|
||||
Abilities::useNPCSkill(npc->getRef(), 110, { npc });
|
||||
|
||||
// TODO ABILITIES
|
||||
/*std::vector<int> targetData = { 1, 0, 0, 0, 0 };
|
||||
for (auto& pwr : Abilities::Powers)
|
||||
if (pwr.skillType == Abilities::SkillTable[110].skillType)
|
||||
pwr.handle(self->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);*/
|
||||
// clear outlying debuffs
|
||||
clearDebuff(self);
|
||||
}
|
||||
@@ -771,9 +812,12 @@ void MobAI::onCombatStart(CombatNPC* npc, EntityRef src) {
|
||||
self->roamY = self->y;
|
||||
self->roamZ = self->z;
|
||||
|
||||
int skillID = (int)self->data["m_iPassiveBuff"];
|
||||
if(skillID != 0) // cast passive
|
||||
Abilities::useNPCSkill(npc->getRef(), skillID, { npc });
|
||||
int skillID = (int)self->data["m_iPassiveBuff"]; // cast passive
|
||||
// TODO ABILITIES
|
||||
/*std::vector<int> targetData = { 1, self->id, 0, 0, 0 };
|
||||
for (auto& pwr : Abilities::Powers)
|
||||
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
|
||||
pwr.handle(self->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
|
||||
}
|
||||
|
||||
void MobAI::onRetreat(CombatNPC* npc, EntityRef src) {
|
||||
@@ -789,8 +833,9 @@ void MobAI::onDeath(CombatNPC* npc, EntityRef src) {
|
||||
Mob* self = (Mob*)npc;
|
||||
|
||||
self->target = nullptr;
|
||||
self->cbf = 0;
|
||||
self->skillStyle = -1;
|
||||
self->clearBuffs(true);
|
||||
self->unbuffTimes.clear();
|
||||
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
|
||||
|
@@ -21,6 +21,8 @@ namespace MobAI {
|
||||
}
|
||||
|
||||
struct Mob : public CombatNPC {
|
||||
// general
|
||||
std::unordered_map<int32_t,time_t> unbuffTimes = {};
|
||||
|
||||
// dead
|
||||
time_t killedTime = 0;
|
||||
@@ -50,8 +52,8 @@ struct Mob : public CombatNPC {
|
||||
// temporary; until we're sure what's what
|
||||
nlohmann::json data = {};
|
||||
|
||||
Mob(int spawnX, int spawnY, int spawnZ, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
|
||||
: CombatNPC(spawnX, spawnY, spawnZ, angle, iID, t, id, d["m_iHP"]),
|
||||
Mob(int x, int y, int z, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
|
||||
: CombatNPC(x, y, z, angle, iID, t, id, d["m_iHP"]),
|
||||
sightRange(d["m_iSightRange"]) {
|
||||
state = AIState::ROAMING;
|
||||
|
||||
@@ -62,13 +64,15 @@ struct Mob : public CombatNPC {
|
||||
idleRange = (int)data["m_iIdleRange"];
|
||||
level = data["m_iNpcLevel"];
|
||||
|
||||
roamX = spawnX;
|
||||
roamY = spawnY;
|
||||
roamZ = spawnZ;
|
||||
roamX = x;
|
||||
roamY = y;
|
||||
roamZ = z;
|
||||
|
||||
offsetX = 0;
|
||||
offsetY = 0;
|
||||
|
||||
cbf = 0;
|
||||
|
||||
// NOTE: there appear to be discrepancies in the dump
|
||||
hp = maxHealth;
|
||||
|
||||
|
@@ -122,15 +122,16 @@ static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
|
||||
}
|
||||
|
||||
// type must already be checked and updateNPCPosition() must be called on the result
|
||||
BaseNPC *NPCManager::summonNPC(int spawnX, int spawnY, int spawnZ, 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;
|
||||
|
||||
//assert(nextId < INT32_MAX);
|
||||
int id = nextId--;
|
||||
int team = NPCData[type]["m_iTeam"];
|
||||
BaseNPC *npc = nullptr;
|
||||
|
||||
if (team == 2) {
|
||||
npc = new Mob(spawnX, spawnY, spawnZ, inst, type, NPCData[type], id);
|
||||
npc = new Mob(x, y, z, inst, type, NPCData[type], id);
|
||||
|
||||
// re-enable respawning, if desired
