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Add Remove Buff Behavior and patch infinite use Imagination Backpack(#845)
Testing does not reveal any issues with existing buff removals sending this GM as well and may fix more bugs that were unknown, or cause more.
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@ -537,6 +537,7 @@ enum GAME_MSG : unsigned short {
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GAME_MSG_REMOVE_RUN_SPEED_MODIFIER = 1506,
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GAME_MSG_UPDATE_PROPERTY_PERFORMANCE_COST = 1547,
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GAME_MSG_PROPERTY_ENTRANCE_BEGIN = 1553,
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GAME_MSG_REMOVE_BUFF = 1648,
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GAME_MSG_REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES = 1666,
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GAME_MSG_RESPONSE_MOVE_ITEM_BETWEEN_INVENTORY_TYPES = 1667,
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GAME_MSG_PLAYER_SET_CAMERA_CYCLING_MODE = 1676,
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@ -42,6 +42,7 @@
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#include "SkillCastFailedBehavior.h"
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#include "SpawnBehavior.h"
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#include "ForceMovementBehavior.h"
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#include "RemoveBuffBehavior.h"
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#include "ImmunityBehavior.h"
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#include "InterruptBehavior.h"
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#include "PlayEffectBehavior.h"
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@ -226,7 +227,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
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break;
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case BehaviorTemplates::BEHAVIOR_ALTER_CHAIN_DELAY: break;
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case BehaviorTemplates::BEHAVIOR_CAMERA: break;
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case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF: break;
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case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF:
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behavior = new RemoveBuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_GRAB: break;
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case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break;
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case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL:
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@ -34,6 +34,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
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"PlayEffectBehavior.cpp"
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"ProjectileAttackBehavior.cpp"
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"PullToPointBehavior.cpp"
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"RemoveBuffBehavior.cpp"
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"RepairBehavior.cpp"
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"SkillCastFailedBehavior.cpp"
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"SkillEventBehavior.cpp"
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21
dGame/dBehaviors/RemoveBuffBehavior.cpp
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21
dGame/dBehaviors/RemoveBuffBehavior.cpp
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@ -0,0 +1,21 @@
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#include "RemoveBuffBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "EntityManager.h"
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#include "BuffComponent.h"
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void RemoveBuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* entity = EntityManager::Instance()->GetEntity(context->caster);
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if (!entity) return;
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auto* buffComponent = entity->GetComponent<BuffComponent>();
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if (!buffComponent) return;
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buffComponent->RemoveBuff(m_BuffId, false, m_RemoveImmunity);
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}
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void RemoveBuffBehavior::Load() {
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this->m_RemoveImmunity = GetBoolean("remove_immunity");
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this->m_BuffId = GetInt("buff_id");
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}
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22
dGame/dBehaviors/RemoveBuffBehavior.h
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22
dGame/dBehaviors/RemoveBuffBehavior.h
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@ -0,0 +1,22 @@
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#pragma once
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#include "Behavior.h"
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class RemoveBuffBehavior final : public Behavior
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{
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public:
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/*
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* Inherited
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*/
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explicit RemoveBuffBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
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}
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void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Load() override;
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private:
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bool m_RemoveImmunity;
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uint32_t m_BuffId;
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};
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@ -123,13 +123,15 @@ void BuffComponent::ApplyBuff(const int32_t id, const float duration, const LWOO
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m_Buffs.emplace(id, buff);
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}
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void BuffComponent::RemoveBuff(int32_t id) {
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void BuffComponent::RemoveBuff(int32_t id, bool fromUnEquip, bool removeImmunity) {
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const auto& iter = m_Buffs.find(id);
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if (iter == m_Buffs.end()) {
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return;
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}
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GameMessages::SendRemoveBuff(m_Parent, fromUnEquip, removeImmunity, id);
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m_Buffs.erase(iter);
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RemoveBuffEffect(id);
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@ -78,8 +78,9 @@ public:
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/**
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* Removes a buff from the parent entity, reversing its effects
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* @param id the id of the buff to remove
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* @param removeImmunity whether or not to remove immunity on removing the buff
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*/
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void RemoveBuff(int32_t id);
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void RemoveBuff(int32_t id, bool fromUnEquip = false, bool removeImmunity = false);
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/**
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* Returns whether or not the entity has a buff identified by `id`
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@ -986,6 +986,7 @@ void InventoryComponent::ApplyBuff(Item* item) const {
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}
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}
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// TODO Something needs to send the remove buff GameMessage as well when it is unequipping items that would remove buffs.
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void InventoryComponent::RemoveBuff(Item* item) const {
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const auto buffs = FindBuffs(item, false);
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@ -3476,6 +3476,20 @@ void GameMessages::SendPlayEmote(LWOOBJID objectId, int32_t emoteID, LWOOBJID ta
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SEND_PACKET;
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}
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void GameMessages::SendRemoveBuff(Entity* entity, bool fromUnEquip, bool removeImmunity, uint32_t buffId) {
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CBITSTREAM;
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CMSGHEADER;
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bitStream.Write(entity->GetObjectID());
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bitStream.Write(GAME_MSG::GAME_MSG_REMOVE_BUFF);
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bitStream.Write(false); // bFromRemoveBehavior but setting this to true makes the GM not do anything on the client?
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bitStream.Write(fromUnEquip);
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bitStream.Write(removeImmunity);
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bitStream.Write(buffId);
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SEND_PACKET_BROADCAST;
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}
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void GameMessages::SendBouncerActiveStatus(LWOOBJID objectId, bool bActive, const SystemAddress& sysAddr) {
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CBITSTREAM;
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@ -566,6 +566,8 @@ namespace GameMessages {
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void HandleReportBug(RakNet::BitStream* inStream, Entity* entity);
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void SendRemoveBuff(Entity* entity, bool fromUnEquip, bool removeImmunity, uint32_t buffId);
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/* Message to synchronize a skill cast */
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class EchoSyncSkill {
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static const GAME_MSG MsgID = GAME_MSG_ECHO_SYNC_SKILL;
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