#include "MobManager.hpp" #include "PlayerManager.hpp" #include "NanoManager.hpp" #include "NPCManager.hpp" #include "ItemManager.hpp" #include "MissionManager.hpp" #include "GroupManager.hpp" #include "TransportManager.hpp" #include #include #include std::map MobManager::Mobs; std::queue MobManager::RemovalQueue; std::map MobManager::MobDropChances; std::map MobManager::MobDrops; bool MobManager::simulateMobs; void MobManager::init() { REGISTER_SHARD_TIMER(step, 200); REGISTER_SHARD_TIMER(playerTick, 2000); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_BEGIN, combatBegin); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_END, combatEnd); REGISTER_SHARD_PACKET(P_CL2FE_DOT_DAMAGE_ONOFF, dotDamageOnOff); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_CHARs, pcAttackChars); simulateMobs = settings::SIMULATEMOBS; } void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) { sP_CL2FE_REQ_PC_ATTACK_NPCs* pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf; Player *plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; // sanity check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs), pkt->iNPCCnt, sizeof(int32_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_NPCs packet size\n"; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs)); /* * Due to the possibility of multiplication overflow (and regular buffer overflow), * both incoming and outgoing variable-length packets must be validated, at least if * the number of trailing structs isn't well known (ie. it's from the client). */ if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC), pkt->iNPCCnt, sizeof(sAttackResult))) { std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_NPCs_SUCC packet size\n"; return; } // initialize response struct size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + pkt->iNPCCnt * sizeof(sAttackResult); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_PC_ATTACK_NPCs_SUCC *resp = (sP_FE2CL_PC_ATTACK_NPCs_SUCC*)respbuf; sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC)); resp->iNPCCnt = pkt->iNPCCnt; for (int i = 0; i < pkt->iNPCCnt; i++) { if (Mobs.find(pktdata[i]) == Mobs.end()) { // not sure how to best handle this std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl; return; } Mob *mob = Mobs[pktdata[i]]; std::pair damage; if (pkt->iNPCCnt > 1) damage.first = plr->groupDamage; else damage.first = plr->pointDamage; int difficulty = (int)mob->data["m_iNpcLevel"]; damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty), NanoManager::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty); if (plr->batteryW >= 6 + difficulty) plr->batteryW -= 6 + difficulty; else plr->batteryW = 0; damage.first = hitMob(sock, mob, damage.first); respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].iDamage = damage.first; respdata[i].iHP = mob->appearanceData.iHP; respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade } resp->iBatteryW = plr->batteryW; sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen); // a bit of a hack: these are the same size, so we can reuse the response packet assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_NPCs)); sP_FE2CL_PC_ATTACK_NPCs *resp1 = (sP_FE2CL_PC_ATTACK_NPCs*)respbuf; resp1->iPC_ID = plr->iID; // send to other players PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_NPCs, resplen); } void MobManager::npcAttackPc(Mob *mob, time_t currTime) { Player *plr = PlayerManager::getPlayer(mob->target); if (plr == nullptr) return; const size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + sizeof(sAttackResult); assert(resplen < CN_PACKET_BUFFER_SIZE - 8); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf; sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs)); auto damage = getDamage(450 + (int)mob->data["m_iPower"], plr->defense, false, false, -1, -1, rand() % plr->level + 1); plr->HP -= damage.first; pkt->iNPC_ID = mob->appearanceData.iNPC_ID; pkt->iPCCnt = 1; atk->iID = plr->iID; atk->iDamage = damage.first; atk->iHP = plr->HP; atk->iHitFlag = damage.second; mob->target->sendPacket((void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen); PlayerManager::sendToViewable(mob->target, (void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen); if (plr->HP <= 0) { mob->target = nullptr; mob->state = MobState::RETREAT; aggroCheck(mob, currTime); } } void MobManager::giveReward(CNSocket *sock, Mob* mob) { Player *plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); assert(resplen < CN_PACKET_BUFFER_SIZE - 8); // we know it's only one trailing struct, so we can skip full validation uint8_t respbuf[resplen]; // not a variable length array, don't worry sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf; sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM)); // don't forget to zero the buffer! memset(respbuf, 0, resplen); // sanity check if (MobDrops.find(mob->dropType) == MobDrops.end()) { std::cout << "[WARN] Drop Type " << mob->dropType << " was not found" << std::endl; return; } // find correct mob drop MobDrop& drop = MobDrops[mob->dropType]; plr->money += drop.taros; // formula for scaling FM with player/mob level difference // TODO: adjust this better int levelDifference = plr->level - mob->level; int fm = drop.fm; if (levelDifference > 0) fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0; MissionManager::updateFusionMatter(sock, fm); // give boosts 1 in 3 times if (drop.boosts > 0) { if (rand() % 3 == 0) plr->batteryN += drop.boosts; if (rand() % 3 == 0) plr->batteryW += drop.boosts; } // simple rewards reward->m_iCandy = plr->money; reward->m_iFusionMatter = plr->fusionmatter; reward->m_iBatteryN = plr->batteryN; reward->m_iBatteryW = plr->batteryW; reward->iFatigue = 100; // prevents warning message reward->iFatigue_Level = 1; reward->iItemCnt = 1; // remember to update resplen if you change this int slot = ItemManager::findFreeSlot(plr); bool awardDrop = false; MobDropChance *chance = nullptr; // sanity check if (MobDropChances.find(drop.dropChanceType) == MobDropChances.end()) { std::cout << "[WARN] Unknown Drop Chance Type: " << drop.dropChanceType << std::endl; return; // this also prevents holiday crate drops, but oh well } else { chance = &MobDropChances[drop.dropChanceType]; awardDrop = (rand() % 1000 < chance->dropChance); } // no drop if (slot == -1 || !awardDrop) { // no room for an item, but you still get FM and taros reward->iItemCnt = 0; sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM)); } else { // item reward getReward(&item->sItem, &drop, chance); item->iSlotNum = slot; item->eIL = 1; // Inventory Location. 1 means player inventory. // update player plr->Inven[slot] = item->sItem; sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); } // event crates if (settings::EVENTMODE != 0) giveEventReward(sock, plr); } void MobManager::getReward(sItemBase *reward, MobDrop* drop, MobDropChance* chance) { reward->iType = 9; reward->iOpt = 1; int total = 0; for (int ratio : chance->cratesRatio) total += ratio; // randomizing a crate int randomNum = rand() % total; int i = 0; int sum = 0; do { reward->iID = drop->crateIDs[i]; sum += chance->cratesRatio[i]; i++; } while (sum<=randomNum); } void MobManager::giveEventReward(CNSocket* sock, Player* player) { // random drop chance if (rand() % 100 > settings::EVENTCRATECHANCE) return; // no slot = no reward int slot = ItemManager::findFreeSlot(player); if (slot == -1) return; const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); assert(resplen < CN_PACKET_BUFFER_SIZE - 8); uint8_t respbuf[resplen]; sP_FE2CL_REP_REWARD_ITEM* reward = (sP_FE2CL_REP_REWARD_ITEM*)respbuf; sItemReward* item = (sItemReward*)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM)); // don't forget to zero the buffer! memset(respbuf, 0, resplen); // leave everything here as it is reward->m_iCandy = player->money; reward->m_iFusionMatter = player->fusionmatter; reward->m_iBatteryN = player->batteryN; reward->m_iBatteryW = player->batteryW; reward->iFatigue = 100; // prevents warning message reward->iFatigue_Level = 1; reward->iItemCnt = 1; // remember to update resplen if you change this // which crate to drop int crateId; switch (settings::EVENTMODE) { // knishmas case 1: crateId = 1187; break; // halloween case 2: crateId = 1181; break; // spring case 3: crateId = 1126; break; // what default: std::cout << "[WARN] Unknown event Id " << settings::EVENTMODE << std::endl; return; } item->sItem.iType = 9; item->sItem.iID = crateId; item->sItem.iOpt = 1; item->iSlotNum = slot; item->eIL = 1; // Inventory Location. 