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Merge pull request #519 from EmosewaMC/skill-tasks
Skill Task changes (also fixes Spinjitzu Initiate)
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commit
c2c8cf9767
@ -14,7 +14,7 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
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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);
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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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@ -56,7 +56,7 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
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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);
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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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@ -113,7 +113,7 @@ void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream*
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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, false);
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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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@ -58,6 +58,8 @@ struct BehaviorContext
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float skillTime = 0;
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uint32_t skillID = 0;
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uint32_t skillUId = 0;
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bool failed = false;
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@ -593,7 +593,7 @@ void DestroyableComponent::Repair(const uint32_t armor)
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}
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void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, bool echo)
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void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32_t skillID, bool echo)
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{
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if (GetHealth() <= 0)
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{
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@ -677,11 +677,10 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, bool e
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return;
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}
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Smash(source);
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Smash(source, eKillType::VIOLENT, u"", skillID);
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}
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void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType)
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void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID)
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{
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if (m_iHealth > 0)
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{
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@ -727,31 +726,20 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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if (memberMissions == nullptr) continue;
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memberMissions->Progress(MissionTaskType::MISSION_TASK_TYPE_SMASH, m_Parent->GetLOT());
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memberMissions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, m_Parent->GetLOT(), skillID);
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}
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}
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else
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{
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missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SMASH, m_Parent->GetLOT());
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missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, m_Parent->GetLOT(), skillID);
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}
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}
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}
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const auto isPlayer = m_Parent->IsPlayer();
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GameMessages::SendDie(
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m_Parent,
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source,
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source,
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true,
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killType,
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deathType,
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0,
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0,
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0,
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isPlayer,
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false,
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1
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);
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GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, false, 1);
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//NANI?!
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if (!isPlayer)
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@ -377,17 +377,19 @@ public:
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* Attempt to damage this entity, handles everything from health and armor to absorption, immunity and callbacks.
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* @param damage the damage to attempt to apply
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* @param source the attacker that caused this damage
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* @param skillID the skill that damaged this entity
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* @param echo whether or not to serialize the damage
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*/
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void Damage(uint32_t damage, LWOOBJID source, bool echo = true);
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void Damage(uint32_t damage, LWOOBJID source, uint32_t skillID = 0, bool echo = true);
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/**
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* Smashes this entity, notifying all clients
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* @param source the source that smashed this entity
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* @param skillID the skill that killed this entity
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* @param killType the way this entity was killed, determines if a client animation is played
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* @param deathType the animation to play when killed
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*/
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void Smash(LWOOBJID source, eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"");
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void Smash(LWOOBJID source, eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"", uint32_t skillID = 0);
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/**
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* Pushes a layer of immunity to this entity, making it immune for longer
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@ -25,12 +25,14 @@ ProjectileSyncEntry::ProjectileSyncEntry()
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{
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}
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bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream* bitStream, const LWOOBJID target)
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bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream* bitStream, const LWOOBJID target, uint32_t skillID)
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{
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auto* context = new BehaviorContext(this->m_Parent->GetObjectID());
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context->caster = m_Parent->GetObjectID();
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context->skillID = skillID;
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this->m_managedBehaviors.insert_or_assign(skillUid, context);
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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@ -92,7 +92,7 @@ public:
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* @param bitStream the bitSteam given by the client to determine the behavior path
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* @param target the explicit target of the skill
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*/
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bool CastPlayerSkill(uint32_t behaviorId, uint32_t skillUid, RakNet::BitStream* bitStream, LWOOBJID target);
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bool CastPlayerSkill(uint32_t behaviorId, uint32_t skillUid, RakNet::BitStream* bitStream, LWOOBJID target, uint32_t skillID = 0);
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/**
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* Continues a player skill. Should only be called when the server receives a sync message from the client.
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@ -285,7 +285,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID);
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success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID, startSkill.skillID);
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if (success && entity->GetCharacter()) {
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DestroyableComponent* destComp = entity->GetComponent<DestroyableComponent>();
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@ -326,10 +326,12 @@ void MissionTask::Progress(int32_t value, LWOOBJID associate, const std::string&
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case MissionTaskType::MISSION_TASK_TYPE_SKILL:
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{
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if (!InParameters(value)) break;
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AddProgress(count);
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// This is a complicated check because for some missions we need to check for the associate being in the parameters instead of the value being in the parameters.
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if (associate == LWOOBJID_EMPTY && GetAllTargets().size() == 1 && GetAllTargets()[0] == -1) {
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if (InParameters(value)) AddProgress(count);
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} else {
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if (InParameters(associate) && InAllTargets(value)) AddProgress(count);
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}
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break;
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}
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