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fix code following some commented things from old pr that are obvious better

This commit is contained in:
collett 2020-01-19 20:53:56 +09:00
parent 39447bd39b
commit 3b3398e3e0
6 changed files with 41 additions and 22 deletions

View file

@ -146,6 +146,8 @@ bool Action::Action::init()
addDefaultActorFilters();
m_effectBuilder->setAnimationLock( getAnimationLock() );
return true;
}
@ -295,11 +297,13 @@ void Action::Action::start()
}
}
// todo: m_recastTimeMs needs to be adjusted for player sks/sps
auto actionStartPkt = makeActorControlSelf( m_pSource->getId(), ActorControlType::ActionStart, 1, getId(),
m_recastTimeMs / 10 );
if( player )
{
// todo: m_recastTimeMs needs to be adjusted for player sks/sps
auto actionStartPkt = makeActorControlSelf( m_pSource->getId(), ActorControlType::ActionStart, 1, getId(),
m_recastTimeMs / 10 );
player->queuePacket( actionStartPkt );
}
auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >();
@ -447,7 +451,7 @@ void Action::Action::buildEffects()
if( m_disableGenericHandler || !hasValidLutEntry() )
{
// send any effect packet added by script or an empty one just to play animation for other players
m_effectBuilder->buildAndSendPackets( getAnimationLock() );
m_effectBuilder->buildAndSendPackets();
return;
}
@ -551,7 +555,7 @@ void Action::Action::buildEffects()
m_effectBuilder->applyStatusEffect( m_pSource, m_pSource, m_lutEntry.selfStatus, m_lutEntry.selfStatusDuration, m_lutEntry.selfStatusParam );
}
m_effectBuilder->buildAndSendPackets( getAnimationLock() );
m_effectBuilder->buildAndSendPackets();
// at this point we're done with it and no longer need it
m_effectBuilder.reset();

View file

@ -19,6 +19,7 @@ using namespace Sapphire::Network::Packets;
EffectBuilder::EffectBuilder( Entity::CharaPtr source, uint32_t actionId, uint16_t sequence ) :
m_sourceChara( std::move( source ) ),
m_actionId( actionId ),
m_animationLock( 0.6f ),
m_sequence( sequence )
{
@ -44,35 +45,35 @@ void EffectBuilder::moveToResultList( Entity::CharaPtr& chara, EffectResultPtr r
void EffectBuilder::heal( Entity::CharaPtr& effectTarget, Entity::CharaPtr& healingTarget, uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag, uint64_t resultDelayMs )
{
EffectResultPtr nextResult = make_EffectResult( healingTarget, nullptr, Common::Util::getTimeMs() + resultDelayMs );
EffectResultPtr nextResult = make_EffectResult( healingTarget, Common::Util::getTimeMs() + resultDelayMs );
nextResult->heal( amount, severity, flag );
moveToResultList( effectTarget, nextResult );
}
void EffectBuilder::restoreMP( Entity::CharaPtr& target, Entity::CharaPtr& restoringTarget, uint32_t amount, Common::ActionEffectResultFlag flag, uint64_t resultDelayMs )
{
EffectResultPtr nextResult = make_EffectResult( restoringTarget, nullptr, Common::Util::getTimeMs() + resultDelayMs );
EffectResultPtr nextResult = make_EffectResult( restoringTarget, Common::Util::getTimeMs() + resultDelayMs );
nextResult->restoreMP( amount, flag );
moveToResultList( target, nextResult );
}
void EffectBuilder::damage( Entity::CharaPtr& effectTarget, Entity::CharaPtr& damagingTarget, uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag, uint64_t resultDelayMs )
{
EffectResultPtr nextResult = make_EffectResult( damagingTarget, nullptr, Common::Util::getTimeMs() + resultDelayMs );
EffectResultPtr nextResult = make_EffectResult( damagingTarget, Common::Util::getTimeMs() + resultDelayMs );
nextResult->damage( amount, severity, flag );
moveToResultList( effectTarget, nextResult );
}
void EffectBuilder::startCombo( Entity::CharaPtr& target, uint16_t actionId )
{
EffectResultPtr nextResult = make_EffectResult( target, nullptr, 0 );
EffectResultPtr nextResult = make_EffectResult( target, 0 );
nextResult->startCombo( actionId );
moveToResultList( target, nextResult );
}
void EffectBuilder::comboSucceed( Entity::CharaPtr& target )
{
EffectResultPtr nextResult = make_EffectResult( target, nullptr, 0 );
EffectResultPtr nextResult = make_EffectResult( target, 0 );
nextResult->comboSucceed();
moveToResultList( target, nextResult );
}
@ -93,12 +94,17 @@ void EffectBuilder::applyStatusEffect( Entity::CharaPtr& target, Entity::CharaPt
void EffectBuilder::statusNoEffect( Entity::CharaPtr& target, uint16_t statusId )
{
EffectResultPtr nextResult = make_EffectResult( target, nullptr, 0 );
EffectResultPtr nextResult = make_EffectResult( target, 0 );
nextResult->statusNoEffect( statusId );
moveToResultList( target, nextResult );
}
void EffectBuilder::buildAndSendPackets( float animationLock )
void EffectBuilder::setAnimationLock( float animationLock )
{
m_animationLock = animationLock;
}
void EffectBuilder::buildAndSendPackets()
{
auto targetCount = m_resolvedEffects.size();
//Logger::debug( "EffectBuilder result: " );
@ -108,13 +114,13 @@ void EffectBuilder::buildAndSendPackets( float animationLock )
do // we want to send at least one packet even nothing is hit so other players can see
{
auto packet = buildNextEffectPacket( globalSequence, animationLock );
auto packet = buildNextEffectPacket( globalSequence );
m_sourceChara->sendToInRangeSet( packet, true );
}
while( !m_resolvedEffects.empty() );
}
std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_t globalSequence, float animationLock )
std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_t globalSequence )
{
auto remainingTargetCount = m_resolvedEffects.size();
@ -183,7 +189,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
pHeader->effectCount = static_cast< uint8_t >( remainingTargetCount > packetSize ? packetSize : remainingTargetCount );
pHeader->sourceSequence = m_sequence;
pHeader->globalSequence = globalSequence;
pHeader->animationLockTime = animationLock;
pHeader->animationLockTime = m_animationLock;
uint8_t targetIndex = 0;
for( auto it = m_resolvedEffects.begin(); it != m_resolvedEffects.end(); )
@ -228,7 +234,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
auto effectPacket = std::make_shared< Server::EffectPacket >( m_sourceChara->getId(), firstResult->getTarget()->getId(), m_actionId );
effectPacket->setRotation( Common::Util::floatToUInt16Rot( m_sourceChara->getRot() ) );
effectPacket->setSequence( seq, m_sequence );
effectPacket->data().animationLockTime = animationLock;
effectPacket->data().animationLockTime = m_animationLock;
for( int i = 0; i < resultList->size(); i++ )
{
@ -256,7 +262,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
effectPacket->data().effectCount = 0;
effectPacket->data().sourceSequence = m_sequence;
effectPacket->data().globalSequence = globalSequence;
effectPacket->data().animationLockTime = animationLock;
effectPacket->data().animationLockTime = m_animationLock;
return effectPacket;
}

