mirror of
https://github.com/SapphireServer/Sapphire.git
synced 2025-07-12 23:27:45 +00:00
Merge branch 'action' into develop_c
This commit is contained in:
commit
64d64e7428
7 changed files with 84 additions and 89 deletions
|
@ -630,7 +630,7 @@ namespace Sapphire::Common
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* @param value The actionid that starts/continues the combo. eg, 3617 will start a spinning slash and/or syphon strike combo
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*/
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StartActionCombo = 28,
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ComboVisualEffect = 29,
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ComboSucceed = 29,
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Knockback = 33,
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Mount = 38,
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VFX = 59, // links to VFX sheet
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@ -646,6 +646,12 @@ namespace Sapphire::Common
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CritDirectHitDamage = 3
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};
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enum class ActionEffectResultFlag : uint8_t
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{
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None = 0,
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EffectOnSource = 0x80,
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};
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enum ItemActionType : uint16_t
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{
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ItemActionVFX = 852,
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@ -1,4 +1,5 @@
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#include "Action.h"
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#include "EffectBuilder.h"
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#include <Inventory/Item.h>
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@ -463,38 +464,38 @@ void Action::Action::buildEffects()
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// when aoe, these effects are in the target whatever is hit first
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bool shouldRestoreMP = true;
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bool shouldShowComboEffect = true;
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bool shouldApplyComboSucceedEffect = true;
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for( auto& actor : m_hitActors )
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{
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if( m_lutEntry.potency > 0 )
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{
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auto dmg = calcDamage( isCorrectCombo() ? m_lutEntry.comboPotency : m_lutEntry.potency );
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m_effectBuilder->damageTarget( actor, dmg.first, dmg.second );
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m_effectBuilder->damage( actor, actor, dmg.first, dmg.second );
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if( dmg.first > 0 )
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actor->onActionHostile( m_pSource );
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if( isCorrectCombo() && shouldShowComboEffect )
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if( isCorrectCombo() && shouldApplyComboSucceedEffect )
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{
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m_effectBuilder->comboVisualEffect( actor );
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shouldShowComboEffect = false;
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m_effectBuilder->comboSucceed( actor );
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shouldApplyComboSucceedEffect = false;
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}
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if( !isComboAction() || isCorrectCombo() )
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{
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if( m_lutEntry.curePotency > 0 ) // actions with self heal
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{
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m_effectBuilder->selfHeal( actor, m_pSource, m_lutEntry.curePotency );
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m_effectBuilder->heal( actor, m_pSource, m_lutEntry.curePotency, Common::ActionHitSeverityType::NormalHeal, Common::ActionEffectResultFlag::EffectOnSource );
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}
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if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
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{
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m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100 );
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m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100, Common::ActionEffectResultFlag::EffectOnSource );
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shouldRestoreMP = false;
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}
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if( !m_actionData->preservesCombo ) // we need something like m_actionData->hasNextComboAction
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if ( !m_actionData->preservesCombo ) // we need something like m_actionData->hasNextComboAction
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{
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m_effectBuilder->startCombo( actor, getId() ); // this is on all targets hit
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}
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@ -503,18 +504,17 @@ void Action::Action::buildEffects()
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else if( m_lutEntry.curePotency > 0 )
