Imminuty updates (#925)

* WIP Immunities

* Immunity getters

* remove redundent variable
replace it use with it's equivalent

* remove unused lookups, fix typos

* fix tests

* added imunity test

* address feedback

* more immunity tests

* explicit this
This commit is contained in:
Aaron Kimbrell
2023-01-06 23:59:19 -06:00
committed by GitHub
parent 1ac898ba00
commit 80f8dd8003
25 changed files with 681 additions and 99 deletions

View File

@@ -35,6 +35,14 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Com
m_DirtyPickupRadiusScale = true;
m_IsTeleporting = false;
m_ImmuneToStunAttackCount = 0;
m_ImmuneToStunEquipCount = 0;
m_ImmuneToStunInteractCount = 0;
m_ImmuneToStunJumpCount = 0;
m_ImmuneToStunMoveCount = 0;
m_ImmuneToStunTurnCount = 0;
m_ImmuneToStunUseItemCount = 0;
if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
return;
@@ -71,7 +79,14 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
outBitStream->Write(m_JetpackBypassChecks);
}
outBitStream->Write0(); //This contains info about immunities, but for now I'm leaving it out.
outBitStream->Write1(); // always write these on construction
outBitStream->Write(m_ImmuneToStunMoveCount);
outBitStream->Write(m_ImmuneToStunJumpCount);
outBitStream->Write(m_ImmuneToStunTurnCount);
outBitStream->Write(m_ImmuneToStunAttackCount);
outBitStream->Write(m_ImmuneToStunUseItemCount);
outBitStream->Write(m_ImmuneToStunEquipCount);
outBitStream->Write(m_ImmuneToStunInteractCount);
}
if (m_IgnoreMultipliers) m_DirtyCheats = false;
@@ -298,3 +313,44 @@ void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
SetSpeedMultiplier(m_SpeedBoost / 500.0f); // 500 being the base speed
EntityManager::Instance()->SerializeEntity(m_Parent);
}
void ControllablePhysicsComponent::SetStunImmunity(
const eStateChangeType state,
const LWOOBJID originator,
const bool bImmuneToStunAttack,
const bool bImmuneToStunEquip,
const bool bImmuneToStunInteract,
const bool bImmuneToStunJump,
const bool bImmuneToStunMove,
const bool bImmuneToStunTurn,
const bool bImmuneToStunUseItem){
if (state == eStateChangeType::POP){
if (bImmuneToStunAttack && m_ImmuneToStunAttackCount > 0) m_ImmuneToStunAttackCount -= 1;
if (bImmuneToStunEquip && m_ImmuneToStunEquipCount > 0) m_ImmuneToStunEquipCount -= 1;
if (bImmuneToStunInteract && m_ImmuneToStunInteractCount > 0) m_ImmuneToStunInteractCount -= 1;
if (bImmuneToStunJump && m_ImmuneToStunJumpCount > 0) m_ImmuneToStunJumpCount -= 1;
if (bImmuneToStunMove && m_ImmuneToStunMoveCount > 0) m_ImmuneToStunMoveCount -= 1;
if (bImmuneToStunTurn && m_ImmuneToStunTurnCount > 0) m_ImmuneToStunTurnCount -= 1;
if (bImmuneToStunUseItem && m_ImmuneToStunUseItemCount > 0) m_ImmuneToStunUseItemCount -= 1;
} else if (state == eStateChangeType::PUSH) {
if (bImmuneToStunAttack) m_ImmuneToStunAttackCount += 1;
if (bImmuneToStunEquip) m_ImmuneToStunEquipCount += 1;
if (bImmuneToStunInteract) m_ImmuneToStunInteractCount += 1;
if (bImmuneToStunJump) m_ImmuneToStunJumpCount += 1;
if (bImmuneToStunMove) m_ImmuneToStunMoveCount += 1;
if (bImmuneToStunTurn) m_ImmuneToStunTurnCount += 1;
if (bImmuneToStunUseItem) m_ImmuneToStunUseItemCount += 1;
}
GameMessages::SendSetStunImmunity(
m_Parent->GetObjectID(), state, m_Parent->GetSystemAddress(), originator,
bImmuneToStunAttack,
bImmuneToStunEquip,
bImmuneToStunInteract,
bImmuneToStunJump,
bImmuneToStunMove,
bImmuneToStunTurn,
bImmuneToStunUseItem
);
}

