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https://github.com/DarkflameUniverse/DarkflameServer.git
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a2ca273370
* Add failArmor server side Address out of bounds reading in behavior Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads. Tested that attacking a wall anywhere with a projectile now does not crash the game. Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met. Add back logs and add fail handle Remove comment block Revert "Add back logs and add fail handle" This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c. Split out checks * Cleanup Behavior streams
161 lines
4.8 KiB
C++
161 lines
4.8 KiB
C++
#include "ProjectileAttackBehavior.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 "Game.h"
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#include "dLogger.h"
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#include "SkillComponent.h"
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#include "../dWorldServer/ObjectIDManager.h"
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void ProjectileAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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LWOOBJID target{};
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if (!bitStream->Read(target)) {
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Game::logger->Log("ProjectileAttackBehavior", "Unable to read target from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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auto* entity = EntityManager::Instance()->GetEntity(context->originator);
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if (entity == nullptr) {
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Game::logger->Log("ProjectileAttackBehavior", "Failed to find originator (%llu)!", context->originator);
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return;
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}
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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Game::logger->Log("ProjectileAttackBehavior", "Failed to find skill component for (%llu)!", -context->originator);
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return;
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}
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if (m_useMouseposit) {
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NiPoint3 targetPosition = NiPoint3::ZERO;
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if (!bitStream->Read(targetPosition)) {
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Game::logger->Log("ProjectileAttackBehavior", "Unable to read targetPosition from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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}
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auto* targetEntity = EntityManager::Instance()->GetEntity(target);
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for (auto i = 0u; i < this->m_projectileCount; ++i) {
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LWOOBJID projectileId{};
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if (!bitStream->Read(projectileId)) {
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Game::logger->Log("ProjectileAttackBehavior", "Unable to read projectileId from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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branch.target = target;
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branch.isProjectile = true;
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branch.referencePosition = targetEntity == nullptr ? entity->GetPosition() : targetEntity->GetPosition();
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skillComponent->RegisterPlayerProjectile(projectileId, context, branch, this->m_lot);
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}
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}
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void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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bitStream->Write(branch.target);
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auto* entity = EntityManager::Instance()->GetEntity(context->originator);
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if (entity == nullptr) {
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Game::logger->Log("ProjectileAttackBehavior", "Failed to find originator (%llu)!", context->originator);
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return;
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}
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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Game::logger->Log("ProjectileAttackBehavior", "Failed to find skill component for (%llu)!", context->originator);
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return;
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}
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auto* other = EntityManager::Instance()->GetEntity(branch.target);
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if (other == nullptr) {
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Game::logger->Log("ProjectileAttackBehavior", "Invalid projectile target (%llu)!", branch.target);
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return;
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}
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const auto position = entity->GetPosition() + this->m_offset;
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const auto distance = Vector3::Distance(position, other->GetPosition());
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const auto time = distance / this->m_projectileSpeed;
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const auto rotation = NiQuaternion::LookAtUnlocked(position, other->GetPosition());
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const auto targetPosition = other->GetPosition();
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//entity->SetRotation(rotation);
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const auto angleDelta = this->m_spreadAngle;
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const auto angleStep = angleDelta / this->m_projectileCount;
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auto angle = -angleStep;
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const auto maxTime = this->m_maxDistance / this->m_projectileSpeed;
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for (auto i = 0u; i < this->m_projectileCount; ++i) {
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auto id = static_cast<LWOOBJID>(ObjectIDManager::Instance()->GenerateObjectID());
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id = GeneralUtils::SetBit(id, OBJECT_BIT_SPAWNED);
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bitStream->Write(id);
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auto eulerAngles = rotation.GetEulerAngles();
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eulerAngles.y += angle * (3.14 / 180);
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const auto angledRotation = NiQuaternion::FromEulerAngles(eulerAngles);
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const auto direction = angledRotation.GetForwardVector();
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const auto destination = position + direction * distance;
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branch.isProjectile = true;
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branch.referencePosition = destination;
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skillComponent->RegisterCalculatedProjectile(id, context, branch, this->m_lot, maxTime, position, direction * this->m_projectileSpeed, this->m_trackTarget, this->m_trackRadius);
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// No idea how to calculate this properly
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if (this->m_projectileCount == 2) {
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angle += angleDelta;
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} else if (this->m_projectileCount == 3) {
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angle += angleStep;
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}
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}
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}
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void ProjectileAttackBehavior::Load() {
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this->m_lot = GetInt("LOT_ID");
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this->m_projectileCount = GetInt("spread_count");
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if (this->m_projectileCount == 0) {
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this->m_projectileCount = 1;
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}
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this->m_maxDistance = GetFloat("max_distance");
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this->m_projectileSpeed = GetFloat("projectile_speed");
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this->m_spreadAngle = GetFloat("spread_angle");
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this->m_offset = { GetFloat("offset_x"), GetFloat("offset_y"), GetFloat("offset_z") };
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this->m_trackTarget = GetBoolean("track_target");
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this->m_trackRadius = GetFloat("track_radius");
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this->m_useMouseposit = GetBoolean("use_mouseposit");
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}
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