private void HealingSpot() { foreach (IFieldObject <HealingSpot> healingSpot in State.HealingSpots.Values) { CoordS healingCoord = healingSpot.Value.Coord; foreach (IFieldObject <Player> player in State.Players.Values) { if ((healingCoord - player.Coord.ToShort()).Length() < Block.BLOCK_SIZE * 2 && healingCoord.Z == player.Coord.ToShort().Z - 1) // 3x3x1 area { int healAmount = (int)(player.Value.Stats[PlayerStatId.Hp].Max * 0.03); Status status = new Status(new SkillCast(70000018, 1, 0, 1), target: player.ObjectId, source: healingSpot.ObjectId, stacks: 1); player.Value.Session.Send(BuffPacket.SendBuff(0, status)); BroadcastPacket(SkillDamagePacket.Heal(status, healAmount)); player.Value.Session.Player.Stats.Increase(PlayerStatId.Hp, healAmount); player.Value.Session.Send(StatPacket.UpdateStats(player, PlayerStatId.Hp)); } } } }
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)); } }
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)); } }
public virtual void Heal(GameSession session, Status status, int amount) { session.FieldManager.BroadcastPacket(SkillDamagePacket.Heal(status, amount)); Stats[StatAttribute.Hp].AddValue(amount); session.Send(StatPacket.UpdateStats(this, StatAttribute.Hp)); }