View File

@@ -264,6 +264,30 @@ public:
std::vector<float> GetActiveSpeedboosts() { return m_ActivePickupRadiusScales; };
/**
* Push or Pop a layer of stun immunity to this entity
*/
void SetStunImmunity(
const eStateChangeType state,
const LWOOBJID originator = LWOOBJID_EMPTY,
const bool bImmuneToStunAttack = false,
const bool bImmuneToStunEquip = false,
const bool bImmuneToStunInteract = false,
const bool bImmuneToStunJump = false,
const bool bImmuneToStunMove = false,
const bool bImmuneToStunTurn = false,
const bool bImmuneToStunUseItem = false
);
// getters for stun immunities
const bool GetImmuneToStunAttack() { return m_ImmuneToStunAttackCount > 0;};
const bool GetImmuneToStunEquip() { return m_ImmuneToStunEquipCount > 0;};
const bool GetImmuneToStunInteract() { return m_ImmuneToStunInteractCount > 0;};
const bool GetImmuneToStunJump() { return m_ImmuneToStunJumpCount > 0;};
const bool GetImmuneToStunMove() { return m_ImmuneToStunMoveCount > 0;};
const bool GetImmuneToStunTurn() { return m_ImmuneToStunTurnCount > 0;};
const bool GetImmuneToStunUseItem() { return m_ImmuneToStunUseItemCount > 0;};
private:
/**
* The entity that owns this component
@@ -389,6 +413,17 @@ private:
* The active speed boost for this entity
*/
float m_SpeedBoost;
/**
* stun immunity counters
*/
int32_t m_ImmuneToStunAttackCount;
int32_t m_ImmuneToStunEquipCount;
int32_t m_ImmuneToStunInteractCount;
int32_t m_ImmuneToStunJumpCount;
int32_t m_ImmuneToStunMoveCount;
int32_t m_ImmuneToStunTurnCount;
int32_t m_ImmuneToStunUseItemCount;
};
#endif // CONTROLLABLEPHYSICSCOMPONENT_H

