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/*
===========================================================================
Copyright (c) 2010-2015 Darkstar Dev Teams
This program 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 3 of the License, or
(at your option) any later version.
This program 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 this program. If not, see http://www.gnu.org/licenses/
This file is part of DarkStar-server source code.
===========================================================================
*/
#ifndef _BATTLEENTITY_H
#define _BATTLEENTITY_H
#include <vector>
#include <unordered_map>
#include "baseentity.h"
#include "../map.h"
#include "../trait.h"
#include "../party.h"
#include "../alliance.h"
#include "../modifier.h"
enum ECOSYSTEM
{
SYSTEM_ERROR = 0,
SYSTEM_AMORPH = 1,
SYSTEM_AQUAN = 2,
SYSTEM_ARCANA = 3,
SYSTEM_ARCHAICMACHINE = 4,
SYSTEM_AVATAR = 5,
SYSTEM_BEAST = 6,
SYSTEM_BEASTMEN = 7,
SYSTEM_BIRD = 8,
SYSTEM_DEMON = 9,
SYSTEM_DRAGON = 10,
SYSTEM_ELEMENTAL = 11,
SYSTEM_EMPTY = 12,
SYSTEM_HUMANOID = 13,
SYSTEM_LIZARD = 14,
SYSTEM_LUMORIAN = 15,
SYSTEM_LUMINION = 16,
SYSTEM_PLANTOID = 17,
SYSTEM_UNCLASSIFIED = 18,
SYSTEM_UNDEAD = 19,
SYSTEM_VERMIN = 20,
SYSTEM_VORAGEAN = 21,
};
enum JOBTYPE
{
JOB_NON = 0,
JOB_WAR = 1,
JOB_MNK = 2,
JOB_WHM = 3,
JOB_BLM = 4,
JOB_RDM = 5,
JOB_THF = 6,
JOB_PLD = 7,
JOB_DRK = 8,
JOB_BST = 9,
JOB_BRD = 10,
JOB_RNG = 11,
JOB_SAM = 12,
JOB_NIN = 13,
JOB_DRG = 14,
JOB_SMN = 15,
JOB_BLU = 16,
JOB_COR = 17,
JOB_PUP = 18,
JOB_DNC = 19,
JOB_SCH = 20,
JOB_GEO = 21,
JOB_RUN = 22
};
#define MAX_JOBTYPE 23
enum SKILLTYPE
{
SKILL_NONE = 0,
SKILL_HAND_TO_HAND = 1,
SKILL_DAGGER = 2,
SKILL_SWORD = 3,
SKILL_GREAT_SWORD = 4,
SKILL_AXE = 5,
SKILL_GREAT_AXE = 6,
SKILL_SCYTHE = 7,
SKILL_POLEARM = 8,
SKILL_KATANA = 9,
SKILL_GREAT_KATANA = 10,
SKILL_CLUB = 11,
SKILL_STAFF = 12,
// 13~21 unused
SKILL_AUTOMATON_MELEE = 22,
SKILL_AUTOMATON_RANGED = 23,
SKILL_AUTOMATON_MAGIC = 24,
SKILL_ARCHERY = 25,
SKILL_MARKSMANSHIP = 26,
SKILL_THROWING = 27,
SKILL_GUARD = 28,
SKILL_EVASION = 29,
SKILL_SHIELD = 30,
SKILL_PARRY = 31,
SKILL_DIVINE_MAGIC = 32,
SKILL_HEALING_MAGIC = 33,
SKILL_ENHANCING_MAGIC = 34,
SKILL_ENFEEBLING_MAGIC = 35,
