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* Check statuses to determine valid lut entry * Add duration field to statuses * Rename buildEffects to make more sense * Add basic generic handler for applying statuseffects * Add more modifiers * Add basic modifier impl for Chara * Apply/remove modifiers for statuseffects * Add some example statuses to lut * Fix windows build error * Don't clear tick effect * Add status entry for Maim * Apply status effects properly for self when having a target * Fix hasStatusEffect to prevent duplicates * Basic dot/hot ticks implemented * Update HP on tick effects * Apply effect to correct target * Add method to simplify applying statuses to self * Add job actions for warrior * Add some actions and statuses for war * Add even more modifiers * Add statuseffect cost type * Add option to not send statusremove order * Change delModifier assert to return early instead * Add option for scripts to enable the generic/lut handler * Add enums for common action values * fix indentation * Fix modifier name for Defiance * Remove status tick logging * Move modifiers to statuseffect * Add ParryPercent modifier * Remove wrath when Defiance ends * Apply modifiers in applyStatus * Remove unused method * Persistence for cross-class skills * Add flags to StatusEffects * Some exd struct fixes * Some aoe work * Add flags to lut * Add missing changeclass * Add SET_STATUS_ME to ActionIntegrity * Improve offensive action check * Add flag to overloaded applyStatusEffectSelf * indentation fix * Some calculation work * Null-check ActionResultBuilder --------- Co-authored-by: Lucy <44952533+Skyliegirl33@users.noreply.github.com> Co-authored-by: Mordred <30826167+SapphireMordred@users.noreply.github.com>
54 lines
No EOL
2.4 KiB
C++
54 lines
No EOL
2.4 KiB
C++
#pragma once
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#include <ForwardsZone.h>
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#include <Common.h>
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#include "ActionLut.h"
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namespace Sapphire::World::Action
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{
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class ActionResultBuilder
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{
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public:
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ActionResultBuilder( Entity::CharaPtr source, uint32_t actionId, uint32_t resultId, uint16_t requestId );
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void heal( Entity::CharaPtr& effectTarget, Entity::CharaPtr& healingTarget, uint32_t amount,
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Common::CalcResultType hitType = Common::CalcResultType::TypeRecoverMp,
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Common::ActionResultFlag flag = Common::ActionResultFlag::None );
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void restoreMP( Entity::CharaPtr& effectTarget, Entity::CharaPtr& restoringTarget, uint32_t amount,
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Common::ActionResultFlag flag = Common::ActionResultFlag::None );
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void damage( Entity::CharaPtr& effectTarget, Entity::CharaPtr& damagingTarget, uint32_t amount,
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Common::CalcResultType hitType = Common::CalcResultType::TypeDamageHp,
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Common::ActionResultFlag flag = Common::ActionResultFlag::None );
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void startCombo( Entity::CharaPtr& target, uint16_t actionId );
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void comboSucceed( Entity::CharaPtr& target );
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void applyStatusEffect( Entity::CharaPtr& target, uint16_t statusId, uint32_t duration, uint8_t param, bool shouldOverride = false );
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void applyStatusEffect( Entity::CharaPtr& target, uint16_t statusId, uint32_t duration, uint8_t param,
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std::vector< World::Action::StatusModifier > modifiers, uint32_t flag = 0, bool shouldOverride = false );
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void applyStatusEffectSelf( uint16_t statusId, uint32_t duration, uint8_t param, bool shouldOverride = false );
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void applyStatusEffectSelf( uint16_t statusId, uint32_t duration, uint8_t param, std::vector< World::Action::StatusModifier > modifiers,
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uint32_t flag = 0, bool shouldOverride = false );
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void mount( Entity::CharaPtr& target, uint16_t mountId );
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void sendActionResults( const std::vector< Entity::CharaPtr >& targetList );
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private:
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void addResultToActor( Entity::CharaPtr& chara, ActionResultPtr result );
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Network::Packets::FFXIVPacketBasePtr createActionResultPacket( const std::vector< Entity::CharaPtr >& targetList );
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private:
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uint32_t m_actionId;
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uint16_t m_requestId;
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uint32_t m_resultId;
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Entity::CharaPtr m_sourceChara;
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std::unordered_map< Entity::CharaPtr, std::vector< ActionResultPtr > > m_actorResultsMap;
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};
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} |