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dongresource
96c430c994
For a while we had made the temporary rapid-fire anti-cheat optional on master, but had removed it entirely on the refactor branch. The modification on master was acidentally only applied to the regular (non-projectile) combat handler, while the removal on refactor removed both that and the projectile check. When the refactor branch was merged, that resulted in the removal of only the projectile rapid-fire check, while the conditional regular combat rapid-fire check was kept. This change restores the projectile rapid-fire check such that it is conditional, just like for regular combat.
1012 lines
32 KiB
C++
1012 lines
32 KiB
C++
#include "Combat.hpp"
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#include "servers/CNShardServer.hpp"
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#include "Rand.hpp"
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#include "Player.hpp"
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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#include "Nanos.hpp"
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#include "Abilities.hpp"
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#include "Buffs.hpp"
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#include <assert.h>
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#include <iostream>
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#include <functional>
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using namespace Combat;
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/// Player Id -> Bullet Id -> Bullet
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std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
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#pragma region Player
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bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
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if(!isAlive())
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return false;
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if(!hasBuff(buffId)) {
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buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
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return true;
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}
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buffs[buffId]->updateCallbacks(onUpdate, onTick);
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buffs[buffId]->addStack(stack);
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return false;
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}
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Buff* Player::getBuff(int buffId) {
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if(hasBuff(buffId)) {
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return buffs[buffId];
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}
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return nullptr;
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}
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void Player::removeBuff(int buffId) {
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if(hasBuff(buffId)) {
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buffs[buffId]->clear();
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delete buffs[buffId];
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buffs.erase(buffId);
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}
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}
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void Player::removeBuff(int buffId, BuffClass buffClass) {
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if(hasBuff(buffId)) {
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buffs[buffId]->clear(buffClass);
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// buff might not be stale since another buff class might remain
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if(buffs[buffId]->isStale()) {
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delete buffs[buffId];
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buffs.erase(buffId);
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}
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}
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}
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void Player::clearBuffs(bool force) {
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auto it = buffs.begin();
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while(it != buffs.end()) {
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Buff* buff = (*it).second;
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if(!force) buff->clear();
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delete buff;
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it = buffs.erase(it);
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}
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}
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bool Player::hasBuff(int buffId) {
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auto buff = buffs.find(buffId);
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return buff != buffs.end() && !buff->second->isStale();
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}
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int Player::getCompositeCondition() {
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int conditionBitFlag = 0;
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for(auto buff : buffs) {
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if(!buff.second->isStale() && buff.second->id > 0)
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conditionBitFlag |= CSB_FROM_ECSB(buff.first);
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}
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return conditionBitFlag;
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}
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int Player::takeDamage(EntityRef src, int amt) {
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int dmg = amt;
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if(HP - dmg < 0) dmg = HP;
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HP -= dmg;
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return dmg;
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}
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int Player::heal(EntityRef src, int amt) {
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int heal = amt;
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if(HP + heal > getMaxHP()) heal = getMaxHP() - HP;
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HP += heal;
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return heal;
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}
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bool Player::isAlive() {
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return HP > 0;
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}
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int Player::getCurrentHP() {
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return HP;
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}
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int Player::getMaxHP() {
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return PC_MAXHEALTH(level);
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}
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int Player::getLevel() {
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return level;
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}
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std::vector<EntityRef> Player::getGroupMembers() {
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std::vector<EntityRef> members;
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if(group != nullptr)
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members = group->members;
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else
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members.push_back(PlayerManager::getSockFromID(iID));
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return members;
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}
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int32_t Player::getCharType() {
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return 1; // eCharType (eCT_PC)
