public void SkillExec() { List <PacketResponse> brList = new List <PacketResponse>(); RecvBattleReportStartNotify brStart = new RecvBattleReportStartNotify(_client.character.instanceId); RecvBattleReportEndNotify brEnd = new RecvBattleReportEndNotify(); RecvBattleReportActionSkillExec brExec = new RecvBattleReportActionSkillExec(_client.character.skillStartCast); brList.Add(brStart); brList.Add(brExec); brList.Add(brEnd); _server.router.Send(_client.map, brList); Task.Delay(TimeSpan.FromSeconds(_skillSetting.rigidityTime)).ContinueWith (t1 => { //Make it so you can kinda see yourself _client.character.AddStateBit(CharacterState.InvulnerableForm); //todo. fix stealth form RecvCharaNotifyStateflag myStateFlag = new RecvCharaNotifyStateflag(_client.character.instanceId, (ulong)_client.character.state); _server.router.Send(_client, myStateFlag.ToPacket()); //make other players not able to see you _client.character.AddStateBit(CharacterState.InvisibleForm); RecvCharaNotifyStateflag stateFlag = new RecvCharaNotifyStateflag(_client.character.instanceId, (ulong)_client.character.state); _server.router.Send(_client.map, stateFlag, _client); } ); //clear stealth after 10 seconds. //ToDo , change seconds to skills effective time. Task.Delay(TimeSpan.FromSeconds(_skillSetting.effectTime + _skillSetting.rigidityTime)).ContinueWith (t1 => { _client.character.ClearStateBit(CharacterState.InvisibleForm); _client.character.ClearStateBit(CharacterState.InvulnerableForm); RecvCharaNotifyStateflag recvCharaNotifyStateflag = new RecvCharaNotifyStateflag(_client.character.instanceId, (ulong)_client.character.state); _server.router.Send(_client.map, recvCharaNotifyStateflag.ToPacket()); } ); //0bxxxxxxx1 - 1 Soul Form / 0 Normal | (Soul form is Glowing with No armor) //0bxxxxxx1x - 1 Battle Pose / 0 Normal //0bxxxxx1xx - 1 Block Pose / 0 Normal | (for coming out of stealth while blocking) //0bxxxx1xxx - 1 transparent / 0 solid | (stealth in party partial visibility) //0bxxx1xxxx - //0bxx1xxxxx - 1 invisible / 0 visible | (Stealth to enemies) //0bx1xxxxxx - 1 blinking / 0 solid | (10 second invulnerability blinking) //0b1xxxxxxx - }
public void TriggerTrap(Trap trap, MonsterSpawn monster) { Logger.Debug( $"trap._name [{trap._name}] trap.InstanceId [{trap.InstanceId}] trap._skillEffectId [{trap._skillEffectId}] trap._triggerEffectId [{trap._triggerEffectId}]"); NecClient client = _map.ClientLookup.GetByCharacterInstanceId(ownerInstanceId); if (client.Character.IsStealthed()) { uint newState = client.Character.ClearStateBit(0x8); RecvCharaNotifyStateflag charState = new RecvCharaNotifyStateflag(client.Character.InstanceId, newState); _server.Router.Send(client.Map, charState); } int damage = Util.GetRandomNumber(70, 90); RecvDataNotifyEoData eoTriggerData = new RecvDataNotifyEoData(trap.InstanceId, monster.InstanceId, trap._triggerEffectId, TrapPos, 2, 2); _server.Router.Send(_map, eoTriggerData); float perHp = (((float)monster.Hp.current / (float)monster.Hp.max) * 100); List <PacketResponse> brList = new List <PacketResponse>(); RecvBattleReportStartNotify brStart = new RecvBattleReportStartNotify(ownerInstanceId); RecvBattleReportEndNotify brEnd = new RecvBattleReportEndNotify(); RecvBattleReportActionAttackExec brAttack = new RecvBattleReportActionAttackExec(trap._skillId); RecvBattleReportNotifyHitEffect brHit = new RecvBattleReportNotifyHitEffect(monster.InstanceId); RecvBattleReportPhyDamageHp