1 means player inventory. // update player player->Inven[slot] = item->sItem; sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); } int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) { // cannot kill mobs multiple times; cannot harm retreating mobs if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) { return 0; // no damage } if (mob->state == MobState::ROAMING) { assert(mob->target == nullptr); mob->target = sock; mob->state = MobState::COMBAT; mob->nextMovement = getTime(); mob->nextAttack = 0; mob->roamX = mob->appearanceData.iX; mob->roamY = mob->appearanceData.iY; mob->roamZ = mob->appearanceData.iZ; } mob->appearanceData.iHP -= damage; // wake up sleeping monster if (mob->appearanceData.iConditionBitFlag & CSB_BIT_MEZ) { mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ; INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1); pkt1.eCT = 2; pkt1.iID = mob->appearanceData.iNPC_ID; pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag; NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); } if (mob->appearanceData.iHP <= 0) killMob(mob->target, mob); return damage; } void MobManager::killMob(CNSocket *sock, Mob *mob) { mob->state = MobState::DEAD; mob->target = nullptr; mob->appearanceData.iConditionBitFlag = 0; mob->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 if (sock != nullptr) { Player* plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) { giveReward(sock, mob); MissionManager::mobKilled(sock, mob->appearanceData.iNPCType); } else { plr = PlayerManager::getPlayerFromID(plr->iIDGroup); if (plr == nullptr) return; for (int i = 0; i < plr->groupCnt; i++) { CNSocket* sockTo = PlayerManager::getSockFromID(plr->groupIDs[i]); giveReward(sockTo, mob); MissionManager::mobKilled(sockTo, mob->appearanceData.iNPCType); } } } // delay the despawn animation mob->despawned = false; auto it = TransportManager::NPCQueues.find(mob->appearanceData.iNPC_ID); if (it == TransportManager::NPCQueues.end() || it->second.empty()) return; // rewind or empty the movement queue if (mob->staticPath) { /* * This is inelegant, but we wind forward in the path until we find the point that * corresponds with the Mob's spawn point. * * IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever. */ auto& queue = it->second; for (auto point = queue.front(); point.x != mob->spawnX || point.y != mob->spawnY; point = queue.front()) { queue.pop(); queue.push(point); } } else { TransportManager::NPCQueues.erase(mob->appearanceData.iNPC_ID); } } void MobManager::deadStep(Mob *mob, time_t currTime) { // despawn the mob after a short delay if (mob->killedTime != 0 && !mob->despawned && currTime - mob->killedTime > 2000) { mob->despawned = true; INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt); pkt.iNPC_ID = mob->appearanceData.iNPC_ID; NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT)); // if it was summoned, mark it for removal if (mob->summoned) { std::cout << "[INFO] Queueing killed summoned mob for removal" << std::endl; RemovalQueue.push(mob->appearanceData.iNPC_ID); return; } } if (mob->killedTime != 0 && currTime - mob->killedTime < mob->regenTime * 100) return; std::cout << "respawning mob " << mob->appearanceData.iNPC_ID << " with HP = " << mob->maxHealth << std::endl; mob->appearanceData.iHP = mob->maxHealth; mob->state = MobState::ROAMING; // reset position mob->appearanceData.iX = mob->spawnX; mob->appearanceData.iY = mob->spawnY; mob->appearanceData.iZ = mob->spawnZ; INITSTRUCT(sP_FE2CL_NPC_NEW, pkt); pkt.NPCAppearanceData = mob->appearanceData; // notify all nearby players NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW)); } void MobManager::combatStep(Mob *mob, time_t currTime) { assert(mob->target != nullptr); // sanity check: did the target player lose connection? if (PlayerManager::players.find(mob->target) == PlayerManager::players.end()) { mob->target = nullptr; mob->state = MobState::RETREAT; aggroCheck(mob, currTime); return; } Player *plr = PlayerManager::getPlayer(mob->target); if (plr == nullptr) return; // did something else kill the player in the mean time? if (plr->HP <= 0) { mob->target = nullptr; mob->state = MobState::RETREAT; aggroCheck(mob, currTime); return; } int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY); /* * If the mob is close enough to attack, do so. If not, get closer. * No, I'm not 100% sure this is how it's supposed to work. */ if (distance <= (int)mob->data["m_iAtkRange"]) { // attack logic if (mob->nextAttack == 0) { INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); pkt.iNPC_ID = mob->appearanceData.iNPC_ID; pkt.iSpeed = (int)mob->data["m_iRunSpeed"]; pkt.iToX = mob->appearanceData.iX; pkt.iToY = mob->appearanceData.iY; pkt.iToZ = mob->target->plr->z; NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE)); mob->nextAttack = currTime + (int)mob->data["m_iInitalTime"] * 100; //I *think* this is what this is npcAttackPc(mob, currTime); } else if (mob->nextAttack != 0 && currTime >= mob->nextAttack) { mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100; npcAttackPc(mob, currTime); } } else { // movement logic if (mob->nextMovement != 0 && currTime < mob->nextMovement) return; mob->nextMovement = currTime + 400; if (currTime >= mob->nextAttack) mob->nextAttack = 0; int speed = mob->data["m_iRunSpeed"]; // halve movement speed if snared if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED) speed /= 2; auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->target->plr->x, mob->target->plr->y,std::min(distance-(int)mob->data["m_iAtkRange"]+1, speed*2/5)); NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ); INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); pkt.iNPC_ID = mob->appearanceData.iNPC_ID; pkt.iSpeed = speed; pkt.iToX = mob->appearanceData.iX = targ.first; pkt.iToY = mob->appearanceData.iY = targ.second; pkt.iToZ = mob->target->plr->z; // notify all nearby players NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE)); } // retreat if the player leaves combat range int xyDistance = hypot(plr->x - mob->roamX, plr->y - mob->roamY); distance = hypot(xyDistance, plr->z - mob->roamZ); if (distance >= mob->data["m_iCombatRange"]) { mob->target = nullptr; mob->state = MobState::RETREAT; } } void MobManager::incNextMovement(Mob *mob, time_t currTime) { if (currTime == 0) currTime = getTime(); int delay = (int)mob->data["m_iDelayTime"] * 1000; mob->nextMovement = currTime + delay/2 + rand() % (delay/2); } void MobManager::roamingStep(Mob *mob, time_t currTime) { /* * We reuse nextAttack to avoid scanning for players all the time, but to still * do so more often than if we waited for nextMovement (which is way too slow). */ if (mob->nextAttack == 0 || currTime >= mob->nextAttack) { mob->nextAttack = currTime + 500; if (aggroCheck(mob, currTime)) return; } // some mobs don't move (and we mustn't divide/modulus by zero) if (mob->idleRange == 0) return; // no random roaming if the mob already has a set path if (mob->staticPath) return; if (mob->nextMovement != 0 && currTime < mob->nextMovement) return; incNextMovement(mob, currTime); /* * mob->nextMovement is also updated whenever the path queue is traversed in * TransportManager::stepNPCPathing() (which ticks at a higher frequency than nextMovement), * so we don't have to check if there's already entries in the queue since we know there won't be. */ int xStart = mob->spawnX - mob->idleRange/2; int yStart = mob->spawnY - mob->idleRange/2; int speed = mob->data["m_iWalkSpeed"]; int farX, farY; int distance; // for short walk detection /* * We don't want the mob to just take one step and stop, so we make sure * it has walked a half-decent distance. */ do { farX = xStart + rand() % mob->idleRange; farY = yStart + rand() % mob->idleRange; distance = std::hypot(mob->appearanceData.iX - farX, mob->appearanceData.iY - farY); } while (distance < 500); // halve movement speed if snared if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED) speed /= 2; std::queue queue; WarpLocation from = { mob->appearanceData.iX, mob->appearanceData.iY, mob->appearanceData.iZ }; WarpLocation to = { farX, farY, mob->appearanceData.iZ }; // add a route to the queue; to be processed in TransportManager::stepNPCPathing() TransportManager::lerp(&queue, from, to, speed); TransportManager::NPCQueues[mob->appearanceData.iNPC_ID] = queue; } void MobManager::retreatStep(Mob *mob, time_t currTime) { if (mob->nextMovement != 0 && currTime < mob->nextMovement) return; mob->nextMovement = currTime + 400; // distance between spawn point and current location int distance = hypot(mob->appearanceData.iX - mob->roamX, mob->appearanceData.iY - mob->roamY); //if (distance > mob->data["m_iIdleRange"]) { if (distance > 10) { INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->roamX, mob->roamY, (int)mob->data["m_iRunSpeed"]*4/5); pkt.iNPC_ID = mob->appearanceData.iNPC_ID; pkt.iSpeed = (int)mob->data["m_iRunSpeed"] * 2; pkt.iToX = mob->appearanceData.iX = targ.first; pkt.iToY = mob->appearanceData.iY = targ.second; pkt.iToZ = mob->appearanceData.iZ = mob->spawnZ; // notify all nearby players NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE)); } // if we got there //if (distance <= mob->data["m_iIdleRange"]) { if (distance <= 10) { // retreat back to the spawn point mob->state = MobState::ROAMING; mob->appearanceData.iHP = mob->maxHealth; mob->killedTime = 0; mob->nextAttack = 0; mob->appearanceData.iConditionBitFlag = 0; // HACK: we haven't found a better way to refresh a mob's client-side status drainMobHP(mob, 0); } } void MobManager::step(CNServer *serv, time_t currTime) { static time_t lastDrainTime = 0; for (auto& pair : Mobs) { int x = pair.second->appearanceData.iX; int y = pair.second->appearanceData.iY; // skip chunks without players if (!ChunkManager::inPopulatedChunks(x, y, pair.second->instanceID)) continue; // drain if (currTime - lastDrainTime >= 600 && pair.second->appearanceData.iConditionBitFlag & CSB_BIT_BOUNDINGBALL) { drainMobHP(pair.second, pair.second->maxHealth * 3 / 50); // lose 10% every second } // unbuffing std::unordered_map::iterator it = pair.second->unbuffTimes.begin(); while (it != pair.second->unbuffTimes.end()) { if (currTime >= it->second) { pair.second->appearanceData.iConditionBitFlag &= ~it->first; INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1); pkt1.eCT = 2; pkt1.iID = pair.second->appearanceData.iNPC_ID; pkt1.iConditionBitFlag = pair.second->appearanceData.iConditionBitFlag; NPCManager::sendToViewable(pair.second, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); it = pair.second->unbuffTimes.erase(it); } else { it++; } } // skip mob movement and combat if disabled if (!simulateMobs && pair.second->state != MobState::DEAD && pair.second->state != MobState::RETREAT) continue; // skip attack/move if stunned or asleep if (pair.second->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ) && (pair.second->state == MobState::ROAMING || pair.second->state == MobState::COMBAT)) continue; switch (pair.second->state) { case MobState::INACTIVE: // no-op break; case MobState::ROAMING: roamingStep(pair.second, currTime); break; case MobState::COMBAT: combatStep(pair.second, currTime); break; case MobState::RETREAT: retreatStep(pair.second, currTime); break; case MobState::DEAD: deadStep(pair.second, currTime); break; } } if (currTime - lastDrainTime >= 600) lastDrainTime = currTime; // deallocate all NPCs queued for removal while (RemovalQueue.size() > 0) { NPCManager::destroyNPC(RemovalQueue.front()); RemovalQueue.pop(); } } /* * Dynamic lerp; distinct from TransportManager::lerp(). This one doesn't care about height and * only returns the first step, since the rest will need to be recalculated anyway if chasing player. */ std::pair MobManager::lerp(int x1, int y1, int x2, int y2, int speed) { std::pair ret = {x1, y1}; if (speed == 0) return ret; int distance = hypot(x1 - x2, y1 - y2); if (distance > speed) { int lerps = distance / speed; // interpolate only the first point float frac = 1.0f / lerps; ret.first = (x1 + (x2 - x1) * frac); ret.second = (y1 + (y2 - y1) * frac); } else { ret.first = x2; ret.second = y2; } return ret; } void MobManager::combatBegin(CNSocket *sock, CNPacketData *data) { Player *plr = PlayerManager::getPlayer(sock); if (plr == nullptr) { std::cout << "[WARN] combatBegin: null player!" << std::endl; return; } plr->inCombat = true; // HACK: make sure the player has the right weapon out for combat INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, resp); resp.iPC_ID = plr->iID; resp.iEquipSlotNum = 0; resp.EquipSlotItem = plr->Equip[0]; PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE)); } void MobManager::combatEnd(CNSocket *sock, CNPacketData *data) { Player *plr = PlayerManager::getPlayer(sock); if (plr != nullptr) { plr->inCombat = false; plr->healCooldown = 4000; } } void MobManager::dotDamageOnOff(CNSocket *sock, CNPacketData *data) { sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf; Player *plr = PlayerManager::getPlayer(sock); if (plr == nullptr) { std::cout << "[WARN] dotDamageOnOff: null player!" << std::endl; return; } if ((plr->iConditionBitFlag & CSB_BIT_INFECTION) != (bool)pkt->iFlag) plr->iConditionBitFlag ^= CSB_BIT_INFECTION; INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt1); pkt1.eCSTB = ECSB_INFECTION; // eCharStatusTimeBuffID pkt1.eTBU = 1; // eTimeBuffUpdate pkt1.eTBT = 0; // eTimeBuffType 1 means nano pkt1.iConditionBitFlag = plr->iConditionBitFlag; sock->sendPacket((void*)&pkt1, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } void MobManager::dealGooDamage(CNSocket *sock, int