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-rw-r--r--src/game-server/combatcomponent.cpp226
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diff --git a/src/game-server/combatcomponent.cpp b/src/game-server/combatcomponent.cpp
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--- a/src/game-server/combatcomponent.cpp
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-/*
- * The Mana Server
- * Copyright (C) 2013 The Mana Developers
- *
- * This file is part of The Mana Server.
- *
- * The Mana Server is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * any later version.
- *
- * The Mana Server is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with The Mana Server. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#include "combatcomponent.h"
-
-#include "game-server/being.h"
-#include "game-server/mapcomposite.h"
-
-#include "utils/logger.h"
-
-CombatComponent::CombatComponent(Entity &being):
- mTarget(nullptr),
- mCurrentAttack(nullptr)
-{
- being.getComponent<BeingComponent>()->signal_died.connect(sigc::mem_fun(
- this, &CombatComponent::diedOrRemoved));
- being.signal_removed.connect(sigc::mem_fun(this,
- &CombatComponent::diedOrRemoved));
-}
-
-CombatComponent::~CombatComponent()
-{
-}
-
-void CombatComponent::update(Entity &entity)
-{
- auto *beingComponent = entity.getComponent<BeingComponent>();
-
- if (beingComponent->getAction() != ATTACK || !mTarget)
- return;
-
- std::vector<Attack *> attacksReady;
- mAttacks.getUsuableAttacks(&attacksReady);
-
- if (Attack *triggerableAttack = mAttacks.getTriggerableAttack())
- {
- processAttack(entity, *triggerableAttack);
- mAttacks.markAttackAsTriggered();
- }
-
- // Deal with the ATTACK action.
- if (attacksReady.empty())
- return;
-
- Attack *highestPriorityAttack = 0;
- // Performs all ready attacks.
- for (std::vector<Attack *>::const_iterator it = attacksReady.begin(),
- it_end = attacksReady.end(); it != it_end; ++it)
- {
- const Point &attackerPosition =
- entity.getComponent<ActorComponent>()->getPosition();
- const Point &targetPosition =
- mTarget->getComponent<ActorComponent>()->getPosition();
-
- // check if target is in range using the pythagorean theorem
- int distx = attackerPosition.x - targetPosition.x;
- int disty = attackerPosition.y - targetPosition.y;
- int distSquare = (distx * distx + disty * disty);
- AttackInfo *info = (*it)->getAttackInfo();
- int maxDist = info->getDamage().range +
- entity.getComponent<ActorComponent>()->getSize();
-
- if (distSquare <= maxDist * maxDist &&
- (!highestPriorityAttack ||
- highestPriorityAttack->getAttackInfo()->getPriority()
- < info->getPriority()))
- {
- highestPriorityAttack = *it;
- }
- }
- if (highestPriorityAttack)
- {
- mAttacks.startAttack(highestPriorityAttack);
- mCurrentAttack = highestPriorityAttack;
- const Point &point =
- entity.getComponent<ActorComponent>()->getPosition();
- beingComponent->setDestination(entity, point);
- // TODO: Turn into direction of enemy
- entity.getComponent<ActorComponent>()->raiseUpdateFlags(
- UPDATEFLAG_ATTACK);
- }
-}
-
-/**
- * Takes a damage structure, computes the real damage based on the
- * stats, deducts the result from the hitpoints and adds the result to
- * the HitsTaken list.
- */
-int CombatComponent::damage(Entity &target,
- Entity *source,
- const Damage &damage)
-{
- auto *beingComponent = target.getComponent<BeingComponent>();
-
- int HPloss = damage.base;
- if (damage.delta)
- HPloss += rand() * (damage.delta + 1) / RAND_MAX;
-
- // TODO magical attacks and associated elemental modifiers
- switch (damage.type)
- {
- case DAMAGE_PHYSICAL:
- {
- const double dodge =
- beingComponent->getModifiedAttribute(ATTR_DODGE);
- if (!damage.trueStrike && rand()%((int)dodge + 1) >
- rand()%(damage.cth + 1))
- {
- HPloss = 0;
- // TODO Process triggers for a dodged physical attack here.
- // If there is an attacker included, also process triggers for the attacker (failed physical strike)
- }
- else
- {
- const double defense =
- beingComponent->getModifiedAttribute(ATTR_DEFENSE);
- HPloss = HPloss * (1.0 - (0.0159375f * defense) /
- (1.0 + 0.017 * defense)) +
- (rand()%((HPloss / 16) + 1));
- // TODO Process triggers for receiving damage here.
- // If there is an attacker included, also process triggers for the attacker (successful physical strike)
- }
- break;
- }
- case DAMAGE_MAGICAL:
-#if 0
- beingComponent.getModifiedAttribute(BASE_ELEM_BEGIN + damage.element);
-#else
- LOG_WARN("Attempt to use magical type damage! This has not been"
- "implemented yet and should not be used!");
- HPloss = 0;
-#endif
- break;
- case DAMAGE_DIRECT:
- break;
- default:
- LOG_WARN("Unknown damage type '" << damage.type << "'!");
- break;
- }
-
- if (HPloss > 0)
- {
- const Attribute *HP = beingComponent->getAttribute(ATTR_HP);
- LOG_DEBUG("Being "
- << target.getComponent<ActorComponent>()->getPublicID()
- << " suffered " << HPloss
- << " damage. HP: "
- << HP->getModifiedAttribute() << "/"
- << beingComponent->getModifiedAttribute(ATTR_MAX_HP));
- beingComponent->setAttribute(target, ATTR_HP, HP->getBase() - HPloss);
- // No HP regen after being hit if this is set.
- // TODO: Reenable this once the attributes are available as a component
- // A bit too fuzzy to implement at the moment
- //mHealthRegenerationTimeout.setSoft(
- // Configuration::getValue("game_hpRegenBreakAfterHit", 0));
- }
- else
- {
- HPloss = 0;
- }
-
- signal_damaged.emit(source, damage, HPloss);
- return HPloss;
-}
-
-/**
- * Performs an attack
- */
-void CombatComponent::processAttack(Entity &source, Attack &attack)
-{
- performAttack(source, attack.getAttackInfo()->getDamage());
-}
-
-/**
- * Adds an attack to the available attacks
- */
-void CombatComponent::addAttack(AttackInfo *attackInfo)
-{
- mAttacks.add(this, attackInfo);
-}
-
-/**
- * Removes an attack from the available attacks
- */
-void CombatComponent::removeAttack(AttackInfo *attackInfo)
-{
- mAttacks.remove(this, attackInfo);
-}
-
-/**
- * Performs an attack.
- */
-int CombatComponent::performAttack(Entity &source, const Damage &dmg)
-{
- // check target legality
- if (!mTarget
- || mTarget == &source
- || mTarget->getComponent<BeingComponent>()->getAction() == DEAD
- || !mTarget->canFight())
- return -1;
-
- if (source.getMap()->getPvP() == PVP_NONE
- && mTarget->getType() == OBJECT_CHARACTER
- && source.getType() == OBJECT_CHARACTER)
- return -1;
-
- return mTarget->getComponent<CombatComponent>()->damage(*mTarget,
- &source, dmg);
-}