brPhyHp = new RecvBattleReportPhyDamageHp(monster.InstanceId, damage); RecvObjectHpPerUpdateNotify oHpUpdate = new RecvObjectHpPerUpdateNotify(monster.InstanceId, perHp); RecvBattleReportDamageHp brHp = new RecvBattleReportDamageHp(monster.InstanceId, damage); brList.Add(brStart); //brList.Add(brAttack); brList.Add(brHit); //brList.Add(brPhyHp); brList.Add(brHp); brList.Add(oHpUpdate); brList.Add(brEnd); _server.Router.Send(_map, brList); if (monster.GetAgroCharacter(ownerInstanceId)) { monster.UpdateHP(-damage); } else { monster.UpdateHP(-damage, _server, true, ownerInstanceId); } }
public void SkillExec() { List <PacketResponse> brList = new List <PacketResponse>(); RecvBattleReportStartNotify brStart = new RecvBattleReportStartNotify(_client.Character.InstanceId); RecvBattleReportEndNotify brEnd = new RecvBattleReportEndNotify(); RecvBattleReportActionSkillExec brExec = new RecvBattleReportActionSkillExec(_client.Character.skillStartCast); brList.Add(brStart); brList.Add(brExec); brList.Add(brEnd); _server.Router.Send(_client.Map, brList); IBuffer res11 = BufferProvider.Provide(); res11.WriteUInt32(_client.Character.InstanceId); uint newState = 0; if (_client.Character.IsStealthed()) { newState = _client.Character.ClearStateBit(0x8); res11.WriteUInt32(newState); } else { newState = _client.Character.AddStateBit(0x8); res11.WriteUInt32(newState); } RecvCharaNotifyStateflag stateFlag = new RecvCharaNotifyStateflag(_client.Character.InstanceId, newState); _server.Router.Send(_client.Map, stateFlag); //0bxxxxxxx1 - 1 Soul Form / 0 Normal | (Soul form is Glowing with No armor) //0bxxxxxx1x - 1 Battle Pose / 0 Normal //0bxxxxx1xx - 1 Block Pose / 0 Normal | (for coming out of stealth while blocking) //0bxxxx1xxx - 1 transparent / 0 solid | (stealth in party partial visibility) //0bxxx1xxxx - //0bxx1xxxxx - 1 invisible / 0 visible | (Stealth to enemies) //0bx1xxxxxx - 1 blinking / 0 solid | (10 second invulnerability blinking) //0b1xxxxxxx - }
private void ThiefSkill(NecClient client, int skillId, uint skillTarget) { int skillBase = skillId / 1000; if (client.character.IsStealthed() && skillBase != 114607) { client.character.ClearStateBit(CharacterState.StealthForm); RecvCharaNotifyStateflag charState = new RecvCharaNotifyStateflag(client.character.instanceId, (uint)client.character.state); _server.router.Send(client.map, charState); } if (skillBase > 114300 && skillBase < 114399) { Trap(client, skillId); return; } if (skillBase == 114607) { Stealth(client, skillId); return; } if (skillTarget == 0) { _Logger.Debug($"Skill requires target!! [{skillId}]"); int errorCode = -1311; RecvSkillStartCastR skillFail = new RecvSkillStartCastR(errorCode, 0); router.Send(skillFail, client); return; } ThiefSkill thiefSkill = new ThiefSkill(_server, client, skillId, skillTarget); server.instances.AssignInstance(thiefSkill); client.character.activeSkillInstance = thiefSkill.instanceId; thiefSkill.StartCast(); }