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}
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int32_t Player::getID() {
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return iID;
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}
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EntityRef Player::getRef() {
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return EntityRef(PlayerManager::getSockFromID(iID));
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}
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void Player::step(time_t currTime) {
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CNSocket* sock = getRef().sock;
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// nanos
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for (int i = 0; i < 3; i++) {
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if (activeNano != 0 && equippedNanos[i] == activeNano) { // tick active nano
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sNano& nano = Nanos[activeNano];
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int drainRate = 0;
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if (Abilities::SkillTable.find(nano.iSkillID) != Abilities::SkillTable.end()) {
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// nano has skill data
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SkillData* skill = &Abilities::SkillTable[nano.iSkillID];
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int boost = Nanos::getNanoBoost(this);
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if (skill->drainType == SkillDrainType::PASSIVE)
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drainRate = skill->batteryUse[boost * 3];
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}
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nano.iStamina -= 1 + drainRate / 5;
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if (nano.iStamina <= 0)
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Nanos::summonNano(sock, -1, true); // unsummon nano silently
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} else if (Nanos[equippedNanos[i]].iStamina < 150) { // tick resting nano
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sNano& nano = Nanos[equippedNanos[i]];
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if (nano.iStamina < 150)
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nano.iStamina += 1;
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}
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}
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// buffs
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for(auto buffEntry : buffs) {
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buffEntry.second->combatTick(currTime);
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if(!isAlive())
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break; // unsafe to keep ticking if we're dead
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}
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}
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#pragma endregion
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#pragma region CombatNPC
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bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
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if(!isAlive())
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return false;
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if (this->state != AIState::COMBAT && this->state != AIState::ROAMING)
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return false;
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if(!hasBuff(buffId)) {
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buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
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return true;
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}
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buffs[buffId]->updateCallbacks(onUpdate, onTick);
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buffs[buffId]->addStack(stack);
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return false;
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}
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Buff* CombatNPC::getBuff(int buffId) {
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if(hasBuff(buffId)) {
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return buffs[buffId];
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}
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return nullptr;
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}
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void CombatNPC::removeBuff(int buffId) {
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if(hasBuff(buffId)) {
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buffs[buffId]->clear();
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delete buffs[buffId];
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buffs.erase(buffId);
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}
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}
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void CombatNPC::removeBuff(int buffId, BuffClass buffClass) {
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if(hasBuff(buffId)) {
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buffs[buffId]->clear(buffClass);
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// buff might not be stale since another buff class might remain
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if(buffs[buffId]->isStale()) {
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delete buffs[buffId];
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buffs.erase(buffId);
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}
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}
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}
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void CombatNPC::clearBuffs(bool force) {
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auto it = buffs.begin();
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while(it != buffs.end()) {
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Buff* buff = (*it).second;
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if(!force) buff->clear();
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delete buff;
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it = buffs.erase(it);
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}
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}
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bool CombatNPC::hasBuff(int buffId) {
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auto buff = buffs.find(buffId);
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return buff != buffs.end() && !buff->second->isStale();
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}
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int CombatNPC::getCompositeCondition() {
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int conditionBitFlag = 0;
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for(auto buff : buffs) {
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if(!buff.second->isStale() && buff.second->id > 0)
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conditionBitFlag |= CSB_FROM_ECSB(buff.first);
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}
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return conditionBitFlag;
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}
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int CombatNPC::takeDamage(EntityRef src, int amt) {
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int dmg = amt;
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if(hp - dmg < 0) dmg = hp;
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hp -= dmg;
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if(hp <= 0) transition(AIState::DEAD, src);
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return dmg;
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}
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int CombatNPC::heal(EntityRef src, int amt) {
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int heal = amt;
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if(hp + heal > getMaxHP()) heal = getMaxHP() - hp;
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hp += heal;
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return heal;
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}