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{
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// todo: calcHealing()
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m_effectBuilder->healTarget( actor, m_lutEntry.curePotency );
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m_effectBuilder->heal( actor, actor, m_lutEntry.curePotency );
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if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
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{
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// always restore caster mp I don't think there are any actions that can restore target MP post 5.0
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m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100 );
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m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100, Common::ActionEffectResultFlag::EffectOnSource );
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shouldRestoreMP = false;
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}
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}
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else if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
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{
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m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100 );
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m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100, Common::ActionEffectResultFlag::EffectOnSource );
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shouldRestoreMP = false;
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}
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}
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@ -755,13 +755,13 @@ bool Action::Action::preFilterActor( Sapphire::Entity::Actor& actor ) const
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if( kind != ObjKind::BattleNpc && kind != ObjKind::Player )
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return false;
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if( m_lutEntry.potency > 0 && chara == m_pSource )
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if( m_lutEntry.potency > 0 && chara->getId() == m_pSource->getId() )
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{
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// damage action shouldn't hit self
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return false;
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}
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if ( ( m_lutEntry.potency > 0 || m_lutEntry.curePotency > 0 ) && !chara->isAlive() )
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if( ( m_lutEntry.potency > 0 || m_lutEntry.curePotency > 0 ) && !chara->isAlive() )
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{
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// can't deal damage or heal a dead entity
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return false;
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|
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@ -47,63 +47,53 @@ std::shared_ptr< std::vector< EffectResultPtr > > EffectBuilder::getResultList(
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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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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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auto resultList = getResultList( target );
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auto resultList = getResultList( effectTarget );
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assert( resultList );
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EffectResultPtr nextResult = make_EffectResult( target, getResultDelayMs() );
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nextResult->heal( amount, severity, false );
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EffectResultPtr nextResult = make_EffectResult( healingTarget, getResultDelayMs() );
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nextResult->heal( amount, severity, flag );
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resultList->push_back( std::move( nextResult ) );
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}
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void EffectBuilder::selfHeal( Entity::CharaPtr& target, Entity::CharaPtr& source, uint32_t amount, Common::ActionHitSeverityType severity )
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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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auto resultList = getResultList( target );
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assert( resultList );
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EffectResultPtr nextResult = make_EffectResult( source, getResultDelayMs() ); // heal the source actor
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nextResult->heal( amount, severity, true );
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EffectResultPtr nextResult = make_EffectResult( restoringTarget, getResultDelayMs() ); // restore mp source actor
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nextResult->restoreMP( amount, flag );
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resultList->push_back( std::move( nextResult ) );
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}
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void EffectBuilder::restoreMP( Entity::CharaPtr& target, Entity::CharaPtr& source, uint32_t amount )
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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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auto resultList = getResultList( target );
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auto resultList = getResultList( effectTarget );
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assert( resultList );
