mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-21 21:17:25 +00:00
Basic Attack Behavior Live Accuracy Improvements (#926)
* Overhaul BasicAttack Behavior so it matches the live 1.10.64 client
This commit is contained in:
parent
0e9c0a8917
commit
99c0ca253c
12
dCommon/dEnums/eBasicAttackSuccessTypes.h
Normal file
12
dCommon/dEnums/eBasicAttackSuccessTypes.h
Normal file
@ -0,0 +1,12 @@
|
||||
#ifndef __EBASICATTACKSUCCESSTYPES__H__
|
||||
#define __EBASICATTACKSUCCESSTYPES__H__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
enum class eBasicAttackSuccessTypes : uint8_t {
|
||||
SUCCESS = 1,
|
||||
FAILARMOR,
|
||||
FAILIMMUNE
|
||||
};
|
||||
|
||||
#endif //!__EBASICATTACKSUCCESSTYPES__H__
|
@ -5,7 +5,7 @@
|
||||
#include "EntityManager.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "BehaviorContext.h"
|
||||
|
||||
#include "eBasicAttackSuccessTypes.h"
|
||||
|
||||
void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
||||
if (context->unmanaged) {
|
||||
@ -31,130 +31,120 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
|
||||
}
|
||||
Game::logger->LogDebug("BasicAttackBehavior", "Number of allocated bits %i", allocatedBits);
|
||||
const auto baseAddress = bitStream->GetReadOffset();
|
||||
|
||||
DoHandleBehavior(context, bitStream, branch);
|
||||
|
||||
bitStream->SetReadOffset(baseAddress + allocatedBits);
|
||||
}
|
||||
|
||||
void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
||||
auto* targetEntity = EntityManager::Instance()->GetEntity(branch.target);
|
||||
if (!targetEntity) {
|
||||
Game::logger->Log("BasicAttackBehavior", "Target targetEntity %i not found.", branch.target);
|
||||
return;
|
||||
}
|
||||
|
||||
auto* destroyableComponent = targetEntity->GetComponent<DestroyableComponent>();
|
||||
if (!destroyableComponent) {
|
||||
Game::logger->Log("BasicAttackBehavior", "No destroyable found on the obj/lot %llu/%i", branch.target, targetEntity->GetLOT());
|
||||
return;
|
||||
}
|
||||
|
||||
bool isBlocked{};
|
||||
bool isImmune{};
|
||||
bool isSuccess{};
|
||||
|
||||
if (!bitStream->Read(isBlocked)) {
|
||||
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read isBlocked");
|
||||
Game::logger->Log("BasicAttackBehavior", "Unable to read isBlocked");
|
||||
return;
|
||||
}
|
||||
|
||||
if (isBlocked) return;
|
||||
if (isBlocked) {
|
||||
destroyableComponent->SetAttacksToBlock(std::min(destroyableComponent->GetAttacksToBlock() - 1, 0U));
|
||||
EntityManager::Instance()->SerializeEntity(targetEntity);
|
||||
this->m_OnFailBlocked->Handle(context, bitStream, branch);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!bitStream->Read(isImmune)) {
|
||||
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read isImmune");
|
||||
Game::logger->Log("BasicAttackBehavior", "Unable to read isImmune");
|
||||
return;
|
||||
}
|
||||
|
||||
if (isImmune) return;
|
||||
|
||||
if (bitStream->Read(isSuccess) && isSuccess) { // Success
|
||||
uint32_t unknown{};
|
||||
if (!bitStream->Read(unknown)) {
|
||||
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read unknown");
|
||||
if (isImmune) {
|
||||
this->m_OnFailImmune->Handle(context, bitStream, branch);
|
||||
return;
|
||||
}
|
||||
|
||||
uint32_t damageDealt{};
|
||||
if (!bitStream->Read(damageDealt)) {
|
||||
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read damageDealt");
|
||||
if (!bitStream->Read(isSuccess)) {
|
||||
Game::logger->Log("BasicAttackBehavior", "failed to read success from bitstream");
|
||||
return;
|
||||
}
|
||||
|
||||
// A value that's too large may be a cheating attempt, so we set it to MIN too
|
||||
if (damageDealt > this->m_MaxDamage || damageDealt < this->m_MinDamage) {
|
||||
damageDealt = this->m_MinDamage;
|
||||
if (isSuccess) {
|
||||
uint32_t armorDamageDealt{};
|
||||