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bool CombatNPC::isAlive() {
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return hp > 0;
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}
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int CombatNPC::getCurrentHP() {
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return hp;
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}
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int CombatNPC::getMaxHP() {
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return maxHealth;
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}
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int CombatNPC::getLevel() {
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return level;
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}
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std::vector<EntityRef> CombatNPC::getGroupMembers() {
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std::vector<EntityRef> members;
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if(group != nullptr)
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members = group->members;
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else
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members.push_back(id);
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return members;
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}
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int32_t CombatNPC::getCharType() {
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if(kind == EntityKind::MOB)
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return 4; // eCharType (eCT_MOB)
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return 2; // eCharType (eCT_NPC)
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}
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int32_t CombatNPC::getID() {
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return id;
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}
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EntityRef CombatNPC::getRef() {
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return EntityRef(id);
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}
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void CombatNPC::step(time_t currTime) {
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if(stateHandlers.find(state) != stateHandlers.end())
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stateHandlers[state](this, currTime);
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else {
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std::cout << "[WARN] State " << (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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}
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void CombatNPC::transition(AIState newState, EntityRef src) {
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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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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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}
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#pragma endregion
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static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,
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bool batteryBoost, int attackerStyle,
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int defenderStyle, int difficulty) {
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std::pair<int,int> ret = {0, 1};
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if (attackPower + defensePower * 2 == 0)
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return ret;
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// base calculation
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int damage = attackPower * attackPower / (attackPower + defensePower);
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damage = std::max(10 + attackPower / 10, damage - (defensePower - attackPower / 6) * difficulty / 100);
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damage = damage * (Rand::rand(40) + 80) / 100;
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// Adaptium/Blastons/Cosmix
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if (attackerStyle != -1 && defenderStyle != -1 && attackerStyle != defenderStyle) {
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if (attackerStyle - defenderStyle == 2)
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defenderStyle += 3;
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if (defenderStyle - attackerStyle == 2)
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defenderStyle -= 3;
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if (attackerStyle < defenderStyle)
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damage = damage * 5 / 4;
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else
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damage = damage * 4 / 5;
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}
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// weapon boosts
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if (batteryBoost)
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damage = damage * 5 / 4;
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ret.first = damage;
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ret.second = 1;
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if (shouldCrit && Rand::rand(20) == 0) {
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ret.first *= 2; // critical hit
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ret.second = 2;
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}
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return ret;
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}
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static bool checkRapidFire(CNSocket *sock, int targetCount, bool allowManyTargets) {
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Player *plr = PlayerManager::getPlayer(sock);
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time_t currTime = getTime();
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if (currTime - plr->lastShot < plr->fireRate * 80)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
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else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
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plr->lastShot = currTime;
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// 3+ targets should never be possible
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if (!allowManyTargets && targetCount > 3)
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plr->suspicionRating += 10001;
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// kill the socket when the player is too suspicious
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if (plr->suspicionRating > 10000) {
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sock->kill();
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CNShardServer::_killConnection(sock);
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return true;
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}
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return false;
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}
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static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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auto pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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auto targets = (int32_t*)data->trailers;
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// kick the player if firing too rapidly
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if (settings::ANTICHEAT && checkRapidFire(sock, pkt->iNPCCnt, false))
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return;
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/*
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* IMPORTANT: This validates memory safety in addition to preventing
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* ordinary cheating. If the client sends a very large number of trailing
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* values, it could overflow the *response* buffer, which isn't otherwise
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* being validated anymore.
