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refactor
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@@ -76,20 +76,12 @@ static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombat
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}
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sSkillResult_Damage_N_Debuff result{};
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result.iDamage = duration / 10; // we use the duration as the damage number (why?)
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result.iHP = target->getCurrentHP();
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.bProtected = blocked;
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result.iConditionBitFlag = target->getCompositeCondition();
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// for player targets, make sure to update Nano stamina
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if (target->getCharType() == 1) {
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Player *plr = dynamic_cast<Player*>(target);
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result.iStamina = plr->getActiveNano()->iStamina;
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}
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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}
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@@ -120,8 +112,7 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
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int duration = skill->durationTime[power];
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int strength = skill->values[0][power];
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BuffStack passiveBuff = {
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// if the duration is 0, it needs to be recast every tick
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duration == 0 ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
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skill->drainType == SkillDrainType::PASSIVE ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
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strength, // value
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source->getRef(), // source
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source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
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@@ -129,10 +120,9 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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SkillDrainType drainType = skill->drainType;
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int combatLifetime = 0;
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if(!target->addBuff(timeBuffId,
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[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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if(buff->id == ECSB_BOUNDINGBALL && status == ETBU_ADD) {
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if(buff->id == ECSB_BOUNDINGBALL) {
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// drain
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ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
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combatant->takeDamage(buff->getLastSource(), 0); // aggro
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@@ -141,13 +131,11 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
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if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL)
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Buffs::timeBuffTimeout(self);
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},
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[combatLifetime](EntityRef self, Buff* buff, time_t currTime) mutable {
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if(buff->id == ECSB_BOUNDINGBALL &&
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combatLifetime % COMBAT_TICKS_PER_DRAIN_PROC == 0)
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Buffs::tickDrain(self, buff, COMBAT_TICKS_PER_DRAIN_PROC); // drain
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combatLifetime++;
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[](EntityRef self, Buff* buff, time_t currTime) {
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if(buff->id == ECSB_BOUNDINGBALL)
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Buffs::tickDrain(self, buff); // drain
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},
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&passiveBuff)) return SkillResult();
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&passiveBuff)) return SkillResult(); // no result if already buffed
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sSkillResult_Buff result{};
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result.eCT = target->getCharType();
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@@ -9,18 +9,17 @@
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#include <vector>
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#include <assert.h>
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const int COMBAT_TICKS_PER_DRAIN_PROC = 2;
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constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain);
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enum class SkillType {
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DAMAGE = 1,
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HEAL_HP = 2,
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KNOCKDOWN = 3, // uses DamageNDebuff
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SLEEP = 4, // uses DamageNDebuff
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SNARE = 5, // uses DamageNDebuff
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KNOCKDOWN = 3, // dnd
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SLEEP = 4, // dnd
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SNARE = 5, // dnd
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HEAL_STAMINA = 6,
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STAMINA_SELF = 7,
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STUN = 8, // uses DamageNDebuff
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STUN = 8, // dnd
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WEAPONSLOW = 9,
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JUMP = 10,
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RUN = 11,
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@@ -169,13 +169,12 @@ void Buffs::timeBuffTimeout(EntityRef self) {
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NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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}
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void Buffs::tickDrain(EntityRef self, Buff* buff, int mult) {
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void Buffs::tickDrain(EntityRef self, Buff* buff) {
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if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
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return; // not implemented
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Entity* entity = self.getEntity();
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ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
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int damage = combatant->getMaxHP() / 100 * mult;
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int dealt = combatant->takeDamage(buff->getLastSource(), damage);
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int damage = combatant->takeDamage(buff->getLastSource(), combatant->getMaxHP() / 100);
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size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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@@ -188,7 +187,7 @@ void Buffs::tickDrain(EntityRef self, Buff* buff, int mult) {
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pkt->iTB_ID = ECSB_BOUNDINGBALL;
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sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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drain->iDamage = dealt;
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drain->iDamage = damage;
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drain->iHP = combatant->getCurrentHP();
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drain->eCT = pkt->eCT;
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drain->iID = pkt->iID;
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@@ -89,5 +89,5 @@ namespace Buffs {
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void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack);
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void timeBuffTick(EntityRef self, Buff* buff);
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void timeBuffTimeout(EntityRef self);
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void tickDrain(EntityRef self, Buff* buff, int mult);
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void tickDrain(EntityRef self, Buff* buff);
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}
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@@ -175,13 +175,10 @@ void Player::step(time_t currTime) {
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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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bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
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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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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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@@ -192,7 +189,7 @@ bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, Buff
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return false;
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}
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Buff* CombatNPC::getBuff(int buffId) {
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Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
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if(hasBuff(buffId)) {
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return buffs[buffId];