if (!bitStream->Read(armorDamageDealt)) {
|
||||
Game::logger->Log("BasicAttackBehavior", "Unable to read armorDamageDealt");
|
||||
return;
|
||||
}
|
||||
|
||||
uint32_t healthDamageDealt{};
|
||||
if (!bitStream->Read(healthDamageDealt)) {
|
||||
Game::logger->Log("BasicAttackBehavior", "Unable to read healthDamageDealt");
|
||||
return;
|
||||
}
|
||||
|
||||
uint32_t totalDamageDealt = armorDamageDealt + healthDamageDealt;
|
||||
|
||||
// A value that's too large may be a cheating attempt, so we set it to MIN
|
||||
if (totalDamageDealt > this->m_MaxDamage) {
|
||||
totalDamageDealt = this->m_MinDamage;
|
||||
}
|
||||
|
||||
auto* entity = EntityManager::Instance()->GetEntity(branch.target);
|
||||
bool died{};
|
||||
if (!bitStream->Read(died)) {
|
||||
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read died");
|
||||
Game::logger->Log("BasicAttackBehavior", "Unable to read died");
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity != nullptr) {
|
||||
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
||||
if (destroyableComponent != nullptr) {
|
||||
PlayFx(u"onhit", entity->GetObjectID());
|
||||
destroyableComponent->Damage(damageDealt, context->originator, context->skillID);
|
||||
}
|
||||
}
|
||||
auto previousArmor = destroyableComponent->GetArmor();
|
||||
auto previousHealth = destroyableComponent->GetHealth();
|
||||
PlayFx(u"onhit", targetEntity->GetObjectID());
|
||||
destroyableComponent->Damage(totalDamageDealt, context->originator, context->skillID);
|
||||
}
|
||||
|
||||
uint8_t successState{};
|
||||
if (!bitStream->Read(successState)) {
|
||||
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read success state");
|
||||
Game::logger->Log("BasicAttackBehavior", "Unable to read success state");
|
||||
return;
|
||||
}
|
||||
|
||||
switch (successState) {
|
||||
case 1:
|
||||
switch (static_cast<eBasicAttackSuccessTypes>(successState)) {
|
||||
case eBasicAttackSuccessTypes::SUCCESS:
|
||||
this->m_OnSuccess->Handle(context, bitStream, branch);
|
||||
break;
|
||||
case eBasicAttackSuccessTypes::FAILARMOR:
|
||||
this->m_OnFailArmor->Handle(context, bitStream, branch);
|
||||
break;
|
||||
default:
|
||||
Game::logger->LogDebug("BasicAttackBehavior", "Unknown success state (%i)!", successState);
|
||||
if (static_cast<eBasicAttackSuccessTypes>(successState) != eBasicAttackSuccessTypes::FAILIMMUNE) {
|
||||
Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!", successState);
|
||||
return;
|
||||
}
|
||||
this->m_OnFailImmune->Handle(context, bitStream, branch);
|
||||
break;
|
||||
}
|
||||
|
||||
bitStream->SetReadOffset(baseAddress + allocatedBits);
|
||||
}
|
||||
|
||||
void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
||||
auto* self = EntityManager::Instance()->GetEntity(context->originator);
|
||||
if (self == nullptr) {
|
||||
Game::logger->LogDebug("BasicAttackBehavior", "Invalid self entity (%llu)!", context->originator);
|
||||
return;
|
||||
}
|
||||
|
||||
bitStream->AlignWriteToByteBoundary();
|
||||
|
||||
const auto allocatedAddress = bitStream->GetWriteOffset();
|
||||
|
||||
bitStream->Write(uint16_t(0));
|
||||
bitStream->Write<uint16_t>(0);
|
||||
|
||||
const auto startAddress = bitStream->GetWriteOffset();
|
||||
|
||||
bitStream->Write0(); // Blocked
|
||||
bitStream->Write0(); // Immune
|
||||
bitStream->Write1(); // Success
|
||||
|
||||
if (true) {
|
||||
uint32_t unknown3 = 0;
|
||||
bitStream->Write(unknown3);
|
||||
|
||||
auto damage = this->m_MinDamage;
|
||||
auto* entity = EntityManager::Instance()->GetEntity(branch.target);
|
||||
|
||||
if (entity == nullptr) {
|
||||
damage = 0;
|
||||
bitStream->Write(damage);
|
||||
bitStream->Write(false);
|
||||
} else {
|
||||
bitStream->Write(damage);
|
||||
bitStream->Write(true);
|
||||
|
||||
