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https://github.com/DarkflameUniverse/DarkflameServer.git
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feat: server side knockback for AI moved objects
The client only simulates knockbacks on the character it controls (LWOControllablePhysComponent::msgKnockback); enemies and NPCs are drawn where the server puts them, so a knockback on them did nothing and scripts stunned them instead. MovementAIComponent::Knockback now flies the object the way the client flies its character: a vector longer than 5 lifts it 0.5, throws it with that velocity under WorldConfig gravity (times its gravity scale) until it lands on the navmesh, no sooner than 250ms later; a shorter one moves it by the vector. Walls taller than a step stop sideways motion, the landing is put back onto the navmesh, and pathing and the combat AI wait until it lands (destinations set mid air are walked to afterwards). Position and velocity go out in the normal serialization every tick. KnockbackBehavior builds the vector like the client's Cast (strength capped at 300, angle as elevation, relative, caster and ignore_self) and knocks back server moved targets that aren't immune, both when the server casts and when a client's skill hits. The blocked bit it writes now also answers for the target's knockback immunity, so a player whose client hasn't caught up with a Personal Fortress isn't knocked out of it. The AM shield generators knock enemies back like live instead of stunning them. Fixes #257 Refs #185 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -8,6 +8,8 @@
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#include "DestroyableComponent.h"
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#include "Game.h"
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#include "Logger.h"
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#include "MovementAIComponent.h"
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#include "dpKnockback.h"
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void KnockbackBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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bool unknown{};
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@@ -16,6 +18,9 @@ void KnockbackBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitS
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LOG("Unable to read unknown from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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};
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// The bit is whether the target blocked it
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if (!unknown) KnockbackServerObject(context, branch);
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}
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void KnockbackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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@@ -27,16 +32,53 @@ void KnockbackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& b
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auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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blocked = destroyableComponent->IsKnockbackImmune();
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// The client knocks back its own character unless this bit is set, then checks its status immunity.
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// Answer for the immunity here too, so a client that hasn't caught up (e.g. the Personal Fortress
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// that was just raised) can't knock itself back anyway.
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blocked = destroyableComponent->IsKnockbackImmune() || destroyableComponent->GetImmuneToKnockback();
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}
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}
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bitStream.Write(blocked);
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if (!blocked) KnockbackServerObject(context, branch);
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}
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void KnockbackBehavior::KnockbackServerObject(BehaviorContext* context, const BehaviorBranchContext& branch) const {
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// Mirrors KnockbackBehavior::Cast in the client (1.10.64 0x004efc10)
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if (m_ignoreSelf && context->caster == branch.target) return;
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// `caster` knocks back the caster, away from the target
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const auto knockedID = m_caster ? context->caster : branch.target;
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const auto sourceID = m_caster ? branch.target : context->caster;
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auto* const knocked = Game::entityManager->GetEntity(knockedID);
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if (!knocked || knocked->IsPlayer()) return;
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auto* const movementAI = knocked->GetComponent<MovementAIComponent>();
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if (!movementAI) return;
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const auto* const destroyableComponent = knocked->GetComponent<DestroyableComponent>();
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if (destroyableComponent && destroyableComponent->GetImmuneToKnockback()) return;
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NiPoint3 away;
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if (m_relative) {
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// Backwards from where the knocked object faces
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away = QuatUtils::Forward(knocked->GetRotation()) * -1.0f;
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} else {
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const auto* const source = Game::entityManager->GetEntity(sourceID);
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if (!source) return;
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away = knocked->GetPosition() - source->GetPosition();
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}
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movementAI->Knockback(dpKnockback::ComputeVector(away, m_angle, m_strength));
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}
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void KnockbackBehavior::Load() {
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this->m_strength = GetInt("strength");
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this->m_angle = GetInt("angle");
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this->m_strength = GetFloat("strength");
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this->m_angle = GetFloat("angle");
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this->m_relative = GetBoolean("relative");
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this->m_time = GetInt("time_ms");
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this->m_ignoreSelf = GetBoolean("ignore_self", true);
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this->m_caster = GetBoolean("caster");
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}
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