|
||||
((Mob*)npc)->summoned = !respawn;
|
||||
@@ -293,55 +294,57 @@ BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z
|
||||
return npc;
|
||||
}
|
||||
|
||||
// TODO: Move this to separate file in ai/ subdir when implementing more events
|
||||
// TODO: Move this to MobAI, possibly
|
||||
#pragma region NPCEvents
|
||||
|
||||
// summon right arm and stage 2 body
|
||||
static void lordFuseStageTwo(CombatNPC *npc) {
|
||||
static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
|
||||
Mob *oldbody = (Mob*)npc; // adaptium, stun
|
||||
Player *plr = PlayerManager::getPlayer(sock);
|
||||
|
||||
std::cout << "Lord Fuse stage two" << std::endl;
|
||||
|
||||
// Fuse doesn't move
|
||||
// Blastons, Heal
|
||||
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2467);
|
||||
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2467);
|
||||
|
||||
newbody->angle = oldbody->angle;
|
||||
NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
|
||||
oldbody->instanceID, oldbody->angle);
|
||||
NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
|
||||
plr->instanceID, oldbody->angle);
|
||||
|
||||
// right arm, Adaptium, Stun
|
||||
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, oldbody->instanceID, 2469);
|
||||
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, plr->instanceID, 2469);
|
||||
|
||||
arm->angle = oldbody->angle;
|
||||
NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
|
||||
oldbody->instanceID, oldbody->angle);
|
||||
NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
|
||||
plr->instanceID, oldbody->angle);
|
||||
}
|
||||
|
||||
// summon left arm and stage 3 body
|
||||
static void lordFuseStageThree(CombatNPC *npc) {
|
||||
static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
|
||||
Mob *oldbody = (Mob*)npc;
|
||||
Player *plr = PlayerManager::getPlayer(sock);
|
||||
|
||||
std::cout << "Lord Fuse stage three" << std::endl;
|
||||
|
||||
// Cosmix, Damage Point
|
||||
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2468);
|
||||
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2468);
|
||||
|
||||
newbody->angle = oldbody->angle;
|
||||
NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
|
||||
newbody->instanceID, oldbody->angle);
|
||||
NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
|
||||
plr->instanceID, oldbody->angle);
|
||||
|
||||
// Blastons, Heal
|
||||
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, oldbody->instanceID, 2470);
|
||||
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, plr->instanceID, 2470);
|
||||
|
||||
arm->angle = oldbody->angle;
|
||||
NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
|
||||
arm->instanceID, oldbody->angle);
|
||||
NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
|
||||
plr->instanceID, oldbody->angle);
|
||||
}
|
||||
|
||||
std::vector<NPCEvent> NPCManager::NPCEvents = {
|
||||
NPCEvent(2466, AIState::DEAD, lordFuseStageTwo),
|
||||
NPCEvent(2467, AIState::DEAD, lordFuseStageThree),
|
||||
NPCEvent(2466, ON_KILLED, lordFuseStageTwo),
|
||||
NPCEvent(2467, ON_KILLED, lordFuseStageThree),
|
||||
};
|
||||
|
||||
#pragma endregion NPCEvents
|
||||
@@ -373,5 +376,5 @@ void NPCManager::init() {
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler);
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
|
||||
|
||||
REGISTER_SHARD_TIMER(step, MS_PER_COMBAT_TICK);