amount) { size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage); assert(resplen < CN_PACKET_BUFFER_SIZE - 8); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; Player *plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; memset(respbuf, 0, resplen); sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf; sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK)); if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) { amount = -2; // -2 is the magic number for "Protected" to appear as the damage number dmg->bProtected = 1; // it's hypothetically possible to have the protection bit without a nano if (plr->activeNano != -1) plr->Nanos[plr->activeNano].iStamina -= 3; } else { plr->HP -= amount; } if (plr->activeNano != -1) { dmg->iStamina = plr->Nanos[plr->activeNano].iStamina; if (plr->Nanos[plr->activeNano].iStamina <= 0) { dmg->bNanoDeactive = 1; plr->Nanos[plr->activeNano].iStamina = 0; NanoManager::summonNano(PlayerManager::getSockFromID(plr->iID), -1); } } pkt->iID = plr->iID; pkt->eCT = 1; // player pkt->iTB_ID = ECSB_INFECTION; // sSkillResult_DotDamage dmg->eCT = 1; dmg->iID = plr->iID; dmg->iDamage = amount; dmg->iHP = plr->HP; dmg->iConditionBitFlag = plr->iConditionBitFlag; sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen); PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen); } void MobManager::playerTick(CNServer *serv, time_t currTime) { static time_t lastHealTime = 0; for (auto& pair : PlayerManager::players) { CNSocket *sock = pair.first; Player *plr = pair.second.plr; bool transmit = false; // group ticks if (plr->groupCnt > 1) GroupManager::groupTickInfo(plr); // do not tick dead players if (plr->HP <= 0) continue; // fm patch/lake damage if (plr->iConditionBitFlag & CSB_BIT_INFECTION) dealGooDamage(sock, PC_MAXHEALTH(plr->level) * 3 / 20); // heal if (currTime - lastHealTime >= 4000 && !plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) { if (currTime - lastHealTime - plr->healCooldown >= 4000) { plr->HP += PC_MAXHEALTH(plr->level) / 5; if (plr->HP > PC_MAXHEALTH(plr->level)) plr->HP = PC_MAXHEALTH(plr->level); transmit = true; } else plr->healCooldown -= 4000; } for (int i = 0; i < 3; i++) { if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // spend stamina plr->Nanos[plr->activeNano].iStamina -= 1; if (plr->passiveNanoOut) plr->Nanos[plr->activeNano].iStamina -= 1; if (plr->Nanos[plr->activeNano].iStamina <= 0) { plr->Nanos[plr->activeNano].iStamina = 0; NanoManager::summonNano(PlayerManager::getSockFromID(plr->iID), -1); } transmit = true; } else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // regain stamina sNano& nano = plr->Nanos[plr->equippedNanos[i]]; nano.iStamina += 1; if (nano.iStamina > 150) nano.iStamina = 150; transmit = true; } } if (transmit) { INITSTRUCT(sP_FE2CL_REP_PC_TICK, pkt); pkt.iHP = plr->HP; pkt.iBatteryN = plr->batteryN; pkt.aNano[0] = plr->Nanos[plr->equippedNanos[0]]; pkt.aNano[1] = plr->Nanos[plr->equippedNanos[1]]; pkt.aNano[2] = plr->Nanos[plr->equippedNanos[2]]; sock->sendPacket((void*)&pkt, P_FE2CL_REP_PC_TICK, sizeof(sP_FE2CL_REP_PC_TICK)); } } // if this was a heal tick, update the counter outside of the loop if (currTime - lastHealTime >= 4000) lastHealTime = currTime; } std::pair MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit, bool batteryBoost, int attackerStyle, int defenderStyle, int difficulty) { std::pair ret = {0, 1}; if (attackPower + defensePower * 2 == 0) return ret; // base calculation int damage = attackPower * attackPower / (attackPower + defensePower); damage = std::max(10 + attackPower / 10, damage - defensePower * (4 + difficulty) / 40); damage = damage * (rand() % 40 + 80) / 100; // Adaptium/Blastons/Cosmix if (attackerStyle != -1 && defenderStyle != -1 && attackerStyle != defenderStyle) { if (attackerStyle < defenderStyle || attackerStyle - defenderStyle == 2) damage = damage * 3 / 2; else damage = damage * 2 / 3; } // weapon boosts if (batteryBoost) damage = damage * 5 / 4; ret.first = damage; ret.second = 1; if (shouldCrit && rand() % 20 == 0) { ret.first *= 2; // critical hit ret.second = 2; } return ret; } void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) { sP_CL2FE_REQ_PC_ATTACK_CHARs* pkt = (sP_CL2FE_REQ_PC_ATTACK_CHARs*)data->buf; Player *plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; // Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes). if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(int32_t) * 