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EffectResultPtr nextResult = make_EffectResult( source, getResultDelayMs() ); // restore mp source actor
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nextResult->restoreMP( amount );
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resultList->push_back( std::move( nextResult ) );
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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 resultList = getResultList( target );
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assert( resultList );
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EffectResultPtr nextResult = make_EffectResult( target, getResultDelayMs() );
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nextResult->damage( amount, severity );
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EffectResultPtr nextResult = make_EffectResult( damagingTarget, getResultDelayMs() );
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nextResult->damage( amount, severity, flag );
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resultList->push_back( std::move( nextResult ) );
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}
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void EffectBuilder::startCombo( Entity::CharaPtr& target, uint16_t actionId )
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{
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auto resultList = getResultList( target );
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assert( resultList );
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assert( resultList );
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EffectResultPtr nextResult = make_EffectResult( target, 0 );
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nextResult->startCombo( actionId );
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resultList->push_back( std::move( nextResult ) );
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}
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void EffectBuilder::comboVisualEffect( Entity::CharaPtr& target )
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void EffectBuilder::comboSucceed( Entity::CharaPtr& target )
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{
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auto resultList = getResultList( target );
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assert( resultList );
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assert( resultList );
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EffectResultPtr nextResult = make_EffectResult( target, 0 );
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nextResult->comboVisualEffect();
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nextResult->comboSucceed();
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resultList->push_back( std::move( nextResult ) );
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}
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@ -125,7 +115,7 @@ void EffectBuilder::buildAndSendPackets()
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auto globalSequence = m_sourceChara->getCurrentTerritory()->getNextEffectSequence();
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while( m_resolvedEffects.size() > 0 )
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while( !m_resolvedEffects.empty() )
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{
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auto packet = buildNextEffectPacket( globalSequence );
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m_sourceChara->sendToInRangeSet( packet, true );
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@ -154,47 +144,46 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
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case 8:
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{
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auto p = makeZonePacket< Server::FFXIVIpcAoeEffect8 >( m_sourceChara->getId() );
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pHeader = ( EffectHeader* )( &( p->data() ) );
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pEntry = ( Common::EffectEntry* )( &( p->data().effects ) );
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pEffectTargetId = ( uint64_t* )( &( p->data().effectTargetId ) );
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pFlag = ( uint16_t* )( &( p->data().unkFlag ) );
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pHeader = reinterpret_cast< EffectHeader* >( &p->data() );
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pEntry = reinterpret_cast< Common::EffectEntry* >( &p->data().effects );
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pEffectTargetId = reinterpret_cast< uint64_t* >( &p->data().effectTargetId );
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pFlag = reinterpret_cast< uint16_t* >( &p->data().unkFlag );
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effectPacket = std::move( p );
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break;
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}
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case 16:
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{
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auto p = makeZonePacket< Server::FFXIVIpcAoeEffect16 >( m_sourceChara->getId() );
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pHeader = ( EffectHeader* )( &( p->data() ) );
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pEntry = ( Common::EffectEntry* )( &( p->data().effects ) );
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pEffectTargetId = ( uint64_t* )( &( p->data().effectTargetId ) );
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pFlag = ( uint16_t* )( &( p->data().unkFlag ) );
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pHeader = reinterpret_cast< EffectHeader* >( &p->data() );
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pEntry = reinterpret_cast< Common::EffectEntry* >( &p->data().effects );