SKILL_ELEMENTAL_MAGIC = 36,
SKILL_DARK_MAGIC = 37,
SKILL_SUMMONING_MAGIC = 38,
SKILL_NINJUTSU = 39,
SKILL_SINGING = 40,
SKILL_STRING_INSTRUMENT = 41,
SKILL_WIND_INSTRUMENT = 42,
SKILL_BLUE_MAGIC = 43,
SKILL_GEOMANCY = 44,
SKILL_HND = 45,
// 46-47 unused
SKILL_FISHING = 48,
SKILL_WOODWORKING = 49,
SKILL_SMITHING = 50,
SKILL_GOLDSMITHING = 51,
SKILL_CLOTHCRAFT = 52,
SKILL_LEATHERCRAFT = 53,
SKILL_BONECRAFT = 54,
SKILL_ALCHEMY = 55,
SKILL_COOKING = 56,
SKILL_SYNERGY = 57,
SKILL_RID = 58,
SKILL_DIG = 59
};
#define MAX_SKILLTYPE 64
enum SUBSKILLTYPE
{
SUBSKILL_XBO = 0,
SUBSKILL_GUN = 1,
SUBSKILL_CNN = 2,
SUBSKILL_SHURIKEN = 3,
SUBSKILL_ANI = 10,
SUBSKILL_SHEEP = 21,
SUBSKILL_HARE = 22,
SUBSKILL_CRAB = 23,
SUBSKILL_CARRIE = 24,
SUBSKILL_HOMUNCULUS = 25,
SUBSKILL_FLYTRAP = 26,
SUBSKILL_TIGER = 27,
SUBSKILL_BILL = 28,
SUBSKILL_EFT = 29,
SUBSKILL_LIZARD = 30,
SUBSKILL_MAYFLY = 31,
SUBSKILL_FUNGUAR = 32,
SUBSKILL_BEETLE = 33,
SUBSKILL_ANTLION = 34,
SUBSKILL_MITE = 35,
SUBSKILL_MELODIA = 36,
SUBSKILL_STEFFI = 37,
SUBSKILL_BEN = 38,
SUBSKILL_SIRAVARDE = 39,
SUBSKILL_COMO = 40,
SUBSKILL_OROB = 41,
SUBSKILL_AUDREY = 42,
SUBSKILL_ALLIE = 43,
SUBSKILL_LARS = 44,
SUBSKILL_GALAHAD = 45,
SUBSKILL_CHUCKY = 46,
SUBSKILL_SABOTENDER = 47,
SUBSKILL_CLYVONNE = 49,
SUBSKILL_SHASRA = 50,
SUBSKILL_LULUSH = 51,
SUBSKILL_FARGANN = 52,
SUBSKILL_LOUISE = 53,
SUBSKILL_SIEGHARD = 54,
SUBSKILL_YULY = 55,
SUBSKILL_MERLE = 56,
SUBSKILL_NAZUNA = 57,
SUBSKILL_CETAS = 58,
SUBSKILL_ANNA = 59,
SUBSKILL_JULIO = 60,
SUBSKILL_BRONCHA = 61,
SUBSKILL_GERARD = 62,
SUBSKILL_HOBS = 63,
SUBSKILL_FALCORR = 64,
SUBSKILL_RAPHIE = 65,
SUBSKILL_MAC = 66,
SUBSKILL_SILAS = 67,
SUBSKILL_TOLOI = 68
};
// ячейки экипировки. монстры используют лишь первые четыре, персонаж использует все
enum SLOTTYPE
{
SLOT_MAIN = 0x00,
SLOT_SUB = 0x01,
SLOT_RANGED = 0x02,
SLOT_AMMO = 0x03,
SLOT_HEAD = 0x04,
SLOT_BODY = 0x05,
SLOT_HANDS = 0x06,
SLOT_LEGS = 0x07,
SLOT_FEET = 0x08,
SLOT_NECK = 0x09,
SLOT_WAIST = 0x0A,
SLOT_EAR1 = 0x0B,
SLOT_EAR2 = 0x0C,
SLOT_RING1 = 0x0D,
SLOT_RING2 = 0x0E,
SLOT_BACK = 0x0F,
SLOT_LINK1 = 0x10,
SLOT_LINK2 = 0x11,
};
#define MAX_SLOTTYPE 18
// CROSSBOW и GUN - это Piercing, разделение сделано из-за одинакового skilltype