View File

@@ -55,8 +55,17 @@ DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
m_LootMatrixID = 0;
m_MinCoins = 0;
m_MaxCoins = 0;
m_ImmuneStacks = 0;
m_DamageReduction = 0;
m_ImmuneToBasicAttackCount = 0;
m_ImmuneToDamageOverTimeCount = 0;
m_ImmuneToKnockbackCount = 0;
m_ImmuneToInterruptCount = 0;
m_ImmuneToSpeedCount = 0;
m_ImmuneToImaginationGainCount = 0;
m_ImmuneToImaginationLossCount = 0;
m_ImmuneToQuickbuildInterruptCount = 0;
m_ImmuneToPullToPointCount = 0;
}
DestroyableComponent::~DestroyableComponent() {
@@ -106,7 +115,16 @@ void DestroyableComponent::Reinitialize(LOT templateID) {
void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, uint32_t& flags) {
if (bIsInitialUpdate) {
outBitStream->Write0(); //Contains info about immunities this object has, but it's left out for now.
outBitStream->Write1(); // always write these on construction
outBitStream->Write(m_ImmuneToBasicAttackCount);
outBitStream->Write(m_ImmuneToDamageOverTimeCount);
outBitStream->Write(m_ImmuneToKnockbackCount);
outBitStream->Write(m_ImmuneToInterruptCount);
outBitStream->Write(m_ImmuneToSpeedCount);
outBitStream->Write(m_ImmuneToImaginationGainCount);
outBitStream->Write(m_ImmuneToImaginationLossCount);
outBitStream->Write(m_ImmuneToQuickbuildInterruptCount);
outBitStream->Write(m_ImmuneToPullToPointCount);
}
outBitStream->Write(m_DirtyHealth || bIsInitialUpdate);
@@ -336,7 +354,7 @@ void DestroyableComponent::SetDamageReduction(int32_t value) {
void DestroyableComponent::SetIsImmune(bool value) {
m_DirtyHealth = true;
m_ImmuneStacks = value ? 1 : 0;
m_ImmuneToBasicAttackCount = value ? 1 : 0;
}
void DestroyableComponent::SetIsGMImmune(bool value) {
@@ -439,7 +457,7 @@ void DestroyableComponent::SetAttacksToBlock(const uint32_t value) {
}
bool DestroyableComponent::IsImmune() const {
return m_ImmuneStacks > 0 || m_IsGMImmune;
return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
}
bool DestroyableComponent::IsKnockbackImmune() const {
@@ -804,12 +822,53 @@ void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
AddFaction(factionID, ignoreChecks);
}
void DestroyableComponent::PushImmunity(int32_t stacks) {
m_ImmuneStacks += stacks;
}
void DestroyableComponent::SetStatusImmunity(
const eStateChangeType state,
const bool bImmuneToBasicAttack,
const bool bImmuneToDamageOverTime,
const bool bImmuneToKnockback,
const bool bImmuneToInterrupt,
const bool bImmuneToSpeed,
const bool bImmuneToImaginationGain,
const bool bImmuneToImaginationLoss,
const bool bImmuneToQuickbuildInterrupt,
const bool bImmuneToPullToPoint) {
void DestroyableComponent::PopImmunity(int32_t stacks) {
m_ImmuneStacks -= stacks;
if (state == eStateChangeType::POP) {
if (bImmuneToBasicAttack && m_ImmuneToBasicAttackCount > 0) m_ImmuneToBasicAttackCount -= 1;
if (bImmuneToDamageOverTime && m_ImmuneToDamageOverTimeCount > 0) m_ImmuneToDamageOverTimeCount -= 1;
if (bImmuneToKnockback && m_ImmuneToKnockbackCount > 0) m_ImmuneToKnockbackCount -= 1;
if (bImmuneToInterrupt && m_ImmuneToInterruptCount > 0) m_ImmuneToInterruptCount -= 1;
if (bImmuneToSpeed && m_ImmuneToSpeedCount > 0) m_ImmuneToSpeedCount -= 1;
if (bImmuneToImaginationGain && m_ImmuneToImaginationGainCount > 0) m_ImmuneToImaginationGainCount -= 1;
if (bImmuneToImaginationLoss && m_ImmuneToImaginationLossCount > 0) m_ImmuneToImaginationLossCount -= 1;
if (bImmuneToQuickbuildInterrupt && m_ImmuneToQuickbuildInterruptCount > 0) m_ImmuneToQuickbuildInterruptCount -= 1;
if (bImmuneToPullToPoint && m_ImmuneToPullToPointCount > 0) m_ImmuneToPullToPointCount -= 1;
} else if (state == eStateChangeType::PUSH){
if (bImmuneToBasicAttack) m_ImmuneToBasicAttackCount += 1;
if (bImmuneToDamageOverTime) m_ImmuneToDamageOverTimeCount += 1;
if (bImmuneToKnockback) m_ImmuneToKnockbackCount += 1;
if (bImmuneToInterrupt) m_ImmuneToInterruptCount += 1;
if (bImmuneToSpeed) m_ImmuneToSpeedCount += 1;
if (bImmuneToImaginationGain) m_ImmuneToImaginationGainCount += 1;
if (bImmuneToImaginationLoss) m_ImmuneToImaginationLossCount += 1;
if (bImmuneToQuickbuildInterrupt) m_ImmuneToQuickbuildInterruptCount += 1;
if (bImmuneToPullToPoint) m_ImmuneToPullToPointCount += 1;
}
GameMessages::SendSetStatusImmunity(
m_Parent->GetObjectID(), state, m_Parent->GetSystemAddress(),
bImmuneToBasicAttack,
bImmuneToDamageOverTime,
bImmuneToKnockback,
bImmuneToInterrupt,
bImmuneToSpeed,
bImmuneToImaginationGain,
bImmuneToImaginationLoss,
bImmuneToQuickbuildInterrupt,
bImmuneToPullToPoint
);
}
void DestroyableComponent::FixStats() {