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pEffectTargetId = reinterpret_cast< uint64_t* >( &p->data().effectTargetId );
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pFlag = reinterpret_cast< uint16_t* >( &p->data().unkFlag );
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effectPacket = std::move( p );
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break;
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}
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case 24:
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{
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auto p = makeZonePacket< Server::FFXIVIpcAoeEffect24 >( m_sourceChara->getId() );
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pHeader = ( EffectHeader* )( &( p->data() ) );
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pEntry = ( Common::EffectEntry* )( &( p->data().effects ) );
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pEffectTargetId = ( uint64_t* )( &( p->data().effectTargetId ) );
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pFlag = ( uint16_t* )( &( p->data().unkFlag ) );
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pHeader = reinterpret_cast< EffectHeader* >( &p->data() );
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pEntry = reinterpret_cast< Common::EffectEntry* >( &p->data().effects );
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pEffectTargetId = reinterpret_cast< uint64_t* >( &p->data().effectTargetId );
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pFlag = reinterpret_cast< uint16_t* >( &p->data().unkFlag );
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effectPacket = std::move( p );
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break;
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}
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case 32:
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{
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auto p = makeZonePacket< Server::FFXIVIpcAoeEffect32 >( m_sourceChara->getId() );
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pHeader = ( EffectHeader* )( &( p->data() ) );
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pEntry = ( Common::EffectEntry* )( &( p->data().effects ) );
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pEffectTargetId = ( uint64_t* )( &( p->data().effectTargetId ) );
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pFlag = ( uint16_t* )( &( p->data().unkFlag ) );
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pHeader = reinterpret_cast< EffectHeader* >( &p->data() );
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pEntry = reinterpret_cast< Common::EffectEntry* >( &p->data().effects );
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pEffectTargetId = reinterpret_cast< uint64_t* >( &p->data().effectTargetId );
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pFlag = reinterpret_cast< uint16_t* >( &p->data().unkFlag );
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effectPacket = std::move( p );
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break;
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}
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}
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assert( effectPacket != nullptr );
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assert( effectPacket );
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|
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pHeader->actionAnimationId = m_sourceChara->getId();
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pHeader->actionId = m_actionId;
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pHeader->actionAnimationId = static_cast< uint16_t >( m_actionId );
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pHeader->animationTargetId = m_sourceChara->getId();
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|
@ -209,7 +198,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
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for( auto it = m_resolvedEffects.begin(); it != m_resolvedEffects.end(); )
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{
|
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auto resultList = it->second;
|
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assert( resultList->size() > 0 );
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assert( !resultList->empty() );
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auto firstResult = resultList->data()[ 0 ];
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pEffectTargetId[ targetIndex ] = firstResult->getTarget()->getId();
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Logger::debug( " - id: {}", pEffectTargetId[ targetIndex ] );
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|
@ -239,7 +228,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
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|||
else
|
||||
{
|
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auto resultList = m_resolvedEffects.begin()->second;
|
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assert( resultList->size() > 0 );
|
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assert( !resultList->empty() );
|
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auto firstResult = resultList->data()[ 0 ];
|
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Logger::debug( " - id: {}", firstResult->getTarget()->getId() );
|
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|
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|
|
|
@ -11,21 +11,20 @@ namespace Sapphire::World::Action
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public:
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EffectBuilder( Entity::CharaPtr source, uint32_t actionId, uint16_t sequence );
|
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|
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void heal( Entity::CharaPtr& effectTarget, Entity::CharaPtr& healingTarget, uint32_t amount,
|
