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68 lines
2.3 KiB
C++
68 lines
2.3 KiB
C++
#include <Common.h>
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#include <Exd/ExdDataGenerated.h>
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#include <Network/GamePacketNew.h>
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#include <Network/PacketDef/Zone/ClientZoneDef.h>
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#include <Logging/Logger.h>
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#include <Actor/Player.h>
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#include "Network/GameConnection.h"
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#include "Framework.h"
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#include "Manager/ActionMgr.h"
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using namespace Sapphire::Common;
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using namespace Sapphire::Network::Packets;
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void Sapphire::Network::GameConnection::actionHandler( FrameworkPtr pFw,
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const Packets::FFXIVARR_PACKET_RAW& inPacket,
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Entity::Player& player )
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{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcSkillHandler >( inPacket );
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const auto type = packet.data().type;
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const auto actionId = packet.data().actionId;
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const auto sequence = packet.data().sequence;
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const auto targetId = packet.data().targetId;
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auto exdData = m_pFw->get< Data::ExdDataGenerated >();
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assert( exdData );
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auto action = exdData->get< Data::Action >( actionId );
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// ignore invalid actions
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if( !action )
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return;
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auto actionMgr = pFw->get< World::Manager::ActionMgr >();
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actionMgr->handleTargetedPlayerAction( player, type, actionId, action, targetId );
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player.sendDebug( "Skill type: {0}, sequence: {1}, actionId: {2}, targetId: {3}", type, sequence, actionId, targetId );
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}
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void Sapphire::Network::GameConnection::aoeActionHandler( FrameworkPtr pFw,
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const Packets::FFXIVARR_PACKET_RAW& inPacket,
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Entity::Player& player )
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{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcAoESkillHandler >( inPacket );
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const auto type = packet.data().type;
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const auto actionId = packet.data().actionId;
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const auto sequence = packet.data().sequence;
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const auto pos = packet.data().pos;
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auto exdData = m_pFw->get< Data::ExdDataGenerated >();
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assert( exdData );
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auto action = exdData->get< Data::Action >( actionId );
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// ignore invalid actions
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if( !action )
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return;
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auto actionMgr = pFw->get< World::Manager::ActionMgr >();
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actionMgr->handleAoEPlayerAction( player, type, actionId, action, pos );
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player.sendDebug( "Skill type: {0}, sequence: {1}, actionId: {2}, x:{3}, y:{4}, z:{5}",
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type, sequence, actionId, pos.x, pos.y, pos.z );
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}
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