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
||||
if (damage != 0 && destroyableComponent != nullptr) {
|
||||
PlayFx(u"onhit", entity->GetObjectID(), 1);
|
||||
destroyableComponent->Damage(damage, context->originator, context->skillID, false);
|
||||
context->ScheduleUpdate(branch.target);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
uint8_t successState = 1;
|
||||
bitStream->Write(successState);
|
||||
|
||||
switch (successState) {
|
||||
case 1:
|
||||
this->m_OnSuccess->Calculate(context, bitStream, branch);
|
||||
break;
|
||||
default:
|
||||
Game::logger->LogDebug("BasicAttackBehavior", "Unknown success state (%i)!", successState);
|
||||
break;
|
||||
}
|
||||
DoBehaviorCalculation(context, bitStream, branch);
|
||||
|
||||
const auto endAddress = bitStream->GetWriteOffset();
|
||||
const uint16_t allocate = endAddress - startAddress + 1;
|
||||
@ -164,6 +154,87 @@ void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream*
|
||||
bitStream->SetWriteOffset(startAddress + allocate);
|
||||
}
|
||||
|
||||
void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
||||
auto* targetEntity = EntityManager::Instance()->GetEntity(branch.target);
|
||||
if (!targetEntity) {
|
||||
Game::logger->Log("BasicAttackBehavior", "Target entity %llu is null!", branch.target);
|
||||
return;
|
||||
}
|
||||
|
||||
auto* destroyableComponent = targetEntity->GetComponent<DestroyableComponent>();
|
||||
if (!destroyableComponent || !destroyableComponent->GetParent()) {
|
||||
Game::logger->Log("BasicAttackBehavior", "No destroyable component on %llu", branch.target);
|
||||
return;
|
||||
}
|
||||
|
||||
const bool isBlocking = destroyableComponent->GetAttacksToBlock() > 0;
|
||||
|
||||
bitStream->Write(isBlocking);
|
||||
|
||||
if (isBlocking) {
|
||||
destroyableComponent->SetAttacksToBlock(destroyableComponent->GetAttacksToBlock() - 1);
|
||||
EntityManager::Instance()->SerializeEntity(targetEntity);
|
||||
this->m_OnFailBlocked->Calculate(context, bitStream, branch);
|
||||
return;
|
||||
}
|
||||
|
||||
const bool isImmune = destroyableComponent->IsImmune();
|
||||
|
||||
bitStream->Write(isImmune);
|
||||
|
||||
if (isImmune) {
|
||||
this->m_OnFailImmune->Calculate(context, bitStream, branch);
|
||||
return;
|
||||
}
|
||||
|
||||
bool isSuccess = false;
|
||||
const uint32_t previousHealth = destroyableComponent->GetHealth();
|
||||
const uint32_t previousArmor = destroyableComponent->GetArmor();
|
||||
|
||||
const auto damage = this->m_MinDamage;
|
||||
|
||||
PlayFx(u"onhit", targetEntity->GetObjectID(), 1);
|
||||
destroyableComponent->Damage(damage, context->originator, context->skillID, false);
|
||||
context->ScheduleUpdate(branch.target);
|
||||
|
||||
const uint32_t armorDamageDealt = previousArmor - destroyableComponent->GetArmor();
|
||||
const uint32_t healthDamageDealt = previousHealth - destroyableComponent->GetHealth();
|
||||
isSuccess = armorDamageDealt > 0 || healthDamageDealt > 0 || (armorDamageDealt + healthDamageDealt) > 0;
|
||||
|
||||
bitStream->Write(isSuccess);
|
||||
|
||||
eBasicAttackSuccessTypes successState = eBasicAttackSuccessTypes::FAILIMMUNE;
|
||||
if (isSuccess) {
|
||||
if (healthDamageDealt >= 1) {
|
||||
successState = eBasicAttackSuccessTypes::SUCCESS;
|
||||
} else if (armorDamageDealt >= 1) {
|
||||
successState = this->m_OnFailArmor->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY ? eBasicAttackSuccessTypes::FAILIMMUNE : eBasicAttackSuccessTypes::FAILARMOR;
|
||||
}
|
||||
|
||||
bitStream->Write(armorDamageDealt);
|
||||
bitStream->Write(healthDamageDealt);
|
||||
bitStream->Write(targetEntity->GetIsDead());
|
||||
}
|
||||
|
||||
bitStream->Write(successState);
|
||||
|
||||
switch (static_cast<eBasicAttackSuccessTypes>(successState)) {
|
||||
case eBasicAttackSuccessTypes::SUCCESS:
