#include "BasicAttackBehavior.h" #include "BehaviorBranchContext.h" #include "Game.h" #include "Logger.h" #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) { auto* entity = Game::entityManager->GetEntity(branch.target); auto* destroyableComponent = entity->GetComponent(); if (destroyableComponent != nullptr) { PlayFx(u"onhit", entity->GetObjectID()); destroyableComponent->Damage(this->m_MaxDamage, context->originator, context->skillID); } this->m_OnSuccess->Handle(context, bitStream, branch); return; } bitStream->AlignReadToByteBoundary(); uint16_t allocatedBits{}; if (!bitStream->Read(allocatedBits) || allocatedBits == 0) { LOG_DEBUG("No allocated bits"); return; } LOG_DEBUG("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 = Game::entityManager->GetEntity(branch.target); if (!targetEntity) { LOG("Target targetEntity %llu not found.", branch.target); return; } auto* destroyableComponent = targetEntity->GetComponent(); if (!destroyableComponent) { LOG("No destroyable found on the obj/lot %llu/%i", branch.target, targetEntity->GetLOT()); return; } bool isBlocked{}; bool isImmune{}; bool isSuccess{}; if (!bitStream->Read(isBlocked)) { LOG("Unable to read isBlocked"); return; } if (isBlocked) { destroyableComponent->SetAttacksToBlock(std::min(destroyableComponent->GetAttacksToBlock() - 1, 0U)); Game::entityManager->SerializeEntity(targetEntity); this->m_OnFailBlocked->Handle(context, bitStream, branch); return; } if (!bitStream->Read(isImmune)) { LOG("Unable to read isImmune"); return; } if (isImmune) { this->m_OnFailImmune->Handle(context, bitStream, branch); return; } if (!bitStream->Read(isSuccess)) { LOG("failed to read success from bitstream"); return; } if (isSuccess) { uint32_t armorDamageDealt{}; if (!bitStream->Read(armorDamageDealt)) { LOG("Unable to read armorDamageDealt"); return; } uint32_t healthDamageDealt{}; if (!bitStream->Read(healthDamageDealt)) { LOG("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; } bool died{}; if (!bitStream->Read(died)) { LOG("Unable to read died"); return; } 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)) { LOG("Unable to read success state"); return; } switch (static_cast(successState)) { case eBasicAttackSuccessTypes::SUCCESS: this->m_OnSuccess->Handle(context, bitStream, branch); break; case eBasicAttackSuccessTypes::FAILARMOR: this->m_OnFailArmor->Handle(context, bitStream, branch); break; default: if (static_cast(successState) != eBasicAttackSuccessTypes::FAILIMMUNE) { LOG("Unknown success state (%i)!", successState); return; } this->m_OnFailImmune->Handle(context, bitStream, branch); break; } } void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { bitStream->AlignWriteToByteBoundary(); const auto allocatedAddress = bitStream->GetWriteOffset(); bitStream->Write(0); const auto startAddress = bitStream->GetWriteOffset(); DoBehaviorCalculation(context, bitStream, branch); const auto endAddress = bitStream->GetWriteOffset(); const uint16_t allocate = endAddress - startAddress; bitStream->SetWriteOffset(allocatedAddress); bitStream->Write(allocate); bitStream->SetWriteOffset(startAddress + allocate); } void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { auto* targetEntity = Game::entityManager->GetEntity(branch.target); if (!targetEntity) { LOG("Target entity %llu is null!", branch.target); return; } auto* destroyableComponent = targetEntity->GetComponent(); if (!destroyableComponent || !destroyableComponent->GetParent()) { LOG("No destroyable component on %llu", branch.target); return; } const bool isBlocking = destroyableComponent->GetAttacksToBlock() > 0; bitStream->Write(isBlocking); if (isBlocking) { destroyableComponent->SetAttacksToBlock(destroyableComponent->GetAttacksToBlock() - 1); Game::entityManager->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(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(successState) != eBasicAttackSuccessTypes::FAILIMMUNE) { LOG("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; 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"); }