View file

@ -11,6 +11,8 @@ namespace Sapphire::World::Action
public:
EffectBuilder( Entity::CharaPtr source, uint32_t actionId, uint16_t sequence );
void setAnimationLock( float animationLock );
void heal( Entity::CharaPtr& effectTarget, Entity::CharaPtr& healingTarget, uint32_t amount,
Common::ActionHitSeverityType severity = Common::ActionHitSeverityType::NormalHeal,
Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None, uint64_t resultDelayMs = 600 );
@ -31,15 +33,16 @@ namespace Sapphire::World::Action
void statusNoEffect( Entity::CharaPtr& target, uint16_t statusId );
void buildAndSendPackets( float animationLock );
void buildAndSendPackets();
private:
void moveToResultList( Entity::CharaPtr& chara, EffectResultPtr result );
std::shared_ptr< Sapphire::Network::Packets::FFXIVPacketBase > buildNextEffectPacket( uint32_t globalSequence, float animationLock );
std::shared_ptr< Sapphire::Network::Packets::FFXIVPacketBase > buildNextEffectPacket( uint32_t globalSequence );
private:
uint32_t m_actionId;
float m_animationLock;
uint16_t m_sequence;
Entity::CharaPtr m_sourceChara;

View file

@ -24,6 +24,11 @@ EffectResult::EffectResult( Entity::CharaPtr target, Entity::CharaPtr source, ui
}
EffectResult::EffectResult( Entity::CharaPtr target, uint64_t delayMs ) :
EffectResult::EffectResult( std::move( target ), nullptr, delayMs )
{
}
Entity::CharaPtr EffectResult::getSource() const
{
return m_source;

View file

@ -16,6 +16,7 @@ namespace Sapphire::World::Action
{
public:
explicit EffectResult( Entity::CharaPtr target, Entity::CharaPtr source, uint64_t delayMs );
explicit EffectResult( Entity::CharaPtr target, uint64_t delayMs );
void damage( uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None );
void heal( uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None );

View file

@ -531,7 +531,7 @@ void Sapphire::Entity::Chara::addStatusEffect( StatusEffect::StatusEffectPtr pEf
{
totalShieldValue /= getMaxHp();
totalShieldValue *= 100;
statusEffectAdd->data().shieldPercentage = totalShieldValue >= 255 ? 255 : static_cast< uint8_t >( totalShieldValue );
statusEffectAdd->data().shieldPercentage = static_cast< uint8_t >( std::min( 255.0f, totalShieldValue ) );
}
sendToInRangeSet( statusEffectAdd, true );
@ -664,7 +664,7 @@ void Sapphire::Entity::Chara::sendStatusEffectUpdate()
{
totalShieldValue /= getMaxHp();
totalShieldValue *= 100;
statusEffectList->data().shieldPercentage = totalShieldValue >= 255 ? 255 : static_cast< uint8_t >( totalShieldValue );
statusEffectList->data().shieldPercentage = static_cast< uint8_t >( std::min( 255.0f, totalShieldValue ) );
}
sendToInRangeSet( statusEffectList, true );
@ -696,7 +696,7 @@ void Sapphire::Entity::Chara::sendEffectResultToUpdateShieldValue()
{
totalShieldValue /= getMaxHp();
totalShieldValue *= 100;
pPacket->data().shieldPercentage = totalShieldValue >= 255 ? 255 : static_cast< uint8_t >( totalShieldValue );
pPacket->data().shieldPercentage = static_cast< uint8_t >( std::min( 255.0f, totalShieldValue ) );
}
sendToInRangeSet( pPacket, true );