mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 05:20:05 +00:00
517 lines
18 KiB
C++
517 lines
18 KiB
C++
#include "Abilities.hpp"
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#include "servers/CNShardServer.hpp"
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#include "NPCManager.hpp"
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#include "PlayerManager.hpp"
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#include "Buffs.hpp"
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#include "Nanos.hpp"
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#include "MobAI.hpp"
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using namespace Abilities;
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std::map<int32_t, SkillData> Abilities::SkillTable;
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#pragma region Skill handlers
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static SkillResult handleSkillDamage(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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EntityRef sourceRef = source->getRef();
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double scalingFactor = 1;
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if(sourceRef.kind == EntityKind::PLAYER)
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scalingFactor = std::max(source->getMaxHP(), target->getMaxHP()) / 1000.0;
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else
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scalingFactor = source->getMaxHP() / 1500.0;
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int damage = (int)(skill->values[0][power] * scalingFactor);
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int dealt = target->takeDamage(sourceRef, damage);
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sSkillResult_Damage result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.bProtected = dealt <= 0;
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result.iDamage = dealt;
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result.iHP = target->getCurrentHP();
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return SkillResult(sizeof(sSkillResult_Damage), &result);
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}
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static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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EntityRef sourceRef = source->getRef();
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int heal = skill->values[0][power];
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double scalingFactor = target->getMaxHP() / 1000.0;
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int healed = target->heal(sourceRef, heal * scalingFactor);
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sSkillResult_Heal_HP result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.iHealHP = healed;
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result.iHP = target->getCurrentHP();
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return SkillResult(sizeof(sSkillResult_Heal_HP), &result);
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}
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static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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// take aggro
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target->takeDamage(source->getRef(), 0);
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int duration = 0;
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int strength = 0;
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bool blocked = target->hasBuff(ECSB_FREEDOM);
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if(!blocked) {
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duration = skill->durationTime[power];
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strength = skill->values[0][power];
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BuffStack debuff = {
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(duration * 100) / MS_PER_COMBAT_TICK, // ticks
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strength, // value
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source->getRef(), // source
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BuffClass::NANO, // buff class
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};
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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target->addBuff(timeBuffId,
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[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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Buffs::timeBuffUpdate(self, buff, status, stack);
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if(status == ETBU_DEL) Buffs::timeBuffTimeout(self);
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},
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[](EntityRef self, Buff* buff, time_t currTime) {
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Buffs::timeBuffTick(self, buff);
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},
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&debuff);
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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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static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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EntityRef sourceRef = source->getRef();
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int heal = skill->values[0][power];
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int healed = source->heal(sourceRef, heal);
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int damage = heal * 2;
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int dealt = target->takeDamage(sourceRef, damage);
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sSkillResult_Leech result{};
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result.Damage.eCT = target->getCharType();
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result.Damage.iID = target->getID();
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result.Damage.bProtected = dealt <= 0;
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result.Damage.iDamage = dealt;
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result.Damage.iHP = target->getCurrentHP();
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result.Heal.eCT = result.Damage.eCT;
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result.Heal.iID = result.Damage.iID;
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result.Heal.iHealHP = healed;
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result.Heal.iHP = source->getCurrentHP();
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return SkillResult(sizeof(sSkillResult_Leech), &result);
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}
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static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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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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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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};
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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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// 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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}
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Buffs::timeBuffUpdate(self, buff, status, stack);
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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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},
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&passiveBuff)) return SkillResult();
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sSkillResult_Buff result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.bProtected = false;
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result.iConditionBitFlag = target->getCompositeCondition();
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return SkillResult(sizeof(sSkillResult_Buff), &result);
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}
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static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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if(target->getCharType() != 1)
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return SkillResult(); // only Players are valid targets for battery drain
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Player* plr = dynamic_cast<Player*>(target);
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const double scalingFactor = (18 + source->getLevel()) / 36.0;
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const bool blocked = target->hasBuff(ECSB_PROTECT_BATTERY);
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int boostDrain = 0;
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int potionDrain = 0;
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if(!blocked) {
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boostDrain = (int)(skill->values[0][power] * scalingFactor);
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if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
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plr->batteryW -= boostDrain;
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potionDrain = (int)(skill->values[1][power] * scalingFactor);
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if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
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plr->batteryN -= potionDrain;
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}
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sSkillResult_BatteryDrain result{};
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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.iDrainW = boostDrain;
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result.iBatteryW = plr->batteryW;
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result.iDrainN = potionDrain;
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result.iBatteryN = plr->batteryN;
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result.iStamina = plr->getActiveNano()->iStamina;
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result.bNanoDeactive = plr->getActiveNano()->iStamina <= 0;
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result.iConditionBitFlag = target->getCompositeCondition();
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return SkillResult(sizeof(sSkillResult_BatteryDrain), &result);
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}
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static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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if(source->getCharType() != 1)
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return SkillResult(); // only Players are valid sources for recall
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Player* plr = dynamic_cast<Player*>(source);
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if(source == target) {
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// no trailing struct for self
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PlayerManager::sendPlayerTo(target->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
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return SkillResult();
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}
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sSkillResult_Move result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.iMapNum = plr->recallInstance;
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result.iMoveX = plr->recallX;
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result.iMoveY = plr->recallY;
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result.iMoveZ = plr->recallZ;
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return SkillResult(sizeof(sSkillResult_Move), &result);
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}
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static SkillResult handleSkillResurrect(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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sSkillResult_Resurrect result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.iRegenHP = target->getCurrentHP();
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return SkillResult(sizeof(sSkillResult_Resurrect), &result);
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}
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#pragma endregion
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static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombatant* src, std::vector<ICombatant*> targets) {
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SkillResult (*skillHandler)(SkillData*, int, ICombatant*, ICombatant*) = nullptr;
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std::vector<SkillResult> results;
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switch(skill->skillType)
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{
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case SkillType::CORRUPTIONATTACK:
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case SkillType::CORRUPTIONATTACKLOSE:
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case SkillType::CORRUPTIONATTACKWIN:
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// skillHandler = handleSkillCorruptionReflect;
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// break;
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case SkillType::DAMAGE:
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skillHandler = handleSkillDamage;
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break;
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case SkillType::HEAL_HP:
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case SkillType::RETURNHOMEHEAL:
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skillHandler = handleSkillHealHP;
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break;
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case SkillType::KNOCKDOWN:
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case SkillType::SLEEP:
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case SkillType::SNARE:
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case SkillType::STUN:
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skillHandler = handleSkillDamageNDebuff;
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break;
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case SkillType::JUMP:
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case SkillType::RUN:
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case SkillType::STEALTH:
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case SkillType::MINIMAPENEMY:
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case SkillType::MINIMAPTRESURE:
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case SkillType::PHOENIX:
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case SkillType::PROTECTBATTERY:
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case SkillType::PROTECTINFECTION:
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case SkillType::REWARDBLOB:
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case SkillType::REWARDCASH:
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// case SkillType::INFECTIONDAMAGE:
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case SkillType::FREEDOM:
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case SkillType::BOUNDINGBALL:
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case SkillType::INVULNERABLE:
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case SkillType::STAMINA_SELF:
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case SkillType::NANOSTIMPAK:
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case SkillType::BUFFHEAL:
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skillHandler = handleSkillBuff;
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break;
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case SkillType::BLOODSUCKING:
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skillHandler = handleSkillLeech;
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break;
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case SkillType::RETROROCKET_SELF:
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// no-op
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return results;
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case SkillType::PHOENIX_GROUP:
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skillHandler = handleSkillResurrect;
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break;
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case SkillType::RECALL:
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case SkillType::RECALL_GROUP:
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skillHandler = handleSkillMove;
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break;
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case SkillType::BATTERYDRAIN:
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skillHandler = handleSkillBatteryDrain;
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break;
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default:
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std::cout << "[WARN] Unhandled skill type " << (int)skill->skillType << std::endl;
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return results;
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}
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for(ICombatant* target : targets) {
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assert(target != nullptr);
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SkillResult result = skillHandler(skill, power, src != nullptr ? src : target, target);
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if(result.size == 0) continue; // skill not applicable
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if(result.size > MAX_SKILLRESULT_SIZE) {
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std::cout << "[WARN] bad skill result size for " << (int)skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
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continue;
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}
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results.push_back(result);
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}
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return results;
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}
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static void attachSkillResults(std::vector<SkillResult> results, uint8_t* pivot) {
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for(SkillResult& result : results) {
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size_t sz = result.size;
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memcpy(pivot, result.payload, sz);
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pivot += sz;
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}
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}
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void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) {
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Player* plr = PlayerManager::getPlayer(sock);
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ICombatant* combatant = dynamic_cast<ICombatant*>(plr);
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int boost = 0;
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if (Nanos::getNanoBoost(plr))
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boost = 3;
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if(skill->drainType == SkillDrainType::ACTIVE) {
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nano.iStamina -= skill->batteryUse[boost];
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if (nano.iStamina <= 0)
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nano.iStamina = 0;
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}
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std::vector<SkillResult> results = handleSkill(skill, boost, combatant, affected);
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if(results.empty()) return; // no effect; no need for confirmation packets
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// lazy validation since skill results might be different sizes
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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), MAX_SKILLRESULT_SIZE)) {
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std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
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return;
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}
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC);
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for(SkillResult& sr : results)
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resplen += sr.size;
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uint8_t respbuf[CN_PACKET_BODY_SIZE];
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memset(respbuf, 0, CN_PACKET_BODY_SIZE);
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sP_FE2CL_NANO_SKILL_USE_SUCC* pkt = (sP_FE2CL_NANO_SKILL_USE_SUCC*)respbuf;
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pkt->iPC_ID = plr->iID;
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pkt->iNanoID = nano.iID;
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pkt->iSkillID = nano.iSkillID;
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pkt->iNanoStamina = nano.iStamina;
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pkt->bNanoDeactive = nano.iStamina <= 0;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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attachSkillResults(results, (uint8_t*)(pkt + 1));
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sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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if(skill->skillType == SkillType::RECALL_GROUP)
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// group recall packet is sent only to group members
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PlayerManager::sendToGroup(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
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else
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PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
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}
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void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*> affected) {
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if(SkillTable.count(skillID) == 0)
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return;
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Entity* entity = npc.getEntity();
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ICombatant* src = nullptr;
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if(npc.kind == EntityKind::COMBAT_NPC || npc.kind == EntityKind::MOB)
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src = dynamic_cast<ICombatant*>(entity);
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SkillData* skill = &SkillTable[skillID];
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std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
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// lazy validation since skill results might be different sizes
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if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), MAX_SKILLRESULT_SIZE)) {
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std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n";
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return;
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}
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT);
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for(SkillResult& sr : results)
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resplen += sr.size;
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uint8_t respbuf[CN_PACKET_BODY_SIZE];
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memset(respbuf, 0, CN_PACKET_BODY_SIZE);
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sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
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pkt->iNPC_ID = npc.id;
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pkt->iSkillID = skillID;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = (int32_t)results.size();
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if(npc.kind == EntityKind::MOB) {
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Mob* mob = dynamic_cast<Mob*>(entity);
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pkt->iValue1 = mob->hitX;
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pkt->iValue2 = mob->hitY;
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pkt->iValue3 = mob->hitZ;
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}
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attachSkillResults(results, (uint8_t*)(pkt + 1));
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NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
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}
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static std::vector<ICombatant*> entityRefsToCombatants(std::vector<EntityRef> refs) {
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std::vector<ICombatant*> combatants;
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for(EntityRef ref : refs) {
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if(ref.kind == EntityKind::PLAYER)
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combatants.push_back(dynamic_cast<ICombatant*>(PlayerManager::getPlayer(ref.sock)));
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else if(ref.kind == EntityKind::COMBAT_NPC || ref.kind == EntityKind::MOB)
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combatants.push_back(dynamic_cast<ICombatant*>(ref.getEntity()));
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}
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return combatants;
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}
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std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* skill, int count, int32_t *ids) {
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if(skill->targetType == SkillTargetType::GROUP)
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return entityRefsToCombatants(src->getGroupMembers());
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// this check *has* to happen after the group check above due to cases like group recall that use both
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if(skill->effectTarget == SkillEffectTarget::SELF)
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return {src}; // client sends 0 targets for certain self-targeting skills (recall)
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// individuals
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std::vector<ICombatant*> targets;
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for (int i = 0; i < count; i++) {
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int32_t id = ids[i];
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if (skill->targetType == SkillTargetType::MOBS) {
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// mob
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if (NPCManager::NPCs.find(id) != NPCManager::NPCs.end()) {
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BaseNPC* npc = NPCManager::NPCs[id];
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if (npc->kind == EntityKind::COMBAT_NPC || npc->kind == EntityKind::MOB) {
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targets.push_back(dynamic_cast<ICombatant*>(npc));
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continue;
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}
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}
|
|
std::cout << "[WARN] skill: invalid mob target (id " << id << ")\n";
|
|
} else if(skill->targetType == SkillTargetType::PLAYERS) {
|
|
// player
|
|
Player* plr = PlayerManager::getPlayerFromID(id);
|
|
if (plr != nullptr) {
|
|
targets.push_back(dynamic_cast<ICombatant*>(plr));
|
|
continue;
|
|
}
|
|
std::cout << "[WARN] skill: invalid player target (id " << id << ")\n";
|
|
}
|
|
}
|
|
|
|
return targets;
|
|
}
|
|
|
|
/* ripped from client (enums emplaced) */
|
|
int Abilities::getCSTBFromST(SkillType skillType) {
|
|
int result = 0;
|
|
switch (skillType)
|
|
{
|
|
case SkillType::RUN:
|
|
result = ECSB_UP_MOVE_SPEED;
|
|
break;
|
|
case SkillType::JUMP:
|
|
result = ECSB_UP_JUMP_HEIGHT;
|
|
break;
|
|
case SkillType::STEALTH:
|
|
result = ECSB_UP_STEALTH;
|
|
break;
|
|
case SkillType::PHOENIX:
|
|
result = ECSB_PHOENIX;
|
|
break;
|
|
case SkillType::PROTECTBATTERY:
|
|
result = ECSB_PROTECT_BATTERY;
|
|
break;
|
|
case SkillType::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:
|
|
result = ECSB_DN_MOVE_SPEED;
|
|
break;
|
|
case SkillType::STUN:
|
|
result = ECSB_STUN;
|
|
break;
|
|
case SkillType::SLEEP:
|
|
result = ECSB_MEZ;
|
|
break;
|
|
case SkillType::INFECTIONDAMAGE:
|
|
result = ECSB_INFECTION;
|
|
break;
|
|
case SkillType::BOUNDINGBALL:
|
|
result = ECSB_BOUNDINGBALL;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return result;
|
|
}
|