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sapphire/src/world/Action/EffectBuilder.cpp

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#include "EffectBuilder.h"
#include "EffectResult.h"
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#include <Actor/Player.h>
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#include <Network/PacketWrappers/EffectPacket.h>
#include <Network/PacketWrappers/EffectPacket1.h>
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#include <Territory/Territory.h>
#include <Util/Util.h>
#include <Util/UtilMath.h>
#include <Logging/Logger.h>
using namespace Sapphire;
using namespace Sapphire::World::Action;
using namespace Sapphire::Network::Packets;
using namespace Sapphire::Network::Packets::WorldPackets::Server;
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EffectBuilder::EffectBuilder( Entity::CharaPtr source, uint32_t actionId, uint16_t sequence ) :
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m_sourceChara( std::move( source ) ),
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m_actionId( actionId ),
m_sequence( sequence )
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{
}
uint64_t EffectBuilder::getResultDelayMs()
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{
// todo: actually figure this retarded shit out
return Common::Util::getTimeMs() + 850;
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}
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void EffectBuilder::moveToResultList( Entity::CharaPtr& chara, EffectResultPtr result )
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{
auto it = m_resolvedEffects.find( chara->getId() );
if( it == m_resolvedEffects.end() )
{
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// create a new one
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auto resultList = std::make_shared< std::vector< EffectResultPtr > >();
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m_resolvedEffects[ chara->getId() ] = resultList;
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resultList->push_back( std::move( result ) );
return;
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}
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it->second->push_back( std::move( result ) );
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}
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void EffectBuilder::heal( Entity::CharaPtr& effectTarget, Entity::CharaPtr& healingTarget, uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag )
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{
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EffectResultPtr nextResult = make_EffectResult( healingTarget, getResultDelayMs() );
nextResult->heal( amount, severity, flag );
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moveToResultList( effectTarget, nextResult );
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}
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void EffectBuilder::restoreMP( Entity::CharaPtr& target, Entity::CharaPtr& restoringTarget, uint32_t amount, Common::ActionEffectResultFlag flag )
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{
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EffectResultPtr nextResult = make_EffectResult( restoringTarget, getResultDelayMs() ); // restore mp source actor
nextResult->restoreMP( amount, flag );
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moveToResultList( target, nextResult );
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}
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void EffectBuilder::damage( Entity::CharaPtr& effectTarget, Entity::CharaPtr& damagingTarget, uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag )
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{
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EffectResultPtr nextResult = make_EffectResult( damagingTarget, getResultDelayMs() );
nextResult->damage( amount, severity, flag );
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moveToResultList( effectTarget, nextResult );
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}
void EffectBuilder::startCombo( Entity::CharaPtr& target, uint16_t actionId )
{
EffectResultPtr nextResult = make_EffectResult( target, 0 );
nextResult->startCombo( actionId );
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moveToResultList( target, nextResult );
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}
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void EffectBuilder::comboSucceed( Entity::CharaPtr& target )
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{
EffectResultPtr nextResult = make_EffectResult( target, 0 );
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nextResult->comboSucceed();
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moveToResultList( target, nextResult );
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}
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void EffectBuilder::applyStatusEffect( Entity::CharaPtr& target, uint16_t statusId, uint8_t param )
{
EffectResultPtr nextResult = make_EffectResult( target, 0 );
nextResult->applyStatusEffect( statusId, param );
moveToResultList( target, nextResult );
}
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void EffectBuilder::mount( Entity::CharaPtr& target, uint16_t mountId )
{
EffectResultPtr nextResult = make_EffectResult( target, getResultDelayMs() );
nextResult->mount( mountId );