|
||||
this->m_OnSuccess->Calculate(context, bitStream, branch);
|
||||
break;
|
||||
case eBasicAttackSuccessTypes::FAILARMOR:
|
||||
this->m_OnFailArmor->Calculate(context, bitStream, branch);
|
||||
break;
|
||||
default:
|
||||
if (static_cast<eBasicAttackSuccessTypes>(successState) != eBasicAttackSuccessTypes::FAILIMMUNE) {
|
||||
Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!", successState);
|
||||
break;
|
||||
}
|
||||
this->m_OnFailImmune->Calculate(context, bitStream, branch);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void BasicAttackBehavior::Load() {
|
||||
this->m_MinDamage = GetInt("min damage");
|
||||
if (this->m_MinDamage == 0) this->m_MinDamage = 1;
|
||||
@ -171,7 +242,14 @@ void BasicAttackBehavior::Load() {
|
||||
this->m_MaxDamage = GetInt("max damage");
|
||||
if (this->m_MaxDamage == 0) this->m_MaxDamage = 1;
|
||||
|
||||
// The client sets the minimum damage to maximum, so we'll do the same. These are usually the same value anyways.
|
||||
if (this->m_MinDamage < this->m_MaxDamage) this->m_MinDamage = this->m_MaxDamage;
|
||||
|
||||
this->m_OnSuccess = GetAction("on_success");
|
||||
|
||||
this->m_OnFailArmor = GetAction("on_fail_armor");
|
||||
|
||||
this->m_OnFailImmune = GetAction("on_fail_immune");
|
||||
|
||||
this->m_OnFailBlocked = GetAction("on_fail_blocked");
|
||||
}
|
||||
|
@ -7,10 +7,45 @@ public:
|
||||
explicit BasicAttackBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Reads a 16bit short from the bitStream and when the actual behavior handling finishes with all of its branches, the bitStream
|
||||
* is then offset to after the allocated bits for this stream.
|
||||
*
|
||||
*/
|
||||
void DoHandleBehavior(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
|
||||
|
||||
/**
|
||||
* @brief Handles a client initialized Basic Attack Behavior cast to be deserialized and verified on the server.
|
||||
*
|
||||
* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
|
||||
* @param bitStream The bitStream to deserialize. BitStreams will always check their bounds before reading in a behavior
|
||||
* and will fail gracefully if an overread is detected.
|
||||
* @param branch The context of this specific branch of the Skill Behavior. Changes based on which branch you are going down.
|
||||
*/
|
||||
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
|
||||
|
||||
/**
|
||||
* @brief Writes a 16bit short to the bitStream and when the actual behavior calculation finishes with all of its branches, the number
|
||||
* of bits used is then written to where the 16bit short initially was.
|
||||
*
|
||||
*/
|
||||
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
|
||||
|
||||
/**
|
||||
* @brief Calculates a server initialized Basic Attack Behavior cast to be serialized to the client
|
||||
*
|
||||
* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
|
||||
* @param bitStream The bitStream to serialize to.
|
||||
* @param branch The context of this specific branch of the Skill Behavior. Changes based on which branch you are going down.
|
||||
*/
|
||||
void DoBehaviorCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
|
||||
|
||||
/**
|
||||
* @brief Loads this Behaviors parameters from the database. For this behavior specifically:
|
||||
* max and min damage will always be the same. If min is less than max, they are both set to max.
|
||||
* If an action is not in the database, then no action is taken for that result.
|
||||
*
|
||||
*/
|
||||
void Load() override;
|
||||
private:
|
||||
uint32_t m_MinDamage;
|
||||
@ -20,4 +55,8 @@ private:
|
||||
Behavior* m_OnSuccess;
|
||||
|
||||
Behavior* m_OnFailArmor;
|
||||
|
||||
Behavior* m_OnFailImmune;
|
||||
|
||||
Behavior* m_OnFailBlocked;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user