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https://github.com/DarkflameUniverse/DarkflameServer.git
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4117ceb6c1
Addressed an issue where the Spinjitzu Initiate achievement would not progress. This also allows mission tasks that specify that the player must get a kill on an enemy with a skill to progress. Tested mission 1935 and 1139 and both missions progressed and completed as intended.
151 lines
4.1 KiB
C++
151 lines
4.1 KiB
C++
#include "BasicAttackBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "BehaviorContext.h"
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void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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if (context->unmanaged) {
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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PlayFx(u"onhit", entity->GetObjectID());
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destroyableComponent->Damage(this->m_maxDamage, context->originator, context->skillID);
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}
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this->m_onSuccess->Handle(context, bitStream, branch);
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return;
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}
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bitStream->AlignReadToByteBoundary();
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uint16_t allocatedBits;
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bitStream->Read(allocatedBits);
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const auto baseAddress = bitStream->GetReadOffset();
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if (bitStream->ReadBit()) { // Blocked
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return;
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}
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if (bitStream->ReadBit()) { // Immune
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return;
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}
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if (bitStream->ReadBit()) { // Success
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uint32_t unknown;
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bitStream->Read(unknown);
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uint32_t damageDealt;
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bitStream->Read(damageDealt);
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// A value that's too large may be a cheating attempt, so we set it to MIN too
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if (damageDealt > this->m_maxDamage || damageDealt < this->m_minDamage) {
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damageDealt = this->m_minDamage;
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}
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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bool died;
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bitStream->Read(died);
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if (entity != nullptr) {
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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PlayFx(u"onhit", entity->GetObjectID());
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destroyableComponent->Damage(damageDealt, context->originator, context->skillID);
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}
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}
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}
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uint8_t successState;
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bitStream->Read(successState);
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switch (successState) {
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case 1:
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this->m_onSuccess->Handle(context, bitStream, branch);
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break;
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default:
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Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!\n", successState);
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break;
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}
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bitStream->SetReadOffset(baseAddress + allocatedBits);
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}
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void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* self = EntityManager::Instance()->GetEntity(context->originator);
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if (self == nullptr) {
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Game::logger->Log("BasicAttackBehavior", "Invalid self entity (%llu)!\n", context->originator);
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return;
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}
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bitStream->AlignWriteToByteBoundary();
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const auto allocatedAddress = bitStream->GetWriteOffset();
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bitStream->Write(uint16_t(0));
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const auto startAddress = bitStream->GetWriteOffset();
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bitStream->Write0(); // Blocked
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bitStream->Write0(); // Immune
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bitStream->Write1(); // Success
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if (true) {
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uint32_t unknown3 = 0;
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bitStream->Write(unknown3);
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auto damage = this->m_minDamage;
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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if (entity == nullptr) {
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damage = 0;
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bitStream->Write(damage);
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bitStream->Write(false);
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} else {
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bitStream->Write(damage);
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bitStream->Write(true);
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (damage != 0 && destroyableComponent != nullptr) {
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PlayFx(u"onhit", entity->GetObjectID(), 1);
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destroyableComponent->Damage(damage, context->originator, context->skillID, false);
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context->ScheduleUpdate(branch.target);
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}
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}
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}
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uint8_t successState = 1;
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bitStream->Write(successState);
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switch (successState) {
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case 1:
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this->m_onSuccess->Calculate(context, bitStream, branch);
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break;
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default:
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Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!\n", successState);
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break;
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}
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const auto endAddress = bitStream->GetWriteOffset();
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const uint16_t allocate = endAddress - startAddress + 1;
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bitStream->SetWriteOffset(allocatedAddress);
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bitStream->Write(allocate);
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bitStream->SetWriteOffset(startAddress + allocate);
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}
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void BasicAttackBehavior::Load() {
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this->m_minDamage = GetInt("min damage");
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if (this->m_minDamage == 0) this->m_minDamage = 1;
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this->m_maxDamage = GetInt("max damage");
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if (this->m_maxDamage == 0) this->m_maxDamage = 1;
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this->m_onSuccess = GetAction("on_success");
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}
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