// для возможности различить эти орудия при экипировке и избавиться от ошибки
// использования пуль с арбалетом и арбалетных стрел с огнестрельным оружием (только персонажи)
enum ATTACKTYPE
{
ATTACK_NONE = 0,
ATTACK_PHYSICAL = 1,
ATTACK_MAGICAL = 2,
ATTACK_RANGED = 3,
ATTACK_SPECIAL = 4,
};
enum DAMAGETYPE
{
DAMAGE_NONE = 0,
DAMAGE_PIERCING = 1,
DAMAGE_SLASHING = 2,
DAMAGE_IMPACT = 3,
DAMAGE_HTH = 4,
DAMAGE_ELEMENTAL = 5,
DAMAGE_FIRE = 6,
DAMAGE_EARTH = 7,
DAMAGE_WATER = 8,
DAMAGE_WIND = 9,
DAMAGE_ICE = 10,
DAMAGE_LIGHTNING = 11,
DAMAGE_LIGHT = 12,
DAMAGE_DARK = 13,
};
enum REACTION
{
REACTION_NONE = 0x00, // отсутствие реакции
REACTION_MISS = 0x01, // промах
REACTION_PARRY = 0x03, // блокирование оружием (MISS + PARRY)
REACTION_BLOCK = 0x04, // блокирование щитом
REACTION_HIT = 0x08, // попадание
REACTION_EVADE = 0x09, // уклонение (MISS + HIT)
REACTION_GUARD = 0x14, // mnk guard (20 dec)
};
enum SPECEFFECT
{
SPECEFFECT_NONE = 0x00,
SPECEFFECT_BLOOD = 0x02,
SPECEFFECT_HIT = 0x10,
SPECEFFECT_RAISE = 0x11,
SPECEFFECT_RECOIL = 0x20,
SPECEFFECT_CRITICAL_HIT = 0x22
};
enum SUBEFFECT
{
// ATTACK
SUBEFFECT_FIRE_DAMAGE = 1, // 110000 3
SUBEFFECT_ICE_DAMAGE = 2, // 1-01000 5
SUBEFFECT_WIND_DAMAGE = 3, // 111000 7
SUBEFFECT_EARTH_DAMAGE = 4, // 1-00100 9
SUBEFFECT_LIGHTNING_DAMAGE = 5, // 110100 11
SUBEFFECT_WATER_DAMAGE = 6, // 1-01100 13
SUBEFFECT_LIGHT_DAMAGE = 7, // 111100 15
SUBEFFECT_DARKNESS_DAMAGE = 8, // 1-00010 17
SUBEFFECT_SLEEP = 9, // 110010 19
SUBEFFECT_POISON = 10, // 1-01010 21
SUBEFFECT_PARALYSIS = 11,
SUBEFFECT_BLIND = 12, // 1-00110 25
SUBEFFECT_SILENCE = 13,
SUBEFFECT_PETRIFY = 14,
SUBEFFECT_PLAGUE = 15,
SUBEFFECT_STUN = 16,
SUBEFFECT_CURSE = 17,
SUBEFFECT_DEFENSE_DOWN = 18, // 1-01001 37
SUBEFFECT_EVASION_DOWN = 18, // Same subeffect as DEFENSE_DOWN
SUBEFFECT_ATTACK_DOWN = 18, // Same subeffect as DEFENSE_DOWN
SUBEFFECT_DEATH = 19,
SUBEFFECT_SHIELD = 20,
SUBEFFECT_HP_DRAIN = 21, // 1-10101 43 This is retail correct animation
SUBEFFECT_MP_DRAIN = 22, // This is retail correct animation
SUBEFFECT_TP_DRAIN = 22, // Pretty sure this is correct, but might use same animation as HP drain.
SUBEFFECT_HASTE = 23,
// There are no additional attack effect animations beyond 23. Some effects share subeffect/animations.
