#pragma once #include "CNProtocol.hpp" #include "CNShared.hpp" #include "CNShardServer.hpp" #include "NPC.hpp" #include "contrib/JSON.hpp" #include #include #include enum class MobState { INACTIVE, ROAMING, COMBAT, RETREAT, DEAD }; struct Mob : public BaseNPC { // general MobState state; int maxHealth; int spawnX; int spawnY; int spawnZ; int level; std::unordered_map unbuffTimes; // dead time_t killedTime = 0; time_t regenTime; bool summoned = false; bool despawned = false; // for the sake of death animations // roaming int idleRange; const int sightRange; time_t nextMovement = 0; bool staticPath = false; int roamX, roamY, roamZ; // combat CNSocket *target = nullptr; time_t nextAttack = 0; time_t lastDrainTime = 0; int skillStyle = -1; // -1 for nothing, 0-2 for corruption, -2 for eruption int hitX, hitY, hitZ; // for use in ability targeting // drop int dropType; // group int groupLeader = 0; int offsetX, offsetY; int groupMember[4] = {0, 0, 0, 0}; // temporary; until we're sure what's what nlohmann::json data; Mob(int x, int y, int z, int angle, uint64_t iID, int type, nlohmann::json d, int32_t id) : BaseNPC(x, y, z, angle, iID, type, id), maxHealth(d["m_iHP"]), sightRange(d["m_iSightRange"]) { state = MobState::ROAMING; data = d; regenTime = data["m_iRegenTime"]; idleRange = (int)data["m_iIdleRange"]; dropType = data["m_iDropType"]; level = data["m_iNpcLevel"]; roamX = spawnX = appearanceData.iX; roamY = spawnY = appearanceData.iY; roamZ = spawnZ = appearanceData.iZ; offsetX = 0; offsetY = 0; appearanceData.iConditionBitFlag = 0; // NOTE: there appear to be discrepancies in the dump appearanceData.iHP = maxHealth; npcClass = NPC_MOB; } // constructor for /summon Mob(int x, int y, int z, uint64_t iID, int type, nlohmann::json d, int32_t id) : Mob(x, y, z, 0, iID, type, d, id) { summoned = true; // will be despawned and deallocated when killed } ~Mob() {} auto operator[](std::string s) { return data[s]; } }; struct MobDropChance { int dropChance; std::vector cratesRatio; }; struct MobDrop { std::vector crateIDs; int dropChanceType; int taros; int fm; int boosts; }; struct Bullet { int pointDamage; int groupDamage; bool weaponBoost; int bulletType; }; typedef void (*MobPowerHandler)(Mob*, std::vector, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t); struct MobPower { int16_t skillType; int32_t bitFlag; int16_t timeBuffID; MobPowerHandler handler; MobPower(int16_t s, int32_t b, int16_t t, MobPowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {} void handle(Mob *mob, std::vector targetData, int16_t skillID, int16_t duration, int16_t amount) { if (handler == nullptr) return; handler(mob, targetData, skillID, duration, amount, skillType, bitFlag, timeBuffID); } }; namespace MobManager { extern std::map Mobs; extern std::queue RemovalQueue; extern std::map MobDropChances; extern std::map MobDrops; extern std::map> Bullets; extern bool simulateMobs; extern std::vector MobPowers; void init(); void step(CNServer*, time_t); void playerTick(CNServer*, time_t); void deadStep(Mob*, time_t); void combatStep(Mob*, time_t); void retreatStep(Mob*, time_t); void roamingStep(Mob*, time_t); void pcAttackNpcs(CNSocket *sock, CNPacketData *data); void combatBegin(CNSocket *sock, CNPacketData *data); void combatEnd(CNSocket *sock, CNPacketData *data); void dotDamageOnOff(CNSocket *sock, CNPacketData *data); void dealGooDamage(CNSocket *sock, int amount); void npcAttackPc(Mob *mob, time_t currTime); int hitMob(CNSocket *sock, Mob *mob, int damage); void killMob(CNSocket *sock, Mob *mob); void giveReward(CNSocket *sock, Mob *mob, int rolledBoosts, int rolledPotions, int rolledCrate, int rolledCrateType, int rolledEvent); void getReward(sItemBase *reward, MobDrop *drop, MobDropChance *chance, int rolled); void giveEventReward(CNSocket* sock, Player* player, int rolled); std::pair lerp(int, int, int, int, int); std::pair getDamage(int, int, bool, bool, int, int, int); void pcAttackChars(CNSocket *sock, CNPacketData *data); void drainMobHP(Mob *mob, int amount); void incNextMovement(Mob *mob, time_t currTime=0); bool aggroCheck(Mob *mob, time_t currTime); void clearDebuff(Mob *mob); void grenadeFire(CNSocket* sock, CNPacketData* data); void rocketFire(CNSocket* sock, CNPacketData* data); void projectileHit(CNSocket* sock, CNPacketData* data); /// returns bullet id int8_t addBullet(Player* plr, bool isGrenade); void followToCombat(Mob *mob); void useAbilities(Mob *mob, time_t currTime); void dealCorruption(Mob *mob, std::vector targetData, int skillID, int style); }