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*/
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if (pkt->iNPCCnt > 3) {
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std::cout << "[WARN] Player tried to attack more than 3 NPCs at once" << std::endl;
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return;
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}
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INITVARPACKET(respbuf, sP_FE2CL_PC_ATTACK_NPCs_SUCC, resp, sAttackResult, respdata);
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resp->iNPCCnt = pkt->iNPCCnt;
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for (int i = 0; i < data->trCnt; i++) {
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if (NPCManager::NPCs.find(targets[i]) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] pcAttackNpcs: NPC ID not found" << std::endl;
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return;
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}
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BaseNPC* npc = NPCManager::NPCs[targets[i]];
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if (npc->kind != EntityKind::MOB) {
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std::cout << "[WARN] pcAttackNpcs: NPC is not a mob" << std::endl;
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return;
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}
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Mob* mob = (Mob*)npc;
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std::pair<int,int> damage;
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if (pkt->iNPCCnt > 1)
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damage.first = plr->groupDamage;
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else
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damage.first = plr->pointDamage;
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int difficulty = (int)mob->data["m_iNpcLevel"];
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damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty),
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Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
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if (plr->batteryW >= 6 + difficulty)
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plr->batteryW -= 6 + difficulty;
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else
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plr->batteryW = 0;
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damage.first = mob->takeDamage(sock, damage.first);
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respdata[i].iID = mob->id;
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respdata[i].iDamage = damage.first;
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respdata[i].iHP = mob->hp;
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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}
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resp->iBatteryW = plr->batteryW;
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sock->sendPacket(respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC);
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// a bit of a hack: these are the same size, so we can reuse the response packet
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assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_NPCs));
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auto *resp1 = (sP_FE2CL_PC_ATTACK_NPCs*)respbuf;
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resp1->iPC_ID = plr->iID;
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// send to other players
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PlayerManager::sendToViewable(sock, respbuf, P_FE2CL_PC_ATTACK_NPCs);
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}
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void Combat::npcAttackPc(Mob *mob, time_t currTime) {
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Player *plr = PlayerManager::getPlayer(mob->target);
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INITVARPACKET(respbuf, sP_FE2CL_NPC_ATTACK_PCs, pkt, sAttackResult, atk);
