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d9e0a4a281
Start by replacing `hitMob` with `takeDamage` interface function. Simplify `pcAttackChars` a little by utilizing the new interface, then add more interface functions as needed. A lot of the combat logic is tied to the `Mob` class. Need to start moving stuff over to CombatNPC.
28 lines
478 B
C++
28 lines
478 B
C++
#pragma once
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#include "core/Core.hpp"
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#include "servers/CNShardServer.hpp"
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#include "MobAI.hpp"
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#include "JSON.hpp"
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#include <map>
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#include <unordered_map>
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#include <queue>
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struct Bullet {
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int pointDamage;
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int groupDamage;
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bool weaponBoost;
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int bulletType;
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};
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namespace Combat {
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extern std::map<int32_t, std::map<int8_t, Bullet>> Bullets;
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void init();
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void npcAttackPc(Mob *mob, time_t currTime);
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void killMob(CNSocket *sock, Mob *mob);
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}
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