2, data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n"; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs)); if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC), pkt->iTargetCnt, sizeof(sAttackResult))) { std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_CHARs_SUCC packet size\n"; return; } // initialize response struct size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) + pkt->iTargetCnt * sizeof(sAttackResult); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_PC_ATTACK_CHARs_SUCC *resp = (sP_FE2CL_PC_ATTACK_CHARs_SUCC*)respbuf; sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC)); resp->iTargetCnt = pkt->iTargetCnt; for (int i = 0; i < pkt->iTargetCnt; i++) { if (pktdata[i*2+1] == 1) { // eCT == 1; attack player Player *target = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second.plr->iID == pktdata[i*2]) { target = pair.second.plr; break; } } if (target == nullptr) { // you shall not pass std::cout << "[WARN] pcAttackChars: player ID not found" << std::endl; return; } std::pair damage; if (pkt->iTargetCnt > 1) damage.first = plr->groupDamage; else damage.first = plr->pointDamage; damage = getDamage(damage.first, target->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 1); if (plr->batteryW >= 6 + plr->level) plr->batteryW -= 6 + plr->level; else plr->batteryW = 0; target->HP -= damage.first; respdata[i].eCT = pktdata[i*2+1]; respdata[i].iID = target->iID; respdata[i].iDamage = damage.first; respdata[i].iHP = target->HP; respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade } else { // eCT == 4; attack mob if (Mobs.find(pktdata[i*2]) == Mobs.end()) { // not sure how to best handle this std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl; return; } Mob *mob = Mobs[pktdata[i*2]]; std::pair damage; if (pkt->iTargetCnt > 1) damage.first = plr->groupDamage; else damage.first = plr->pointDamage; int difficulty = (int)mob->data["m_iNpcLevel"]; damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty), NanoManager::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty); if (plr->batteryW >= 6 + difficulty) plr->batteryW -= 6 + difficulty; else plr->batteryW = 0; damage.first = hitMob(sock, mob, damage.first); respdata[i].eCT = pktdata[i*2+1]; respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].iDamage = damage.first; respdata[i].iHP = mob->appearanceData.iHP; respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade } } sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen); // a bit of a hack: these are the same size, so we can reuse the response packet assert(sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_CHARs)); sP_FE2CL_PC_ATTACK_CHARs *resp1 = (sP_FE2CL_PC_ATTACK_CHARs*)respbuf; resp1->iPC_ID = plr->iID; // send to other players PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_CHARs, resplen); } void MobManager::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->appearanceData.iNPC_ID; pkt->eCT = 4; // mob pkt->iTB_ID = ECSB_BOUNDINGBALL; drain->eCT = 4; drain->iID = mob->appearanceData.iNPC_ID; drain->iDamage = amount; drain->iHP = mob->appearanceData.iHP -= amount; NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen); } /* * Aggro on nearby players. * Even if they're in range, we can't assume they're all in the same one chunk * as the mob, since it might be near a chunk boundary. */ bool MobManager::aggroCheck(Mob *mob, time_t currTime) { CNSocket *closest = nullptr; int closestDistance = INT_MAX; for (Chunk *chunk : mob->currentChunks) { for (CNSocket *s : chunk->players) { Player *plr = s->plr; if (plr->HP <= 0) continue; int mobRange = mob->sightRange; if (plr->iConditionBitFlag & CSB_BIT_UP_STEALTH) mobRange /= 3; if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVISIBLE) mobRange = -1; // height is relevant for aggro distance because of platforming int xyDistance = hypot(mob->appearanceData.iX - plr->x, mob->appearanceData.iY - plr->y); int distance = hypot(xyDistance, mob->appearanceData.iZ - plr->z); if (distance > mobRange || distance > closestDistance) continue; // found a player closest = s; closestDistance = distance; } } if (closest != nullptr) { // found closest player. engage. mob->target = closest; mob->state = MobState::COMBAT; mob->nextMovement = currTime; mob->nextAttack = 0; mob->roamX = mob->appearanceData.iX; mob->roamY = mob->appearanceData.iY; mob->roamZ = mob->appearanceData.iZ; return true; } return false; }