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auto damage = getDamage(450 + (int)mob->data["m_iPower"], plr->defense, true, false, -1, -1, 0);
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if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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plr->HP -= damage.first;
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pkt->iNPC_ID = mob->id;
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pkt->iPCCnt = 1;
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atk->iID = plr->iID;
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atk->iDamage = damage.first;
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atk->iHP = plr->HP;
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atk->iHitFlag = damage.second;
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mob->target->sendPacket(respbuf, P_FE2CL_NPC_ATTACK_PCs);
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PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs);
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if (plr->HP <= 0) {
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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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}
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/*
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* When a group of players is doing missions together, we want them to all get
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* quest items at the same time, but we don't want the odds of quest item
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* drops from different missions to be linked together. That's why we use a
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* single RNG roll per mission task, and every group member shares that same
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* set of rolls.
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*/
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void Combat::genQItemRolls(std::vector<Player*> players, std::map<int, int>& rolls) {
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for (int i = 0; i < players.size(); i++) {
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Player* member = players[i];
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for (int j = 0; j < ACTIVE_MISSION_COUNT; j++)
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if (member->tasks[j] != 0)
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rolls[member->tasks[j]] = Rand::rand();
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}
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}
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|
|
static void combatBegin(CNSocket *sock, CNPacketData *data) {
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
|
|
|
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));
|
|
}
|
|
|
|
static void combatEnd(CNSocket *sock, CNPacketData *data) {
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
|
|
|
plr->inCombat = false;
|
|
plr->healCooldown = 4000;
|
|
}
|
|
|
|
static void dealGooDamage(CNSocket *sock) {
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
|
if(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
|
|
return; // ignore completely
|
|
|
|
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];
|
|
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));
|
|
|
|
int amount = PC_MAXHEALTH(plr->level) * 3 / 20;
|
|
Buff* protectionBuff = plr->getBuff(ECSB_PROTECT_INFECTION);
|
|
if (protectionBuff != nullptr) {
|
|
amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
|
|
dmg->bProtected = 1;
|
|
|
|
// eggs allow protection without nanos
|
|
if (protectionBuff->maxClass() <= BuffClass::NANO && plr->activeNano != -1)
|
|
plr->Nanos[plr->activeNano].iStamina -= 3;
|
|
} else {
|
|
plr->HP -= amount;
|
|
}
|
|
|
|
if (plr->activeNano != 0) {
|
|
dmg->iStamina = plr->Nanos[plr->activeNano].iStamina;
|
|
|
|
if (plr->Nanos[plr->activeNano].iStamina <= 0) {
|
|
dmg->bNanoDeactive = 1;
|
|
plr->Nanos[plr->activeNano].iStamina = 0;
|
|
Nanos::summonNano(PlayerManager::getSockFromID(plr->iID), -1, true);
|
|
}
|
|
}
|
|
|
|
