Exemple #1
0
    private static void HandleDamage(GameSession session, PacketReader packet)
    {
        long   skillSn        = packet.ReadLong();
        int    attackCounter  = packet.ReadInt();
        int    playerObjectId = packet.ReadInt();
        CoordF position       = packet.Read <CoordF>();
        CoordF impactPos      = packet.Read <CoordF>();
        CoordF rotation       = packet.Read <CoordF>();
        int    attackPoint    = packet.ReadByte();
        byte   count          = packet.ReadByte();

        packet.ReadInt();

        IFieldActor <Player> fieldPlayer = session.Player.FieldPlayer;

        SkillCast skillCast = fieldPlayer.SkillCast;

        if (skillCast is null || skillCast.SkillSn != skillSn)
        {
            return;
        }

        // TODO: Verify if its the player or an ally
        if (skillCast.IsRecovery())
        {
            Status status = new(skillCast, fieldPlayer.ObjectId, fieldPlayer.ObjectId, 1);
            StatusHandler.Handle(session, status);

            // TODO: Heal based on stats
            fieldPlayer.Heal(session, status, 50);
            return;
        }

        bool isCrit = DamageHandler.RollCrit(session.Player.Stats[StatId.CritRate].Total);
        List <(int targetId, byte damageType, double damage)> damages = new();

        for (int i = 0; i < count; i++)
        {
            int entityId = packet.ReadInt();
            packet.ReadByte();

            if (entityId == playerObjectId)
            {
                damages.Add(new(playerObjectId, 0, 0));
                continue;
            }

            IFieldActor <NpcMetadata> mob = session.FieldManager.State.Mobs.GetValueOrDefault(entityId);
            if (mob == null)
            {
                continue;
            }
            skillCast.Target = mob;

            DamageHandler damage = DamageHandler.CalculateDamage(skillCast, fieldPlayer, mob, isCrit);

            mob.Damage(damage, session);

            damages.Add(new(damage.Target.ObjectId, (byte)(isCrit ? 1 : 0), damage.Damage));

            // TODO: Check if the skill is a debuff for an entity
            if (!skillCast.IsDebuffElement() && !skillCast.IsDebuffToEntity() && !skillCast.IsDebuffElement())
            {
                continue;
            }

            Status status = new(skillCast, mob.ObjectId, fieldPlayer.ObjectId, 1);
            StatusHandler.Handle(session, status);
        }

        session.FieldManager.BroadcastPacket(SkillDamagePacket.Damage(skillCast, attackCounter, position, rotation, damages));
    }
Exemple #2
0
        private static void HandleDamage(GameSession session, PacketReader packet)
        {
            List <(IFieldObject <Mob>, DamageHandler)> mobs = new List <(IFieldObject <Mob>, DamageHandler)>();
            long   skillSN        = packet.ReadLong();
            int    attackCounter  = packet.ReadInt();
            int    playerObjectId = packet.ReadInt();
            CoordF position       = packet.Read <CoordF>();
            CoordF impactPos      = packet.Read <CoordF>();
            CoordF rotation       = packet.Read <CoordF>();
            int    attackPoint    = packet.ReadByte();
            byte   count          = packet.ReadByte();

            packet.ReadInt();

            bool isCrit = DamageHandler.RollCrit(session.Player.Stats[PlayerStatId.CritRate].Current);

            for (int i = 0; i < count; i++)
            {
                int entity = packet.ReadInt();
                packet.ReadByte();

                IFieldObject <Mob> mob = session.FieldManager.State.Mobs.GetValueOrDefault(entity);
                if (mob == null)
                {
                    continue;
                }

                DamageHandler damage = DamageHandler.CalculateDamage(session.FieldPlayer.Value.SkillCast, session.FieldPlayer.Value, mob.Value, isCrit);

                mob.Value.Damage(damage.Damage);
                session.Send(StatPacket.UpdateMobStats(mob));

                if (mob.Value.IsDead)
                {
                    HandleMobKill(session, mob);
                }

                mobs.Add((mob, damage));

                // TODO: Check if the skill is a debuff for an entity
                SkillCast skillCast = session.FieldPlayer.Value.SkillCast;
                if (skillCast.IsDebuffElement() || skillCast.IsDebuffToEntity() || skillCast.IsDebuffElement())
                {
                    Status status = new Status(session.FieldPlayer.Value.SkillCast, mob.ObjectId, session.FieldPlayer.ObjectId, 1);
                    StatusHandler.Handle(session, status);
                }
            }
            // TODO: Verify if its the player or an ally
            if (session.FieldPlayer.Value.SkillCast.IsHeal())
            {
                Status status = new Status(session.FieldPlayer.Value.SkillCast, session.FieldPlayer.ObjectId, session.FieldPlayer.ObjectId, 1);
                StatusHandler.Handle(session, status);

                // TODO: Heal based on stats
                session.FieldManager.BroadcastPacket(SkillDamagePacket.Heal(status, 50));
                session.FieldPlayer.Value.Stats.Increase(PlayerStatId.Hp, 50);
                session.Send(StatPacket.UpdateStats(session.FieldPlayer, PlayerStatId.Hp));
            }
            else
            {
                session.FieldManager.BroadcastPacket(SkillDamagePacket.Damage(skillSN, attackCounter, position, rotation, session.FieldPlayer, mobs));
            }
        }
    private static void HandleDamage(GameSession session, PacketReader packet)
    {
        long   skillSN        = packet.ReadLong();
        int    attackCounter  = packet.ReadInt();
        int    playerObjectId = packet.ReadInt();
        CoordF position       = packet.Read <CoordF>();
        CoordF impactPos      = packet.Read <CoordF>();
        CoordF rotation       = packet.Read <CoordF>();
        int    attackPoint    = packet.ReadByte();
        byte   count          = packet.ReadByte();

        packet.ReadInt();

        IFieldActor <Player> fieldPlayer = session.Player.FieldPlayer;

        bool isCrit = DamageHandler.RollCrit(session.Player.Stats[StatId.CritRate].Total);

        // TODO: Check if skillSN matches server's current skill for the player
        // TODO: Verify if its the player or an ally
        if (fieldPlayer.SkillCast.IsHeal())
        {
            Status status = new(fieldPlayer.SkillCast, fieldPlayer.ObjectId, fieldPlayer.ObjectId, 1);
            StatusHandler.Handle(session, status);

            // TODO: Heal based on stats
            session.FieldManager.BroadcastPacket(SkillDamagePacket.Heal(status, 50));
            fieldPlayer.Stats[StatId.Hp].Increase(50);
            session.Send(StatPacket.UpdateStats(fieldPlayer, StatId.Hp));
        }
        else
        {
            List <DamageHandler> damages = new();
            for (int i = 0; i < count; i++)
            {
                int entityId = packet.ReadInt();
                packet.ReadByte();

                IFieldActor <NpcMetadata> mob = session.FieldManager.State.Mobs.GetValueOrDefault(entityId);
                if (mob == null)
                {
                    continue;
                }

                DamageHandler damage = DamageHandler.CalculateDamage(fieldPlayer.SkillCast, fieldPlayer, mob, isCrit);

                mob.Damage(damage);
                // TODO: Move logic to Damage()
                session.FieldManager.BroadcastPacket(StatPacket.UpdateMobStats(mob));
                if (mob.IsDead)
                {
                    HandleMobKill(session, mob);
                }

                damages.Add(damage);

                // TODO: Check if the skill is a debuff for an entity
                SkillCast skillCast = fieldPlayer.SkillCast;
                if (skillCast.IsDebuffElement() || skillCast.IsDebuffToEntity() || skillCast.IsDebuffElement())
                {
                    Status status = new(fieldPlayer.SkillCast, mob.ObjectId, fieldPlayer.ObjectId, 1);
                    StatusHandler.Handle(session, status);
                }
            }

            session.FieldManager.BroadcastPacket(SkillDamagePacket.Damage(skillSN, attackCounter, position, rotation, fieldPlayer, damages));
        }
    }