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@@ -396,16 +396,31 @@ public:
void Smash(LWOOBJID source, eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"", uint32_t skillID = 0);
/**
* Pushes a layer of immunity to this entity, making it immune for longer
* @param stacks the amount of immunity to add
* Push or Pop a layer of status immunity to this entity
*/
void PushImmunity(int32_t stacks = 1);
void SetStatusImmunity(
const eStateChangeType state,
const bool bImmuneToBasicAttack = false,
const bool bImmuneToDamageOverTime = false,
const bool bImmuneToKnockback = false,
const bool bImmuneToInterrupt = false,
const bool bImmuneToSpeed = false,
const bool bImmuneToImaginationGain = false,
const bool bImmuneToImaginationLoss = false,
const bool bImmuneToQuickbuildInterrupt = false,
const bool bImmuneToPullToPoint = false
);
/**
* Pops layers of immunity, making it immune for less longer
* @param stacks the number of layers of immunity to remove
*/
void PopImmunity(int32_t stacks = 1);
// Getters for status immunities
const bool GetImmuneToBasicAttack() {return m_ImmuneToBasicAttackCount > 0;};
const bool GetImmuneToDamageOverTime() {return m_ImmuneToDamageOverTimeCount > 0;};
const bool GetImmuneToKnockback() {return m_ImmuneToKnockbackCount > 0;};
const bool GetImmuneToInterrupt() {return m_ImmuneToInterruptCount > 0;};
const bool GetImmuneToSpeed() {return m_ImmuneToSpeedCount > 0;};
const bool GetImmuneToImaginationGain() {return m_ImmuneToImaginationGainCount > 0;};
const bool GetImmuneToImaginationLoss() {return m_ImmuneToImaginationLossCount > 0;};
const bool GetImmuneToQuickbuildInterrupt() {return m_ImmuneToQuickbuildInterruptCount > 0;};
const bool GetImmuneToPullToPoint() {return m_ImmuneToPullToPointCount > 0;};
/**
* Utility to reset all stats to the default stats based on items and completed missions
@@ -428,7 +443,7 @@ public:
/**
* Notify subscribed scripts of Damage actions.
*
*
* @param attacker The attacking Entity
* @param damage The amount of damage that was done
*/
@@ -493,11 +508,6 @@ private:
*/
uint32_t m_AttacksToBlock;
/**
* The layers of immunity this entity has left
*/
int32_t m_ImmuneStacks;
/**
* The amount of damage that should be reduced from every attack
*/
@@ -577,6 +587,19 @@ private:
* The list of scripts subscribed to this components actions
*/
std::map<LWOOBJID, CppScripts::Script*> m_SubscribedScripts;
/**
* status immunity counters
*/
uint32_t m_ImmuneToBasicAttackCount;
uint32_t m_ImmuneToDamageOverTimeCount;
uint32_t m_ImmuneToKnockbackCount;
uint32_t m_ImmuneToInterruptCount;
uint32_t m_ImmuneToSpeedCount;
uint32_t m_ImmuneToImaginationGainCount;
uint32_t m_ImmuneToImaginationLossCount;
uint32_t m_ImmuneToQuickbuildInterruptCount;
uint32_t m_ImmuneToPullToPointCount;
};
#endif // DESTROYABLECOMPONENT_H

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@@ -959,7 +959,7 @@ void InventoryComponent::HandlePossession(Item* item) {
return;
}
GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStunState::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStateChangeType::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
// Set the mount Item ID so that we know what were handling
possessorComponent->SetMountItemID(item->GetId());

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@@ -54,7 +54,7 @@ void PossessorComponent::Mount(Entity* mount) {
// GM's to send
GameMessages::SendSetJetPackMode(m_Parent, false);
GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress());
GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStunState::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStateChangeType::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
EntityManager::Instance()->SerializeEntity(m_Parent);
EntityManager::Instance()->SerializeEntity(mount);

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@@ -95,7 +95,7 @@ void RailActivatorComponent::OnUse(Entity* originator) {
void RailActivatorComponent::OnRailMovementReady(Entity* originator) const {
// Stun the originator
GameMessages::SendSetStunned(originator->GetObjectID(), PUSH, originator->GetSystemAddress(), LWOOBJID_EMPTY,
GameMessages::SendSetStunned(originator->GetObjectID(), eStateChangeType::PUSH, originator->GetSystemAddress(), LWOOBJID_EMPTY,
true, true, true, true, true, true, true
);
@@ -123,7 +123,7 @@ void RailActivatorComponent::OnRailMovementReady(Entity* originator) const {
void RailActivatorComponent::OnCancelRailMovement(Entity* originator) {
// Remove the stun from the originator
GameMessages::SendSetStunned(originator->GetObjectID(), POP, originator->GetSystemAddress(), LWOOBJID_EMPTY,
GameMessages::SendSetStunned(originator->GetObjectID(), eStateChangeType::POP, originator->GetSystemAddress(), LWOOBJID_EMPTY,
true, true, true, true, true, true, true
);