mirror of
https://github.com/SapphireServer/Sapphire.git
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87 lines
2.2 KiB
C++
87 lines
2.2 KiB
C++
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#include "EffectBuilder.h"
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#include "EffectResult.h"
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#include <Actor/Chara.h>
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#include <Network/PacketWrappers/EffectPacket.h>
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#include <Territory/Territory.h>
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#include <Util/Util.h>
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#include <Util/UtilMath.h>
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#include <Logging/Logger.h>
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using namespace Sapphire;
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using namespace Sapphire::World::Action;
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using namespace Sapphire::Network::Packets;
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EffectBuilder::EffectBuilder( Entity::CharaPtr source, uint32_t actionId ) :
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m_sourceChara( std::move( source ) ),
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m_actionId( actionId )
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{
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}
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uint32_t EffectBuilder::getResultDelayMs()
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{
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// todo: actually figure this retarded shit out
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return Common::Util::getTimeMs() + 1000;
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}
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EffectResultPtr EffectBuilder::getResult( Entity::CharaPtr& chara )
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{
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auto it = m_resolvedEffects.find( chara->getId() );
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if( it == m_resolvedEffects.end() )
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{
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// create a new one and return it
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// todo: this feels kinda dirty but makes for easy work
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auto result = make_EffectResult( chara, getResultDelayMs() );
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m_resolvedEffects[ chara->getId() ] = result;
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return result;
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}
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return it->second;
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}
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void EffectBuilder::healTarget( Entity::CharaPtr& target, uint32_t amount, Common::ActionHitSeverityType severity )
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{
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auto result = getResult( target );
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assert( result );
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result->heal( amount, severity );
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}
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void EffectBuilder::damageTarget( Entity::CharaPtr& target, uint32_t amount, Common::ActionHitSeverityType severity )
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{
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auto result = getResult( target );
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assert( result );
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result->damage( amount, severity );
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}
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void EffectBuilder::buildAndSendPackets()
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{
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Logger::info( "EffectBuilder result: " );
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Logger::info( "Targets afflicted: {}", m_resolvedEffects.size() );
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// test shit
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for( auto& effect : m_resolvedEffects )
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{
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auto& result = effect.second;
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auto effectPacket = std::make_shared< Server::EffectPacket >( m_sourceChara->getId(), result->getTarget()->getId(), m_actionId );
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effectPacket->setRotation( Common::Util::floatToUInt16Rot( m_sourceChara->getRot() ) );
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effectPacket->addEffect( result->buildEffectEntry() );
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auto sequence = m_sourceChara->getCurrentTerritory()->getNextEffectSequence();
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effectPacket->setSequence( sequence );
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m_sourceChara->sendToInRangeSet( effectPacket, true );
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}
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}
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