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->getCompositeCondition();
|
|
|
|
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);
|
|
}
|
|
|
|
static void dotDamageOnOff(CNSocket *sock, CNPacketData *data) {
|
|
sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf;
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
|
|
|
// infection debuff toggles as the client asks it to,
|
|
// so we add and remove a permanent debuff
|
|
if (pkt->iFlag && !plr->hasBuff(ECSB_INFECTION)) {
|
|
BuffStack infection = {
|
|
-1, // infinite
|
|
0, // no value
|
|
sock, // self-inflicted
|
|
BuffClass::ENVIRONMENT
|
|
};
|
|
plr->addBuff(ECSB_INFECTION,
|
|
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
|
|
Buffs::timeBuffUpdate(self, buff, status, stack);
|
|
},
|
|
[](EntityRef self, Buff* buff, time_t currTime) {
|
|
if(self.kind == EntityKind::PLAYER)
|
|
dealGooDamage(self.sock);
|
|
},
|
|
&infection);
|
|
} else if(!pkt->iFlag && plr->hasBuff(ECSB_INFECTION)) {
|
|
plr->removeBuff(ECSB_INFECTION);
|
|
}
|
|
}
|
|
|
|
static void 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);
|
|
|
|
// only GMs can use this variant
|
|
if (plr->accountLevel > 30)
|
|
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(sGM_PVPTarget), data->size)) {
|
|
std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n";
|
|
return;
|
|
}
|
|
|
|
sGM_PVPTarget* pktdata = (sGM_PVPTarget*)((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++) {
|
|
|
|
ICombatant* target = nullptr;
|
|
std::pair<int, int> damage;
|
|
|
|
if (pkt->iTargetCnt > 1)
|
|
damage.first = plr->groupDamage;
|
|
else
|
|
damage.first = plr->pointDamage;
|
|
|
|
if (pktdata[i].eCT == 1) { // eCT == 1; attack player
|
|
|
|
for (auto& pair : PlayerManager::players) {
|
|
if (pair.second->iID == pktdata[i].iID) {
|
|
target = pair.second;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (target == nullptr) {
|
|
// you shall not pass
|
|
std::cout << "[WARN] pcAttackChars: player ID not found" << std::endl;
|
|
return;
|
|
}
|
|
|
|
damage = getDamage(damage.first, ((Player*)target)->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
|
|
|
|
} else { // eCT == 4; attack mob
|
|
|
|
if (NPCManager::NPCs.find(pktdata[i].iID) == NPCManager::NPCs.end()) {
|
|
// not sure how to best handle this
|
|
std::cout << "[WARN] pcAttackChars: NPC ID not found" << std::endl;
|
|
return;
|
|
}
|
|
|
|
BaseNPC* npc = NPCManager::NPCs[pktdata[i].iID];
|
|
if (npc->kind != EntityKind::MOB) {
|
|
std::cout << "[WARN] pcAttackChars: NPC is not a mob" << std::endl;
|
|
return;
|
|
}
|
|
|
|
Mob* mob = (Mob*)npc;
|
|
target = mob;
|
|
int difficulty = (int)mob->data["m_iNpcLevel"];
|
|
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty),
|
|
Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
|
|
}
|
|
|
|
if (plr->batteryW >= 6 + plr->level)
|
|
plr->batteryW -= 6 + plr->level;
|
|
else
|
|
plr->batteryW = 0;
|
|
|
|
damage.first = target->takeDamage(sock, damage.first);
|
|
|
|
respdata[i].eCT = pktdata[i].eCT;
|
|
respdata[i].iID = target->getID();
|
|
respdata[i].iDamage = damage.first;
|
|
respdata[i].iHP = target->getCurrentHP();
|
|
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);
|
|
}
|
|
|
|
static int8_t addBullet(Player* plr, bool isGrenade) {
|
|
|
|
int8_t findId = 0;
|
|
if (Bullets.find(plr->iID) != Bullets.end()) {
|
|
// find first free id
|
|
for (; findId < 127; findId++)
|
|
if (Bullets[plr->iID].find(findId) == Bullets[plr->iID].end())
|
|
break;
|
|
}
|
|
|
|
// sanity check
|
|
if (findId == 127) {
|
|
std::cout << "[WARN] Player has more than 127 active projectiles?!" << std::endl;
|
|
findId = 0;
|
|
}
|
|
|
|
Bullet toAdd;
|
|
toAdd.pointDamage = plr->pointDamage;
|
|
toAdd.groupDamage = plr->groupDamage;
|
|
// for grenade we need to send 1, for rocket - weapon id
|
|
toAdd.bulletType = isGrenade ? 1 : plr->Equip[0].iID;
|
|
|
|
// temp solution Jade fix plz
|
|
toAdd.weaponBoost = plr->batteryW > 0;
|
|
if (toAdd.weaponBoost) {
|
|
int boostCost = Rand::rand(11) + 20;
|
|
plr->batteryW = boostCost > plr->batteryW ? 0 : plr->batteryW - boostCost;
|
|
}
|
|
|
|
Bullets[plr->iID][findId] = toAdd;
|
|
return findId;
|
|
}
|
|
|
|
static void grenadeFire(CNSocket* sock, CNPacketData* data) {