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Common::ActionHitSeverityType severity = Common::ActionHitSeverityType::NormalHeal,
|
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Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None);
|
||||
|
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void healTarget( Entity::CharaPtr& target, uint32_t amount,
|
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Common::ActionHitSeverityType severity = Common::ActionHitSeverityType::NormalHeal );
|
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void restoreMP( Entity::CharaPtr& effectTarget, Entity::CharaPtr& restoringTarget, uint32_t amount,
|
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Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None);
|
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|
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void selfHeal( Entity::CharaPtr& target, Entity::CharaPtr& source, uint32_t amount,
|
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Common::ActionHitSeverityType severity = Common::ActionHitSeverityType::NormalHeal );
|
||||
|
||||
void restoreMP( Entity::CharaPtr& target, Entity::CharaPtr& source, uint32_t amount );
|
||||
|
||||
void damageTarget( Entity::CharaPtr& target, uint32_t amount,
|
||||
Common::ActionHitSeverityType severity = Common::ActionHitSeverityType::NormalDamage );
|
||||
void damage( Entity::CharaPtr& effectTarget, Entity::CharaPtr& damagingTarget, uint32_t amount,
|
||||
Common::ActionHitSeverityType severity = Common::ActionHitSeverityType::NormalDamage,
|
||||
Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None);
|
||||
|
||||
void startCombo( Entity::CharaPtr& target, uint16_t actionId );
|
||||
|
||||
void comboVisualEffect( Entity::CharaPtr& target );
|
||||
void comboSucceed( Entity::CharaPtr& target );
|
||||
|
||||
void applyStatusEffect( Entity::CharaPtr& target, uint16_t statusId, uint8_t param );
|
||||
|
||||
|
|
|
@ -15,7 +15,7 @@ EffectResult::EffectResult( Entity::CharaPtr target, uint64_t runAfter ) :
|
|||
m_severity( Common::ActionHitSeverityType::NormalDamage ),
|
||||
m_type( Common::ActionEffectType::Nothing ),
|
||||
m_param( 0 ),
|
||||
m_flag( 0 )
|
||||
m_flag( Common::ActionEffectResultFlag::None )
|
||||
{
|
||||
|
||||
}
|
||||
|
@ -35,27 +35,28 @@ uint64_t EffectResult::getDelay()
|
|||
return m_delayMs;
|
||||
}
|
||||
|
||||
void EffectResult::damage( uint32_t amount, Common::ActionHitSeverityType severity )
|
||||
void EffectResult::damage( uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag )
|
||||
{
|
||||
m_severity = severity;
|
||||
m_value = amount;
|
||||
m_flag = flag;
|
||||
|
||||
m_type = Common::ActionEffectType::Damage;
|
||||
}
|
||||
|
||||
void EffectResult::heal( uint32_t amount, Sapphire::Common::ActionHitSeverityType severity, bool isSelfHeal )
|
||||
void EffectResult::heal( uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag )
|
||||
{
|
||||
m_severity = severity;
|
||||
m_value = amount;
|
||||
m_flag = isSelfHeal ? 0x80 : 0; // flag == 0x80 displays healing text at source actor
|
||||
m_flag = flag;
|
||||
|
||||
m_type = Common::ActionEffectType::Heal;
|
||||
}
|
||||
|
||||
void EffectResult::restoreMP( uint32_t amount )
|
||||
void EffectResult::restoreMP( uint32_t amount, Common::ActionEffectResultFlag flag )
|
||||
{
|
||||
m_value = amount;
|
||||
m_flag = 0x80;
|
||||
m_flag = flag;
|
||||
|
||||
m_type = Common::ActionEffectType::MpGain;
|
||||
}
|
||||
|
@ -63,14 +64,15 @@ void EffectResult::restoreMP( uint32_t amount )
|
|||
void EffectResult::startCombo( uint16_t actionId )
|
||||
{
|
||||
m_value = actionId;
|
||||
m_flag = 0x80;
|
||||
m_flag = Common::ActionEffectResultFlag::EffectOnSource;
|
||||
|
||||
m_type = Common::ActionEffectType::StartActionCombo;
|
||||
}
|
||||
|
||||
void EffectResult::comboVisualEffect()
|
||||
void EffectResult::comboSucceed()
|
||||
{
|
||||
m_type = Common::ActionEffectType::ComboVisualEffect;
|
||||
// no EffectOnSource flag on this
|
||||
m_type = Common::ActionEffectType::ComboSucceed;
|
||||
}
|
||||
|
||||
void EffectResult::applyStatusEffect( uint16_t statusId, uint8_t param )
|
||||
|
@ -90,7 +92,7 @@ Common::EffectEntry EffectResult::buildEffectEntry() const
|
|||
entry.hitSeverity = m_severity;
|
||||
entry.effectType = m_type;
|
||||
entry.param = m_param;
|
||||
entry.flags = m_flag;
|
||||
entry.flags = static_cast< uint8_t >( m_flag );
|
||||
|
||||
return entry;
|
||||
}
|
||||
|
|
|
@ -15,11 +15,11 @@ namespace Sapphire::World::Action
|
|||
public:
|
||||
explicit EffectResult( Entity::CharaPtr target, uint64_t delayMs );
|
||||
|
||||
void damage( uint32_t amount, Common::ActionHitSeverityType severity );
|
||||
void heal( uint32_t amount, Common::ActionHitSeverityType severity, bool isSelfHeal );
|
||||
void restoreMP( uint32_t amount );
|
||||
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 );
|
||||
void restoreMP( uint32_t amount, Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None );
|
||||
void startCombo( uint16_t actionId );
|
||||
void comboVisualEffect();
|
||||
void comboSucceed();
|
||||
void applyStatusEffect( uint16_t statusId, uint8_t param );
|
||||
|
||||
Entity::CharaPtr getTarget() const;
|
||||
|
@ -42,7 +42,7 @@ namespace Sapphire::World::Action
|
|||
|
||||
uint32_t m_value;
|
||||
uint8_t m_param;
|
||||
uint8_t m_flag;
|
||||
Common::ActionEffectResultFlag m_flag;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -2152,8 +2152,7 @@ bool Sapphire::Entity::Player::hasQueuedAction() const
|
|||
|
||||
void Sapphire::Entity::Player::setQueuedAction( Sapphire::World::Action::ActionPtr pAction )
|
||||
{
|
||||
m_pQueuedAction = nullptr; // overwrite whatever is already there
|
||||
m_pQueuedAction = std::move( pAction );
|
||||
m_pQueuedAction = std::move( pAction ); // overwrite previous queued action if any
|
||||
}
|
||||
|
||||
bool Sapphire::Entity::Player::checkAction()
|
||||
|
@ -2183,4 +2182,4 @@ bool Sapphire::Entity::Player::checkAction()
|
|||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue