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