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}
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@@ -310,19 +307,19 @@ void CombatNPC::step(time_t currTime) {
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}
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void CombatNPC::transition(AIState newState, EntityRef src) {
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state = newState;
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state = newState;
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if (transitionHandlers.find(newState) != transitionHandlers.end())
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transitionHandlers[newState](this, src);
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else {
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std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl;
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transition(AIState::INACTIVE, id);
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}
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// trigger special NPCEvents, if applicable
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/* TODO: fire any triggered events
|
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.triggerState == newState && event.npcType == type)
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event.handler(this);
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if (event.trigger == ON_KILLED && event.npcType == type)
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event.handler(src, this);
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*/
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}
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#pragma endregion
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@@ -106,11 +106,11 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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std::unordered_map<int, Buff*> buffs = {};
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CombatNPC(int spawnX, int spawnY, int spawnZ, int angle, uint64_t iID, int t, int id, int maxHP)
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CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP)
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: BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
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this->spawnX = spawnX;
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this->spawnY = spawnY;
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this->spawnZ = spawnZ;
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spawnX = x;
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spawnY = y;
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spawnZ = z;
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kind = EntityKind::COMBAT_NPC;
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@@ -50,8 +50,8 @@ struct Mob : public CombatNPC {
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// temporary; until we're sure what's what
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nlohmann::json data = {};
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Mob(int spawnX, int spawnY, int spawnZ, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
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: CombatNPC(spawnX, spawnY, spawnZ, angle, iID, t, id, d["m_iHP"]),
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Mob(int x, int y, int z, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
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: CombatNPC(x, y, z, angle, iID, t, id, d["m_iHP"]),
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sightRange(d["m_iSightRange"]) {
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state = AIState::ROAMING;
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@@ -62,9 +62,9 @@ struct Mob : public CombatNPC {
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idleRange = (int)data["m_iIdleRange"];
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level = data["m_iNpcLevel"];
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roamX = spawnX;
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roamY = spawnY;
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roamZ = spawnZ;
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roamX = x;
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roamY = y;
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roamZ = z;
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offsetX = 0;
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offsetY = 0;
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@@ -122,15 +122,16 @@ static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
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}
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// type must already be checked and updateNPCPosition() must be called on the result
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BaseNPC *NPCManager::summonNPC(int spawnX, int spawnY, int spawnZ, uint64_t instance, int type, bool respawn, bool baseInstance) {
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BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn, bool baseInstance) {
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uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
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//assert(nextId < INT32_MAX);
|
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int id = nextId--;
|
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int team = NPCData[type]["m_iTeam"];
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BaseNPC *npc = nullptr;
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if (team == 2) {
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npc = new Mob(spawnX, spawnY, spawnZ, inst, type, NPCData[type], id);
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npc = new Mob(x, y, z, inst, type, NPCData[type], id);
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// re-enable respawning, if desired
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((Mob*)npc)->summoned = !respawn;
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@@ -293,55 +294,57 @@ BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z
|
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return npc;
|
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}
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// TODO: Move this to separate file in ai/ subdir when implementing more events
|
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// TODO: Move this to MobAI, possibly
|
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#pragma region NPCEvents
|
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|
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// summon right arm and stage 2 body
|
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static void lordFuseStageTwo(CombatNPC *npc) {
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static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
|
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Mob *oldbody = (Mob*)npc; // adaptium, stun
|
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Player *plr = PlayerManager::getPlayer(sock);
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|
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std::cout << "Lord Fuse stage two" << std::endl;
|
||||
|
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// Fuse doesn't move
|
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// Blastons, Heal
|
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2467);
|
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2467);
|
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|
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newbody->angle = oldbody->angle;
|
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NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
|
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oldbody->instanceID, oldbody->angle);
|
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NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
|
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plr->instanceID, oldbody->angle);
|
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|
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// right arm, Adaptium, Stun
|
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, oldbody->instanceID, 2469);
|
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, plr->instanceID, 2469);
|
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|
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arm->angle = oldbody->angle;
|
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NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
|
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oldbody->instanceID, oldbody->angle);
|
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NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
|
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plr->instanceID, oldbody->angle);
|
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}
|
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|
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// summon left arm and stage 3 body
|
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static void lordFuseStageThree(CombatNPC *npc) {
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static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
|
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Mob *oldbody = (Mob*)npc;
|
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Player *plr = PlayerManager::getPlayer(sock);
|
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|
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std::cout << "Lord Fuse stage three" << std::endl;
|
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|
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// Cosmix, Damage Point
|
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2468);
|
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2468);
|
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|
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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
|
||||
|
@@ -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 {
|
||||
|
Reference in New Issue
Block a user