private void OldBattleLogic(NecClient client, uint instanceId) { int damage = 0; float perHp = 100.0f; int seed = Util.GetRandomNumber(0, 20); if (seed < 2) { damage = Util.GetRandomNumber(1, 4); // Light hit } else if (seed < 19) { damage = Util.GetRandomNumber(16, 24); // Normal hit } else { damage = Util.GetRandomNumber(32, 48); // Critical hit } //stops the logic gate below if nothing is targeted. This was because Rev 1 of battle logic only worked on targeted objects. probably will go away with progress on 'area of affect' based melee if (instanceId == 0) { return; } IInstance instance = Server.Instances.GetInstance(instanceId); switch (instance) { case NpcSpawn npcSpawn: client.Map.NpcSpawns.TryGetValue(npcSpawn.InstanceId, out npcSpawn); { double distanceToNPC = distance(npcSpawn.X, npcSpawn.Y, client.Character.X, client.Character.Y); Logger.Debug( $"NPC name [{npcSpawn.Name}] distanceToNPC [{distanceToNPC}] Radius [{npcSpawn.Radius}] {npcSpawn.Name}"); if (distanceToNPC > npcSpawn.Radius + 125) { //SendBattleReportEndNotify(client, instance); return; } if (client.Character.criminalState < 1) { client.Character.criminalState = 1; IBuffer res40 = BufferProvider.Provide(); res40.WriteUInt32(client.Character.InstanceId); res40.WriteByte(client.Character.criminalState); Logger.Debug( $"Setting crime level for Character {client.Character.Name} to {client.Character.criminalState}"); Router.Send(client, (ushort)AreaPacketId.recv_chara_update_notify_crime_lv, res40, ServerType.Area); Router.Send(client.Map, (ushort)AreaPacketId.recv_charabody_notify_crime_lv, res40, ServerType.Area, client); } } break; case MonsterSpawn monsterSpawn: client.Map.MonsterSpawns.TryGetValue(monsterSpawn.InstanceId, out monsterSpawn); { double distanceToMonster = distance(monsterSpawn.X, monsterSpawn.Y, client.Character.X, client.Character.Y); Logger.Debug( $"monster name [{monsterSpawn.Name}] distanceToMonster [{distanceToMonster}] Radius [{monsterSpawn.Radius}] {monsterSpawn.Name}"); if (distanceToMonster > monsterSpawn.Radius + 125) { //SendBattleReportEndNotify(client, instance); return; } if (monsterSpawn.GetAgroCharacter(client.Character.InstanceId)) { monsterSpawn.UpdateHP(-damage); } else { monsterSpawn.UpdateHP(-damage, _server, true, client.Character.InstanceId); } if (client.Character.IsStealthed()) { uint newState = client.Character.ClearStateBit(0x8); RecvCharaNotifyStateflag charState = new RecvCharaNotifyStateflag(client.Character.InstanceId, newState); _server.Router.Send(client.Map, charState); } perHp = (float)monsterSpawn.Hp.current / monsterSpawn.Hp.max * 100; Logger.Debug($"CurrentHp [{monsterSpawn.Hp.current}] MaxHp[{monsterSpawn.Hp.max}] perHp[{perHp}]"); } break; case Character character: NecClient targetClient = client.Map.ClientLookup.GetByCharacterInstanceId(instance.InstanceId); double distanceToCharacter = distance(targetClient.Character.X, targetClient.Character.Y, client.Character.X, client.Character.Y); Logger.Debug( $"target Character name [{targetClient.Character.Name}] distanceToCharacter [{distanceToCharacter}] Radius { /*[{monsterSpawn.Radius}]*/" 125 "} {targetClient.Character.Name}"); if (distanceToCharacter > /*targetClient.Character.Radius +*/ 125) { //SendBattleReportEndNotify(client, instance); return; } targetClient.Character.Hp.Modify(-damage, character.InstanceId); perHp = (float)targetClient.Character.Hp.current / targetClient.Character.Hp.max * 100; Logger.Debug( $"CurrentHp [{targetClient.Character.Hp.current}] MaxHp[{targetClient.Character.Hp.max}] perHp[{perHp}]"); RecvCharaUpdateHp cHpUpdate = new RecvCharaUpdateHp(targetClient.Character.Hp.current); _server.Router.Send(targetClient, cHpUpdate.ToPacket()); //logic to turn characters to criminals on criminal actions. possibly should move to character task. client.Character.criminalState += 1; if (client.Character.criminalState == 1 | client.Character.criminalState == 2 | client.Character.criminalState == 3) { IBuffer res40 = BufferProvider.Provide(); res40.WriteUInt32(client.Character.InstanceId); res40.WriteByte(client.Character.criminalState); Logger.Debug( $"Setting crime level for Character {client.Character.Name} to {client.Character.criminalState}"); Router.Send(client, (ushort)AreaPacketId.recv_chara_update_notify_crime_lv, res40, ServerType.Area); Router.Send(client.Map, (ushort)AreaPacketId.recv_charabody_notify_crime_lv, res40, ServerType.Area, client); } if (client.Character.criminalState > 255) { client.Character.criminalState = 255; } break; default: Logger.Error($"Instance with InstanceId: {instance.InstanceId} does not exist"); break; } List <PacketResponse> brTargetList = new List <PacketResponse>(); RecvBattleReportStartNotify brStart = new RecvBattleReportStartNotify(client.Character.InstanceId); RecvBattleReportEndNotify brEnd = new RecvBattleReportEndNotify(); RecvBattleReportActionAttackExec brAttack = new RecvBattleReportActionAttackExec((int)instance.InstanceId); RecvBattleReportNotifyHitEffect brHit = new RecvBattleReportNotifyHitEffect(instance.InstanceId); RecvBattleReportPhyDamageHp brPhyHp = new RecvBattleReportPhyDamageHp(instance.InstanceId, damage); RecvBattleReportDamageHp brHp = new RecvBattleReportDamageHp(instance.InstanceId, damage); RecvObjectHpPerUpdateNotify oHpUpdate = new RecvObjectHpPerUpdateNotify(instance.InstanceId, perHp); brTargetList.Add(brStart); brTargetList.Add(brAttack); brTargetList.Add(brHit); brTargetList.Add(brPhyHp); //brTargetList.Add(brHp); brTargetList.Add(oHpUpdate); brTargetList.Add(brEnd); Router.Send(client.Map, brTargetList); }
public override void Handle(NecClient client, NecPacket packet) { _necClients = client.map.clientLookup.GetAll(); //if (client.Character.soulFormState == 1) { client.character.state = CharacterState.InvulnerableForm; client.character.hasDied = false; client.character.hp.depleted = false; client.character.deadType = 0; client.character.hp.ToMax(); IBuffer res1 = BufferProvider.Provide(); res1.WriteInt32(0); //Has to be 0 or else you DC res1.WriteUInt32(client.character.deadBodyInstanceId); res1.WriteUInt32(client.character.instanceId); router.Send(client, (ushort)AreaPacketId.recv_revive_init_r, res1, ServerType.Area); IBuffer res3 = BufferProvider.Provide(); res3.WriteUInt32(client.character.deadBodyInstanceId); router.Send(client.map, (ushort)AreaPacketId.recv_object_disappear_notify, res3, ServerType.Area); res3 = BufferProvider.Provide(); res3.WriteUInt32(client.character.instanceId); router.Send(client.map, (ushort)AreaPacketId.recv_object_disappear_notify, res3, ServerType.Area, client); RecvDataNotifyCharaData cData = new RecvDataNotifyCharaData(client.character, client.soul.name); router.Send(client.map, cData.ToPacket()); //Disappear .. all the monsters, NPCs, and characters. welcome to Life! it's less lonely foreach (NpcSpawn npcSpawn in client.map.npcSpawns.Values) { RecvObjectDisappearNotify recvObjectDisappearNotify = new RecvObjectDisappearNotify(npcSpawn.instanceId); router.Send(client, recvObjectDisappearNotify.ToPacket()); } foreach (MonsterSpawn monsterSpawn in client.map.monsterSpawns.Values) { RecvObjectDisappearNotify recvObjectDisappearNotify = new RecvObjectDisappearNotify(monsterSpawn.instanceId); router.Send(client, recvObjectDisappearNotify.ToPacket()); } foreach (NecClient client2 in _necClients) { if (client2 == client) { continue; //Don't dissapear yourself ! that'd be bad news bears. } RecvObjectDisappearNotify recvObjectDisappearNotify = new RecvObjectDisappearNotify(client2.character.instanceId); router.Send(client, recvObjectDisappearNotify.ToPacket()); } List <PacketResponse> brList = new List <PacketResponse>(); RecvBattleReportStartNotify brStart = new RecvBattleReportStartNotify(client.character.instanceId); RecvBattleReportNotifyRaise recvBattleReportNotifyRaise = new RecvBattleReportNotifyRaise(client.character.instanceId); RecvBattleReportEndNotify brEnd = new RecvBattleReportEndNotify(); brList.Add(brStart); brList.Add(recvBattleReportNotifyRaise); brList.Add(brEnd); router.Send(client.map, brList); RecvCharaUpdateMaxHp recvCharaUpdateMaxHp1 = new RecvCharaUpdateMaxHp(client.character.hp.max); router.Send(client, recvCharaUpdateMaxHp1.ToPacket()); Task.Delay(TimeSpan.FromSeconds(3)).ContinueWith (t1 => { RecvCharaUpdateHp cHpUpdate = new RecvCharaUpdateHp(client.character.hp.max); router.Send(client, cHpUpdate.ToPacket()); //if you are not dead, do normal stuff. else... do dead person stuff if (client.character.state != CharacterState.SoulForm) { foreach (NecClient otherClient in _necClients) { if (otherClient == client) { // skip myself continue; } if (otherClient.character.state != CharacterState.SoulForm) { RecvDataNotifyCharaData otherCharacterData = new RecvDataNotifyCharaData(otherClient.character, otherClient.soul.name); router.Send(otherCharacterData, client); } if (otherClient.union != null) { RecvDataNotifyUnionData otherUnionData = new RecvDataNotifyUnionData(otherClient.character, otherClient.union.name); router.Send(otherUnionData, client); } } foreach (MonsterSpawn monsterSpawn in client.map.monsterSpawns.Values) { RecvDataNotifyMonsterData monsterData = new RecvDataNotifyMonsterData(monsterSpawn); router.Send(monsterData, client); } foreach (NpcSpawn npcSpawn in client.map.npcSpawns.Values) { if (npcSpawn.visibility != 2) //2 is the magic number for soul state only. make it an Enum some day { RecvDataNotifyNpcData npcData = new RecvDataNotifyNpcData(npcSpawn); router.Send(npcData, client); } } foreach (DeadBody deadBody in client.map.deadBodies.Values) { if (client.map.id.ToString()[0] != "1"[0]) //Don't Render dead bodies in town. Town map ids all start with 1 { RecvDataNotifyCharaBodyData deadBodyData = new RecvDataNotifyCharaBodyData(deadBody); router.Send(deadBodyData, client); } } } } ); Task.Delay(TimeSpan.FromSeconds(10)).ContinueWith (t1 => { client.character.ClearStateBit(CharacterState.InvulnerableForm); RecvCharaNotifyStateflag recvCharaNotifyStateflag = new RecvCharaNotifyStateflag(client.character.instanceId, (ulong)client.character.state); router.Send(client.map, recvCharaNotifyStateflag.ToPacket()); } ); } /*else if (client.Character.soulFormState == 0) * { * IBuffer res1 = BufferProvider.Provide(); * res1.WriteInt32(client.Character.InstanceId); // ID * res1.WriteInt32(100101); //100101, its the id to get the tombstone * Router.Send(client, (ushort) AreaPacketId.recv_chara_notify_stateflag, res1, ServerType.Area); * * IBuffer res = BufferProvider.Provide(); * res.WriteInt32(1); // 0 = sucess to revive, 1 = failed to revive * Router.Send(client, (ushort) AreaPacketId.recv_raisescale_request_revive_r, res, ServerType.Area); * * IBuffer res5 = BufferProvider.Provide(); * Router.Send(client, (ushort) AreaPacketId.recv_self_lost_notify, res5, ServerType.Area); * }*/ if (client.map.deadBodies.ContainsKey(client.character.deadBodyInstanceId)) { client.map.deadBodies.Remove(client.character.deadBodyInstanceId); } IBuffer res = BufferProvider.Provide(); res.WriteInt32(0); // 0 = sucess to revive, 1 = failed to revive router.Send(client, (ushort)AreaPacketId.recv_raisescale_request_revive_r, res, ServerType.Area); //responsible for camera movement IBuffer res7 = BufferProvider.Provide(); res7.WriteByte(0); //router.Send(client, (ushort)AreaPacketId.recv_event_end, res7, ServerType.Area); //why is this needed? the script play ends the event }
public override void Handle(NecClient client, NecPacket packet) { IBuffer res = BufferProvider.Provide(); res.WriteInt32(0); //error check. must be 0 res.WriteByte(0); //Bool - play cutscene. 1 yes, 0 no? //to-do, play a cutscene on first time map entry router.Send(client, (ushort)AreaPacketId.recv_map_enter_r, res, ServerType.Area); if (client.map.deadBodies.ContainsKey(client.character.deadBodyInstanceId)) { _Logger.Debug($"found dead body of {client.character.name} already on map. Hope you didn't lose your loot!"); DeadBody deadBody = server.instances.GetInstance(client.character.deadBodyInstanceId) as DeadBody; deadBody.connectionState = 1; RecvCharaBodyNotifySpirit recvCharaBodyNotifySpirit = new RecvCharaBodyNotifySpirit(client.character.deadBodyInstanceId, (byte)RecvCharaBodyNotifySpirit.ValidSpirit.ConnectedClient); router.Send(client.map, recvCharaBodyNotifySpirit.ToPacket()); } else if (client.character.state.HasFlag(CharacterState.SoulForm)) { DeadBody deadBody = server.instances.GetInstance(client.character.deadBodyInstanceId) as DeadBody; deadBody.x = client.character.x; deadBody.y = client.character.y; deadBody.z = client.character.z; deadBody.heading = client.character.heading; deadBody.beginnerProtection = (byte)client.character.beginnerProtection; deadBody.charaName = client.character.name; deadBody.soulName = client.soul.name; deadBody.equippedItems = client.character.equippedItems; deadBody.raceId = client.character.raceId; deadBody.sexId = client.character.sexId; deadBody.hairId = client.character.hairId; deadBody.hairColorId = client.character.hairColorId; deadBody.faceId = client.character.faceId; deadBody.faceArrangeId = client.character.faceArrangeId; deadBody.voiceId = client.character.voiceId; deadBody.level = client.character.level; deadBody.classId = client.character.classId; deadBody.equippedItems = client.character.equippedItems; deadBody.connectionState = 1; client.map.deadBodies.Add(deadBody.instanceId, deadBody); RecvDataNotifyCharaBodyData cBodyData = new RecvDataNotifyCharaBodyData(deadBody); if (client.map.id.ToString()[0] != "1"[0]) //Don't Render dead bodies in town. Town map ids all start with 1 { router.Send(client.map, cBodyData.ToPacket(), client); } router.Send(client, cBodyData.ToPacket()); } //Re-do all your stats ItemService itemService = new ItemService(client.character); router.Send(client, itemService.CalculateBattleStats(client)); //added delay to prevent crash on map entry. Task.Delay(TimeSpan.FromSeconds(10)).ContinueWith (t1 => { client.character.ClearStateBit(CharacterState.InvulnerableForm); RecvCharaNotifyStateflag recvCharaNotifyStateflag = new RecvCharaNotifyStateflag(client.character.instanceId, (ulong)client.character.state); router.Send(client.map, recvCharaNotifyStateflag.ToPacket()); } ); }