|
|
sP_CL2FE_REQ_PC_GRENADE_STYLE_FIRE* grenade = (sP_CL2FE_REQ_PC_GRENADE_STYLE_FIRE*)data->buf;
|
|
Player* plr = PlayerManager::getPlayer(sock);
|
|
|
|
INITSTRUCT(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, resp);
|
|
resp.iToX = grenade->iToX;
|
|
resp.iToY = grenade->iToY;
|
|
resp.iToZ = grenade->iToZ;
|
|
|
|
resp.iBulletID = addBullet(plr, true);
|
|
resp.iBatteryW = plr->batteryW;
|
|
|
|
// 1 means grenade
|
|
resp.Bullet.iID = 1;
|
|
sock->sendPacket(&resp, P_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, sizeof(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC));
|
|
|
|
// send packet to nearby players
|
|
INITSTRUCT(sP_FE2CL_PC_GRENADE_STYLE_FIRE, toOthers);
|
|
toOthers.iPC_ID = plr->iID;
|
|
toOthers.iToX = resp.iToX;
|
|
toOthers.iToY = resp.iToY;
|
|
toOthers.iToZ = resp.iToZ;
|
|
toOthers.iBulletID = resp.iBulletID;
|
|
toOthers.Bullet.iID = resp.Bullet.iID;
|
|
|
|
PlayerManager::sendToViewable(sock, &toOthers, P_FE2CL_PC_GRENADE_STYLE_FIRE, sizeof(sP_FE2CL_PC_GRENADE_STYLE_FIRE));
|
|
}
|
|
|
|
static void rocketFire(CNSocket* sock, CNPacketData* data) {
|
|
sP_CL2FE_REQ_PC_ROCKET_STYLE_FIRE* rocket = (sP_CL2FE_REQ_PC_ROCKET_STYLE_FIRE*)data->buf;
|
|
Player* plr = PlayerManager::getPlayer(sock);
|
|
|
|
// We should be sending back rocket succ packet, but it doesn't work, and this one works
|
|
INITSTRUCT(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, resp);
|
|
resp.iToX = rocket->iToX;
|
|
resp.iToY = rocket->iToY;
|
|
// rocket->iToZ is broken, this seems like a good height
|
|
resp.iToZ = plr->z + 100;
|
|
|
|
resp.iBulletID = addBullet(plr, false);
|
|
// we have to send it weapon id
|
|
resp.Bullet.iID = plr->Equip[0].iID;
|
|
resp.iBatteryW = plr->batteryW;
|
|
|
|
sock->sendPacket(&resp, P_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, sizeof(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC));
|
|
|
|
// send packet to nearby players
|
|
INITSTRUCT(sP_FE2CL_PC_GRENADE_STYLE_FIRE, toOthers);
|
|
toOthers.iPC_ID = plr->iID;
|
|
toOthers.iToX = resp.iToX;
|
|
toOthers.iToY = resp.iToY;
|
|
toOthers.iToZ = resp.iToZ;
|
|
toOthers.iBulletID = resp.iBulletID;
|
|
toOthers.Bullet.iID = resp.Bullet.iID;
|
|
|
|
PlayerManager::sendToViewable(sock, &toOthers, P_FE2CL_PC_GRENADE_STYLE_FIRE, sizeof(sP_FE2CL_PC_GRENADE_STYLE_FIRE));
|
|
}
|
|
|
|
static void projectileHit(CNSocket* sock, CNPacketData* data) {
|
|
sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT* pkt = (sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT*)data->buf;
|
|
Player* plr = PlayerManager::getPlayer(sock);
|
|
|
|
if (pkt->iTargetCnt == 0) {
|
|
Bullets[plr->iID].erase(pkt->iBulletID);
|
|
// no targets hit, don't send response
|
|
return;
|
|
}
|
|
|
|
// sanity check
|
|
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT), pkt->iTargetCnt, sizeof(int64_t), data->size)) {
|
|
std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT packet size\n";
|
|
return;
|
|
}
|
|
|
|
// client sends us 8 bytes, where last 4 bytes are mob ID,
|
|
// we use int64 pointer to move around but have to remember to cast it to int32
|
|
int64_t* pktdata = (int64_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT));
|
|
|
|
/*
|
|
* 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_GRENADE_STYLE_HIT), pkt->iTargetCnt, sizeof(sAttackResult))) {
|
|
std::cout << "[WARN] bad sP_FE2CL_PC_GRENADE_STYLE_HIT packet size\n";
|
|
return;
|
|
}
|
|
|
|
// kick the player if firing too rapidly
|
|
if (settings::ANTICHEAT && checkRapidFire(sock, pkt->iTargetCnt, true))
|
|
return;
|
|
|
|
/*
|
|
* initialize response struct
|
|
* rocket style hit doesn't work properly, so we're always sending this one
|
|
*/
|
|
|
|
size_t resplen = sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT) + pkt->iTargetCnt * sizeof(sAttackResult);
|
|
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
|
|
|
memset(respbuf, 0, resplen);
|
|
|
|
sP_FE2CL_PC_GRENADE_STYLE_HIT* resp = (sP_FE2CL_PC_GRENADE_STYLE_HIT*)respbuf;
|
|
sAttackResult* respdata = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT));
|
|
|
|
resp->iTargetCnt = pkt->iTargetCnt;
|
|
if (Bullets.find(plr->iID) == Bullets.end() || Bullets[plr->iID].find(pkt->iBulletID) == Bullets[plr->iID].end()) {
