#include #include #include #include #include #include #include #include #include #include #include #include namespace Sapphire { class EncounterTimeline { public: // forwards class TimelineActor; class TimelinePack; struct TimepointState { uint64_t m_startTime{ 0 }; uint64_t m_lastTick{ 0 }; bool m_finished{ false }; }; struct ConditionState { uint64_t m_startTime{ 0 }; bool m_loop{ false }; bool m_completed{ false }; struct { uint64_t m_startTime{ 0 }; uint64_t m_lastTimepointTime{ 0 }; uint32_t m_lastTimepointIndex{ 0 }; std::vector< TimepointState > m_timepointStates; } m_phaseInfo; }; // EncounterFight::OnTick() { switch EncounterTimepointConditionId } enum class ConditionId : uint32_t { HpPctLessThan, HpPctBetween, DirectorVarEquals, DirectorVarGreaterThan, DirectorSeqEquals, DirectorSeqGreaterThan, DirectorFlagsEquals, DirectorFlagsGreaterThan, EncounterTimeElapsed, CombatState, BNpcHasFlags }; enum class DirectorOpId { SetDirectorVar, SetDirectorVarLR, SetDirectorSeq, SetDirectorFlag, ClearDirector }; // TODO: what should this do? enum class TimepointOverrideFlags : uint32_t { None, Invulnerable }; enum class TimepointDataType : uint32_t { Idle, CastAction, MoveTo, LogMessage, BattleTalk, SetDirectorVar, SetDirectorVarLR, SetDirectorSeq, SetDirectorFlag, AddStatusEffect, RemoveStatusEffect, SetBNpcFlags, SetEObjState, SetBgm }; enum class TimepointCallbackType : uint32_t { OnActionInit, OnActionStart, OnActionInterrupt, OnActionExecute }; enum class TargetSelectFilterId : uint32_t { Self, Tank, Healer, Dps, DpsMelee, DpsRanged, Furthest, Aggro1, Aggro2 }; enum class MoveType : uint32_t { WalkPath, Teleport }; enum class TimelineActorType : uint32_t { LayerSetObject, BattleNpc }; enum class CombatStateType { Idle, Combat, Retreat, Roaming, JustDied, Dead }; enum class TimelinePackType : uint32_t { Solo, EncounterFight }; struct TargetSelectFilter { TargetSelectFilterId m_flags; }; using TimepointCallbackFunc = std::function< void( InstanceContentPtr, uint64_t ) >; // Timepoint Data Objects struct TimepointCallbackData : public std::enable_shared_from_this< TimepointCallbackData > { TimepointCallbackType m_type; std::vector < TimepointCallbackFunc > m_callbacks; }; using TimebackCallbackDataPtr = std::shared_ptr< TimepointCallbackData >; using TimepointCallbacks = std::map< TimepointCallbackType, TimebackCallbackDataPtr >; struct TimepointData : public std::enable_shared_from_this< TimepointData > { TimepointData( TimepointDataType type ) : m_type( type ) {} virtual ~TimepointData(){}; TimepointDataType m_type{ 0 }; }; using TimepointDataPtr = std::shared_ptr< TimepointData >; struct TimepointDataIdle : public TimepointData { uint32_t m_layoutId; uint64_t m_durationMs; TimepointDataIdle( uint32_t layoutId, uint64_t durationMs ) : TimepointData( TimepointDataType::Idle ), m_layoutId( layoutId ), m_durationMs( durationMs ) { } }; struct TimepointDataAddStatusEffect : public TimepointData { uint32_t m_statusEffectId; TargetSelectFilter m_targetFilter; uint32_t m_durationMs; TimepointDataAddStatusEffect( uint32_t statusId, TargetSelectFilter targFilter, uint32_t durationMs ) : TimepointData( TimepointDataType::AddStatusEffect ), m_statusEffectId( statusId ), m_targetFilter( targFilter ), m_durationMs( durationMs ) { } }; struct TimepointDataRemoveStatusEffect : public TimepointData { uint32_t m_statusEffectId; TargetSelectFilter m_targetFilter; TimepointDataRemoveStatusEffect( uint32_t statusId, TargetSelectFilter targFilter ) : TimepointData( TimepointDataType::RemoveStatusEffect ), m_statusEffectId( statusId ), m_targetFilter( targFilter ) { } }; struct TimepointDataAction : public TimepointData { uint32_t m_layoutId; uint32_t m_actionId; TimepointCallbacks