|
||||
REGISTER_SHARD_TIMER(step, 200);
|
||||
}
|
||||
|
@@ -14,15 +14,20 @@
|
||||
|
||||
#define RESURRECT_HEIGHT 400
|
||||
|
||||
typedef void (*NPCEventHandler)(CombatNPC*);
|
||||
enum Trigger {
|
||||
ON_KILLED,
|
||||
ON_COMBAT
|
||||
};
|
||||
|
||||
typedef void (*NPCEventHandler)(CNSocket*, BaseNPC*);
|
||||
|
||||
struct NPCEvent {
|
||||
int32_t npcType;
|
||||
AIState triggerState;
|
||||
int trigger;
|
||||
NPCEventHandler handler;
|
||||
|
||||
NPCEvent(int32_t t, AIState tr, NPCEventHandler hndlr)
|
||||
: npcType(t), triggerState(tr), handler(hndlr) {}
|
||||
NPCEvent(int32_t t, int tr, NPCEventHandler hndlr)
|
||||
: npcType(t), trigger(tr), handler(hndlr) {}
|
||||
};
|
||||
|
||||
namespace NPCManager {
|
||||
|
@@ -69,6 +69,43 @@ void Nanos::addNano(CNSocket* sock, int16_t nanoID, int16_t slot, bool spendfm)
|
||||
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);
|
||||
|
||||
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 passive skills, using just the player as a target is fine
|
||||
// this is because the group skill type will ignore the count,
|
||||
// and the other option is single-target
|
||||
std::vector<ICombatant*> targets = Abilities::matchTargets(dynamic_cast<ICombatant*>(plr), skill, 1, &plr->iID);
|
||||
std::vector<ICombatant*> affected;
|
||||
for (ICombatant* target : targets) {
|
||||
|
||||
passiveBuff.buffStackClass = target == plr ? BuffClass::NANO : BuffClass::GROUP_NANO;
|
||||
if(target->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(target);
|
||||
}
|
||||
|
||||
return affected;
|
||||
}
|
||||
|
||||
void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
|
||||
INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
|
||||
resp.iActiveNanoSlotNum = slot;
|
||||
@@ -93,10 +130,8 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
|
||||
if (slot != -1 && skill != nullptr && skill->drainType == SkillDrainType::PASSIVE) {
|
||||
// passive buff effect
|
||||
resp.eCSTB___Add = 1;
|
||||
ICombatant* src = dynamic_cast<ICombatant*>(plr);
|
||||
int32_t targets[] = { plr->iID };
|
||||
std::vector<ICombatant*> affectedCombatants = Abilities::matchTargets(src, skill, 1, targets);
|
||||
Abilities::useNanoSkill(sock, skill, nano, affectedCombatants);
|
||||
std::vector<ICombatant*> affectedCombatants = applyNanoBuff(skill, plr);
|
||||
if(!affectedCombatants.empty()) Abilities::useNanoSkill(sock, skill, nano, affectedCombatants);
|
||||
}
|
||||
|
||||
if (!silent) // silent nano death but only for the summoning player
|
||||
@@ -277,7 +312,7 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
|
||||
std::vector<ICombatant*> targetData = Abilities::matchTargets(plrCombatant, skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
|
||||
Abilities::useNanoSkill(sock, skillData, nano, targetData);
|
||||
|
||||
if (plr->Nanos[plr->activeNano].iStamina <= 0)
|
||||
if (plr->Nanos[plr->activeNano].iStamina < 0)
|
||||
summonNano(sock, -1);
|
||||
}
|
||||
|
||||
|
@@ -26,4 +26,5 @@ namespace Nanos {
|
||||
void summonNano(CNSocket* sock, int slot, bool silent = false);
|
||||
int nanoStyle(int nanoID);
|
||||
bool getNanoBoost(Player* plr);
|
||||
std::vector<ICombatant*> applyNanoBuff(SkillData* skill, Player* plr);
|
||||
}
|
||||
|
@@ -92,8 +92,7 @@ struct Player : public Entity, public ICombatant {
|
||||
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