|
|
std::cout << "[WARN] projectileHit: bullet not found" << std::endl;
|
|
return;
|
|
}
|
|
Bullet* bullet = &Bullets[plr->iID][pkt->iBulletID];
|
|
|
|
for (int i = 0; i < pkt->iTargetCnt; i++) {
|
|
if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) {
|
|
// not sure how to best handle this
|
|
std::cout << "[WARN] projectileHit: NPC ID not found" << std::endl;
|
|
return;
|
|
}
|
|
|
|
BaseNPC* npc = NPCManager::NPCs[pktdata[i]];
|
|
if (npc->kind != EntityKind::MOB) {
|
|
std::cout << "[WARN] projectileHit: NPC is not a mob" << std::endl;
|
|
return;
|
|
}
|
|
|
|
Mob* mob = (Mob*)npc;
|
|
std::pair<int, int> damage;
|
|
|
|
damage.first = pkt->iTargetCnt > 1 ? bullet->groupDamage : bullet->pointDamage;
|
|
|
|
int difficulty = (int)mob->data["m_iNpcLevel"];
|
|
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, bullet->weaponBoost, Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
|
|
|
|
damage.first = mob->takeDamage(sock, damage.first);
|
|
|
|
respdata[i].iID = mob->id;
|
|
respdata[i].iDamage = damage.first;
|
|
respdata[i].iHP = mob->hp;
|
|
respdata[i].iHitFlag = damage.second;
|
|
}
|
|
|
|
resp->iPC_ID = plr->iID;
|
|
resp->iBulletID = pkt->iBulletID;
|
|
resp->Bullet.iID = bullet->bulletType;
|
|
sock->sendPacket((void*)respbuf, P_FE2CL_PC_GRENADE_STYLE_HIT, resplen);
|
|
PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_GRENADE_STYLE_HIT, resplen);
|
|
|
|
Bullets[plr->iID].erase(resp->iBulletID);
|
|
}
|
|
|
|
static void playerTick(CNServer *serv, time_t currTime) {
|
|
static time_t lastHealTime = 0;
|
|
static time_t lastCombatTIme = 0;
|
|
|
|
for (auto& pair : PlayerManager::players) {
|
|
CNSocket *sock = pair.first;
|
|
Player *plr = pair.second;
|
|
bool transmit = false;
|
|
|
|
// group ticks
|
|
if (plr->group != nullptr)
|
|
Groups::groupTickInfo(sock);
|
|
|
|
// do not tick dead players
|
|
if (plr->HP <= 0)
|
|
continue;
|
|
|
|
// 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;
|
|
}
|
|
|
|
// combat tick
|
|
if(currTime - lastCombatTIme >= 2000) {
|
|
plr->step(currTime);
|
|
transmit = true;
|
|
}
|
|
|
|
// nanos
|
|
if (plr->activeNano != 0) { // tick active nano
|
|
sNano* nano = plr->getActiveNano();
|
|
if (Abilities::SkillTable.find(nano->iSkillID) != Abilities::SkillTable.end()) {
|
|
// nano has skill data
|
|
SkillData* skill = &Abilities::SkillTable[nano->iSkillID];
|
|
if (skill->drainType == SkillDrainType::PASSIVE) {
|
|
ICombatant* src = dynamic_cast<ICombatant*>(plr);
|
|
int32_t targets[] = { plr->iID };
|
|
std::vector<ICombatant*> affectedCombatants = Abilities::matchTargets(src, skill, 1, targets);
|
|
Abilities::useNanoSkill(sock, skill, *nano, affectedCombatants);
|
|
}
|
|
}
|
|
}
|
|
|
|
// check if the player has fallen out of the world
|
|
if (plr->z < -30000) {
|
|
INITSTRUCT(sP_FE2CL_PC_SUDDEN_DEAD, dead);
|
|
|
|
dead.iPC_ID = plr->iID;
|
|
dead.iDamage = plr->HP;
|
|
dead.iHP = plr->HP = 0;
|
|
|
|
sock->sendPacket((void*)&dead, P_FE2CL_PC_SUDDEN_DEAD, sizeof(sP_FE2CL_PC_SUDDEN_DEAD));
|
|
PlayerManager::sendToViewable(sock, (void*)&dead, P_FE2CL_PC_SUDDEN_DEAD, sizeof(sP_FE2CL_PC_SUDDEN_DEAD));
|
|
}
|
|
|
|
// process buffsets
|
|
auto it = plr->buffs.begin();
|
|
while(it != plr->buffs.end()) {
|
|
Buff* buff = (*it).second;
|
|
//buff->combatTick() gets called in Player::step
|
|
buff->tick(currTime);
|
|
if(buff->isStale()) {
|
|
// garbage collect
|
|
it = plr->buffs.erase(it);
|
|
delete buff;
|
|
}
|
|
else it++;
|
|
}
|
|
|
|
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/combat tick, update the counters outside of the loop
|
|
if (currTime - lastHealTime >= 4000)
|
|
lastHealTime = currTime;
|
|
if(currTime - lastCombatTIme >= 2000)
|
|
lastCombatTIme = currTime;
|
|
}
|
|
|
|
void Combat::init() {
|
|
REGISTER_SHARD_TIMER(playerTick, MS_PER_PLAYER_TICK);
|
|
|
|
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);
|
|
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GRENADE_STYLE_FIRE, grenadeFire);
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ROCKET_STYLE_FIRE, rocketFire);
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ROCKET_STYLE_HIT, projectileHit);
|
|
}
|