m_callbacks; TimepointDataAction( uint32_t layoutId, uint32_t actionId, TimepointCallbacks callbacks ) : TimepointData( TimepointDataType::CastAction ), m_layoutId( layoutId ), m_actionId( actionId ), m_callbacks( callbacks ) { } }; struct TimepointDataMoveTo : public TimepointData { uint32_t m_layoutId; MoveType m_moveType; float m_x, m_y, m_z, m_rot; TimepointDataMoveTo( uint32_t layoutId, MoveType moveType, float x, float y, float z, float rot ) : TimepointData( TimepointDataType::MoveTo ), m_layoutId( layoutId ), m_moveType( moveType ), m_x( x ), m_y( y ), m_z( z ), m_rot( rot ) { } }; struct TimepointDataLogMessage : public TimepointData { uint32_t m_messageId; uint32_t m_params[ 6 ]{ 0 }; TimepointDataLogMessage( uint32_t messageId, std::vector< uint32_t > params ) : TimepointData( TimepointDataType::LogMessage ), m_messageId( messageId ) { for( auto i = 0; i < params.size(); ++i ) m_params[i] = params[i]; } }; struct TimepointDataDirector : public TimepointData { DirectorOpId m_directorOp{ 0 }; union { struct { uint8_t index; union { uint8_t val; struct { uint8_t left, right; }; } value; }; uint8_t seq; uint8_t flags; } m_data{ 0 }; TimepointDataDirector( TimepointDataType type ) : TimepointData( type ) { switch( type ) { case TimepointDataType::SetDirectorVar: m_directorOp = DirectorOpId::SetDirectorVar; break; case TimepointDataType::SetDirectorVarLR: m_directorOp = DirectorOpId::SetDirectorVarLR; break; case TimepointDataType::SetDirectorFlag: m_directorOp = DirectorOpId::SetDirectorFlag; break; case TimepointDataType::SetDirectorSeq: m_directorOp = DirectorOpId::SetDirectorSeq; break; } } }; struct TimepointDataBNpcFlags : public TimepointData { uint32_t m_layoutId; uint32_t m_flags; TimepointDataBNpcFlags( uint32_t layoutId, uint32_t flags ) : TimepointData( TimepointDataType::SetBNpcFlags ), m_layoutId( layoutId ), m_flags( flags ) { } }; struct TimepointDataEObjState : public TimepointData { uint32_t m_eobjId{ 0xE0000000 }; uint32_t m_state{ 0 }; TimepointDataEObjState( uint32_t eobjId, uint32_t state ) : TimepointData( TimepointDataType::SetEObjState ), m_eobjId( eobjId ), m_state( state ) { } }; struct TimepointDataBGM : public TimepointData { uint32_t m_bgmId{ 0 }; TimepointDataBGM( uint32_t bgmId ): TimepointData( TimepointDataType::SetBgm ), m_bgmId( bgmId ) { } }; // todo: refactor all this to allow solo actor to use class Timepoint : public std::enable_shared_from_this< Timepoint > { public: TimepointDataType m_type; uint64_t m_duration{ 0 }; TimepointOverrideFlags m_overrideFlags; TimepointDataPtr m_pData; std::string m_description; // todo: repeatable? const TimepointDataPtr getData() const { return m_pData; } bool canExecute( TimepointState& state, uint64_t elapsed ) const { return state.m_startTime == 0; // & &m_duration <= elapsed; } bool finished( TimepointState& state, uint64_t time ) const { return state.m_startTime + m_duration <= time || state.m_finished; } void reset( TimepointState& state ) const { state.m_startTime = 0; state.m_lastTick = 0; state.m_finished = false; } void from_json( const nlohmann::json& json, const std::unordered_map< std::string, TimelineActor >& actors, uint32_t selfLayoutId ); // todo: separate execute/update into onStart and onTick? void update( TimepointState& state, InstanceContentPtr pInstance, uint64_t time ) const; void execute( TimepointState& state, InstanceContentPtr pInstance, uint64_t time ) const; }; class Phase : public std::enable_shared_from_this< Phase > { public: // todo: respect looping phases, allow callbacks to push timepoints std::string m_name; std::vector< Timepoint > m_timepoints; // todo: i wrote this very sleep deprived, ensure it is actually sane void execute( ConditionState& state, InstanceContentPtr