moveToResultList( target, nextResult );
}
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void EffectBuilder::buildAndSendPackets()
{
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auto targetCount = m_resolvedEffects.size();
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Logger::debug( "EffectBuilder result: " );
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Logger::debug( "Targets afflicted: {}", targetCount );
auto globalSequence = m_sourceChara->getCurrentTerritory()->getNextEffectSequence();
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do // we want to send at least one packet even nothing is hit so other players can see
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{
auto packet = buildNextEffectPacket( globalSequence );
m_sourceChara->sendToInRangeSet( packet, true );
}
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while( !m_resolvedEffects.empty() );
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}
std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_t globalSequence )
{
auto remainingTargetCount = m_resolvedEffects.size();
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if( remainingTargetCount > 1 ) // use AoeEffect packets
{
auto effectResult = makeZonePacket< FFXIVIpcActionResult >( m_sourceChara->getId() );
Common::CalcResultParam* pEntry;
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uint64_t* pEffectTargetId;
effectResult->data().ActionKey = m_actionId;
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effectResult->data().ActionKind = 1;
effectResult->data().Action = static_cast< uint16_t >( m_actionId );
effectResult->data().MainTarget = m_sourceChara->getId();
effectResult->data().DirTarget = Common::Util::floatToUInt16Rot( m_sourceChara->getRot() );
effectResult->data().Flag = Common::ActionEffectDisplayType::ShowActionName;
effectResult->data().TargetCount = static_cast< uint8_t >( remainingTargetCount );
effectResult->data().RequestId = m_sequence;
effectResult->data().ResultId = globalSequence;
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uint8_t targetIndex = 0;
for( auto it = m_resolvedEffects.begin(); it != m_resolvedEffects.end(); )
{
auto resultList = it->second;
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assert( !resultList->empty() );
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auto firstResult = resultList->data()[ 0 ];
pEffectTargetId[ targetIndex ] = firstResult->getTarget()->getId();
Logger::debug( " - id: {}", pEffectTargetId[ targetIndex ] );
for( auto i = 0; i < resultList->size(); i++ )
{
auto result = resultList->data()[ i ];
pEntry[ targetIndex * 8 + i ] = result->buildEffectEntry();
m_sourceChara->getCurrentTerritory()->addEffectResult( std::move( result ) );
}
resultList->clear();
it = m_resolvedEffects.erase( it );
targetIndex++;
if( targetIndex == 15 )
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break;
}
return effectResult;
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}
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else if ( remainingTargetCount == 1 ) // use Effect for single target
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{
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auto resultList = m_resolvedEffects.begin()->second;
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assert( !resultList->empty() );
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auto firstResult = resultList->data()[ 0 ];
Logger::debug( " - id: {}", firstResult->getTarget()->getId() );
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auto seq = m_sourceChara->getCurrentTerritory()->getNextEffectSequence();
auto effectPacket = std::make_shared< EffectPacket1 >( m_sourceChara->getId(), firstResult->getTarget()->getId(), m_actionId );
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effectPacket->setRotation( Common::Util::floatToUInt16Rot( m_sourceChara->getRot() ) );
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effectPacket->setSequence( seq, m_sequence );
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for( int i = 0; i < resultList->size(); i++ )
{
auto result = resultList->data()[ i ];
effectPacket->addTargetEffect( result->buildEffectEntry(), static_cast< uint64_t >( firstResult->getTarget()->getId() ) );
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m_sourceChara->getCurrentTerritory()->addEffectResult( std::move( result ) );
}
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resultList->clear();
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m_resolvedEffects.clear();
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return effectPacket;
}
else // nothing is hit, this only happens when using aoe and AoeEffect8 is used on retail
{
auto effectPacket = makeZonePacket< FFXIVIpcActionResult1 >( m_sourceChara->getId() );
effectPacket->data().ActionKey = m_actionId;
effectPacket->data().Action = static_cast< uint16_t >( m_actionId );
effectPacket->data().Target = m_sourceChara->getId();
effectPacket->data().MainTarget = static_cast< uint64_t >( m_sourceChara->getId() );
effectPacket->data().DirTarget = Common::Util::floatToUInt16Rot( m_sourceChara->getRot() );
effectPacket->data().Flag = Common::ActionEffectDisplayType::HideActionName;
effectPacket->data().RequestId = m_sequence;
effectPacket->data().ResultId = globalSequence;
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return effectPacket;
}
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}