|
||||
virtual Buff* getBuff(int buffId) override;
|
||||
virtual void removeBuff(int buffId) override;
|
||||
virtual void removeBuff(int buffId, BuffClass buffClass) override;
|
||||
virtual void clearBuffs(bool force) override;
|
||||
virtual 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;
|
||||
|
@@ -338,14 +338,6 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
|
||||
delete lm;
|
||||
}
|
||||
|
||||
void PlayerManager::sendToGroup(CNSocket* sock, void* buf, uint32_t type, size_t size) {
|
||||
Player* plr = getPlayer(sock);
|
||||
if (plr->group == nullptr)
|
||||
return;
|
||||
for(const EntityRef& ref : plr->group->filter(EntityKind::PLAYER))
|
||||
ref.sock->sendPacket(buf, type, size);
|
||||
}
|
||||
|
||||
void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
|
||||
Player* plr = getPlayer(sock);
|
||||
for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
|
||||
@@ -416,7 +408,6 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
|
||||
|
||||
default: // plain respawn
|
||||
plr->HP = PC_MAXHEALTH(plr->level) / 2;
|
||||
plr->clearBuffs(false);
|
||||
// fallthrough
|
||||
case ePCRegenType::Unstick: // warp away
|
||||
move = true;
|
||||
|
@@ -33,7 +33,6 @@ namespace PlayerManager {
|
||||
CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname);
|
||||
WarpLocation *getRespawnPoint(Player *plr);
|
||||
|
||||
void sendToGroup(CNSocket *sock, void* buf, uint32_t type, size_t size);
|
||||
void sendToViewable(CNSocket *sock, void* buf, uint32_t type, size_t size);
|
||||
|
||||
// TODO: unify this under the new Entity system
|
||||
|
@@ -46,8 +46,49 @@ enum class ePCRegenType {
|
||||
End
|
||||
};
|
||||
|
||||
// nano power flags
|
||||
// nano powers
|
||||
enum {
|
||||
EST_NONE = 0,
|
||||
EST_DAMAGE = 1,
|
||||
EST_HEAL_HP = 2,
|
||||
EST_KNOCKDOWN = 3,
|
||||
EST_SLEEP = 4,
|
||||
EST_SNARE = 5,
|
||||
EST_HEAL_STAMINA = 6,
|
||||
EST_STAMINA_SELF = 7,
|
||||
EST_STUN = 8,
|
||||
EST_WEAPONSLOW = 9,
|
||||
EST_JUMP = 10,
|
||||
EST_RUN = 11,
|
||||
EST_STEALTH = 12,
|
||||
EST_SWIM = 13,
|
||||
EST_MINIMAPENEMY = 14,
|
||||
EST_MINIMAPTRESURE = 15,
|
||||
EST_PHOENIX = 16,
|
||||
EST_PROTECTBATTERY = 17,
|
||||
EST_PROTECTINFECTION = 18,
|
||||
EST_REWARDBLOB = 19,
|
||||
EST_REWARDCASH = 20,
|
||||
EST_BATTERYDRAIN = 21,
|
||||
EST_CORRUPTIONATTACK = 22,
|
||||
EST_INFECTIONDAMAGE = 23,
|
||||
EST_KNOCKBACK = 24,
|
||||
EST_FREEDOM = 25,
|
||||
EST_PHOENIX_GROUP = 26,
|
||||
EST_RECALL = 27,
|
||||
EST_RECALL_GROUP = 28,
|
||||
EST_RETROROCKET_SELF = 29,
|
||||
EST_BLOODSUCKING = 30,
|
||||
EST_BOUNDINGBALL = 31,
|
||||
EST_INVULNERABLE = 32,
|
||||
EST_NANOSTIMPAK = 33,
|
||||
EST_RETURNHOMEHEAL = 34,
|
||||
EST_BUFFHEAL = 35,
|
||||
EST_EXTRABANK = 36,
|
||||
EST__END = 37,
|
||||
EST_CORRUPTIONATTACKWIN = 38,
|
||||
EST_CORRUPTIONATTACKLOSE = 39,
|
||||
|
||||
ECSB_NONE = 0,
|
||||
ECSB_UP_MOVE_SPEED = 1,
|
||||
ECSB_UP_SWIM_SPEED = 2,
|
||||
|
@@ -8,7 +8,6 @@
|
||||
#define REGISTER_SHARD_PACKET(pactype, handlr) CNShardServer::ShardPackets[pactype] = handlr;
|
||||
#define REGISTER_SHARD_TIMER(handlr, delta) CNShardServer::Timers.push_back(TimerEvent(handlr, delta));
|
||||
#define MS_PER_PLAYER_TICK 500
|
||||
#define MS_PER_COMBAT_TICK 200
|
||||
|
||||
class CNShardServer : public CNServer {
|
||||
private:
|
||||
|
Reference in New Issue
Block a user