pInstance, uint64_t time ) const { if( state.m_startTime == 0 ) state.m_startTime = time; if( state.m_phaseInfo.m_startTime == 0 ) state.m_phaseInfo.m_startTime = time; if( state.m_phaseInfo.m_lastTimepointTime == 0 ) { state.m_phaseInfo.m_lastTimepointTime = time; state.m_phaseInfo.m_timepointStates.clear(); state.m_phaseInfo.m_timepointStates.resize( m_timepoints.size() ); } for( auto i = state.m_phaseInfo.m_lastTimepointIndex; i < m_timepoints.size(); ) { uint64_t phaseElapsed = time - state.m_phaseInfo.m_startTime; uint64_t timepointElapsed = time - state.m_phaseInfo.m_lastTimepointTime; auto& tpState = state.m_phaseInfo.m_timepointStates[ i ]; auto& timepoint = m_timepoints[ i ]; if( timepoint.canExecute( tpState, timepointElapsed ) ) { timepoint.execute( tpState, pInstance, time ); state.m_phaseInfo.m_lastTimepointTime = time; } else if( !timepoint.finished( tpState, timepointElapsed ) ) { timepoint.update( tpState, pInstance, time ); } if( timepoint.finished( tpState, timepointElapsed ) ) { timepoint.reset( tpState ); // make sure this timepoint isnt run again unless phase loops ++i; state.m_phaseInfo.m_lastTimepointIndex = i; if( i == m_timepoints.size() ) { state.m_phaseInfo.m_lastTimepointIndex++; } continue; } break; } } void reset( ConditionState& state ) const { state.m_phaseInfo.m_startTime = 0; state.m_phaseInfo.m_lastTimepointIndex = 0; state.m_phaseInfo.m_lastTimepointTime = 0; state.m_phaseInfo.m_timepointStates.clear(); state.m_phaseInfo.m_timepointStates.resize( m_timepoints.size() ); } bool completed( ConditionState& state ) const { return state.m_phaseInfo.m_lastTimepointIndex > m_timepoints.size(); } }; using PhasePtr = std::shared_ptr< Phase >; class PhaseCondition : public std::enable_shared_from_this< PhaseCondition > { protected: ConditionId m_conditionId{ 0 }; Phase m_phase; std::string m_description; uint32_t m_cooldown{ 0 }; bool m_loop{ false }; public: PhaseCondition() {} ~PhaseCondition() {} virtual void from_json( nlohmann::json& json, Phase& phase, ConditionId conditionId ) { this->m_conditionId = conditionId; this->m_loop = json.at( "loop" ).get< bool >(); //this->m_cooldown = json.at( "cooldown" ).get< uint32_t >(); this->m_phase = phase; this->m_description = json.at( "description" ).get< std::string >(); } void execute( ConditionState& state, InstanceContentPtr pInstance, TimelinePack& pack, uint64_t time ) const { state.m_startTime = time; m_phase.execute( state, pInstance, time ); }; void update( ConditionState& state, InstanceContentPtr pInstance, TimelinePack& pack, uint64_t time ) const { m_phase.execute( state, pInstance, time ); } void reset( ConditionState& state ) const { state.m_startTime = 0; m_phase.reset( state ); } bool inProgress( ConditionState& state ) const { return state.m_startTime != 0; } bool completed( ConditionState& state ) const { return m_phase.completed( state ); } bool isLoopable() const { return m_loop; } bool loopReady( ConditionState& state, uint64_t time ) const { return m_phase.completed( state ) && m_loop && ( state.m_startTime + m_cooldown <= time ); } virtual bool isConditionMet( ConditionState& state, InstanceContentPtr pInstance, TimelinePack& pack, uint64_t time ) const { return false; }; }; using PhaseConditionPtr = std::shared_ptr< PhaseCondition >; class TimelineActor { protected: std::vector< PhaseConditionPtr > m_phaseConditions; std::queue< PhaseConditionPtr > m_phaseHistory; std::vector< ConditionState > m_conditionStates; public: uint32_t m_layoutId{ 0 }; uint32_t m_hp{ 0 }; std::string m_name; TimelineActor() { } TimelineActor( const TimelineActor& rhs ) : m_layoutId( rhs.m_layoutId ), m_hp( rhs.m_hp ), m_name( rhs.m_name ), m_phaseConditions( rhs.m_phaseConditions ), m_conditionStates( rhs.m_conditionStates ) { } void addPhaseCondition( PhaseConditionPtr pCondition ) { m_phaseConditions.push_back( pCondition ); m_conditionStates.push_back( {} ); } // todo: make this sane and pass info down void update( InstanceContentPtr pInstance, TimelinePack& pack, uint64_t time ) { // todo: handle auto attacks and make it so they dont fire during boss intermission phases // todo: handle interrupts for( auto i = 0; i < m_phaseConditions.size(); ++i ) { const auto& pCondition = m_phaseConditions[ i ]; auto& state = m_conditionStates[ i ]; if( pCondition->completed( state ) ) { if( pCondition->isLoopable() ) { if( pCondition->loopReady( state, time ) ) pCondition->reset( state ); } } else if( pCondition->inProgress( state ) ) { pCondition->update( state, pInstance, pack, time ); } else if( pCondition->isConditionMet( state, pInstance, pack, time ) ) { pCondition->execute( state, pInstance, pack, time ); m_phaseHistory.push( pCondition ); } } } }; // todo: actually handle solo stuff properly (or tie to zone director/content director at least) class TimelinePack { TimelinePackType m_type{TimelinePackType::Solo}; std::vector< TimelineActor > m_actors; std::string m_name; uint64_t m_startTime{ 0 }; public: TimelinePack() { } TimelinePack( const TimelinePack& rhs ) : m_type( rhs.m_type ), m_name( rhs.m_name ), m_actors( rhs.m_actors ), m_startTime( 0 ) { } TimelinePack( TimelinePackType type ) : m_type( type ) {} void setName( const std::string& name ) { m_name = name; } void addTimelineActor( const TimelineActor& actor ) { m_actors.push_back( actor ); } void setStartTime( uint64_t time ) { m_startTime = time; } uint64_t getStartTime() const { return m_startTime; } void update( InstanceContentPtr pInstance, uint64_t time ) { for( auto& actor : m_actors ) actor.update( pInstance, *this, time ); } }; // // Conditions // class ConditionHp : PhaseCondition { public: uint32_t layoutId; union { uint8_t val; struct { uint8_t min, max; }; } hp; void from_json( nlohmann::json& json, Phase& phase, ConditionId conditionId, const std::unordered_map< std::string, TimelineActor >& actors ); bool isConditionMet( ConditionState& state, InstanceContentPtr pInstance, TimelinePack& pack, uint64_t time ) const override; }; class ConditionDirectorVar : PhaseCondition { public: union { struct { uint32_t index; uint32_t value; }; uint8_t seq; uint8_t flags; } param; void from_json( nlohmann::json& json, Phase& phase, ConditionId conditionId ); bool isConditionMet( ConditionState& state, InstanceContentPtr pInstance, TimelinePack& pack, uint64_t time ) const override; }; class ConditionEncounterTimeElapsed : PhaseCondition { public: uint64_t duration; void from_json( nlohmann::json& json, Phase& phase, ConditionId conditionId ); bool isConditionMet( ConditionState& state, InstanceContentPtr pInstance, TimelinePack& pack, uint64_t time ) const override; }; class ConditionCombatState : PhaseCondition { public: uint32_t layoutId; CombatStateType combatState; void from_json( nlohmann::json& json, Phase& phase, ConditionId conditionId, const std::unordered_map< std::string, TimelineActor >& actors ); bool isConditionMet( ConditionState& state, InstanceContentPtr pInstance, TimelinePack& pack, uint64_t time ) const override; }; class ConditionBNpcFlags : PhaseCondition { public: uint32_t layoutId; uint32_t flags; void from_json( nlohmann::json& json, Phase& phase, ConditionId conditionId, const std::unordered_map< std::string, TimelineActor >& actors ); bool isConditionMet( ConditionState& state, InstanceContentPtr pInstance, TimelinePack& pack, uint64_t time ) const override; }; public: TimelinePack getEncounterPack( uint32_t encounterId, bool reload = false ); }; }// namespace Sapphire