// SPIKES
SUBEFFECT_BLAZE_SPIKES = 1, // 01-1000 6
SUBEFFECT_ICE_SPIKES = 2, // 01-0100 10
SUBEFFECT_DREAD_SPIKES = 3, // 01-1100 14
SUBEFFECT_CURSE_SPIKES = 4, // 01-0010 18
SUBEFFECT_SHOCK_SPIKES = 5, // 01-1010 22
SUBEFFECT_REPRISAL = 6, // 01-0110 26
// SUBEFFECT_GLINT_SPIKES = 6,
SUBEFFECT_GALE_SPIKES = 7, // Used by enchantment "Cool Breeze" http://www.ffxiah.com/item/22018/
SUBEFFECT_CLOD_SPIKES = 8,
SUBEFFECT_DELUGE_SPIKES = 9,
SUBEFFECT_DEATH_SPIKES = 10, // yes really: http://www.ffxiah.com/item/26944/
SUBEFFECT_COUNTER = 63, // Also used by Retaliation
// There are no spikes effect animations beyond 63. Some effects share subeffect/animations.
// "Damage Spikes" use the Blaze Spikes animation even though they are different status.
// SKILLCHAINS
SUBEFFECT_LIGHT = 1,
SUBEFFECT_DARKNESS = 2,
SUBEFFECT_GRAVITATION = 3,
SUBEFFECT_FRAGMENTATION = 4,
SUBEFFECT_DISTORTION = 5,
SUBEFFECT_FUSION = 6,
SUBEFFECT_COMPRESSION = 7,
SUBEFFECT_LIQUEFACATION = 8,
SUBEFFECT_INDURATION = 9,
SUBEFFECT_REVERBERATION = 10,
SUBEFFECT_TRANSFIXION = 11,
SUBEFFECT_SCISSION = 12,
SUBEFFECT_DETONATION = 13,
SUBEFFECT_IMPACTION = 14,
SUBEFFECT_RADIANCE = 15,
SUBEFFECT_UMBRA = 16,
SUBEFFECT_NONE = 0,
// UNKNOWN
SUBEFFECT_IMPAIRS_EVASION,
SUBEFFECT_BIND,
SUBEFFECT_WEIGHT,
SUBEFFECT_AUSPICE
};
enum TARGETTYPE
{
TARGET_SELF = 0x01,
TARGET_PLAYER_PARTY = 0x02,
TARGET_ENEMY = 0x04,
TARGET_PLAYER_ALLIANCE = 0x08,
TARGET_PLAYER = 0x10,
TARGET_PLAYER_DEAD = 0x20,
TARGET_NPC = 0x40, // скорее всего подразумевается mob, выглядящий как npc и воюющий на стороне персонажа
TARGET_PLAYER_PARTY_PIANISSIMO = 0x80,
TARGET_PET = 0x100
};
enum SKILLCHAIN_ELEMENT
{
SC_NONE = 0, // Lv0 None
SC_TRANSFIXION = 1, // Lv1 Light
SC_COMPRESSION = 2, // Lv1 Dark
SC_LIQUEFACTION = 3, // Lv1 Fire
SC_SCISSION = 4, // Lv1 Earth
SC_REVERBERATION = 5, // Lv1 Water
SC_DETONATION = 6, // Lv1 Wind
SC_INDURATION = 7, // Lv1 Ice
SC_IMPACTION = 8, // Lv1 Thunder
SC_GRAVITATION = 9, // Lv2 Dark & Earth
SC_DISTORTION = 10, // Lv2 Water & Ice
SC_FUSION = 11, // Lv2 Fire & Light
SC_FRAGMENTATION = 12, // Lv2 Wind & Thunder
SC_LIGHT = 13, // Lv3 Fire, Light, Wind, Thunder
SC_DARKNESS = 14, // Lv3 Dark, Earth, Water, Ice
SC_LIGHT_II = 15, // Lv4 Light
SC_DARKNESS_II = 16, // Lv4 Darkness
};
#define MAX_SKILLCHAIN_LEVEL (4)
#define MAX_SKILLCHAIN_COUNT (5)
enum IMMUNITY : uint16
{
IMMUNITY_NONE = 0x00,
IMMUNITY_SLEEP = 0x01,
IMMUNITY_GRAVITY = 0x02,
IMMUNITY_BIND = 0x04,
IMMUNITY_STUN = 0x08,
IMMUNITY_SILENCE = 0x10, // 16
IMMUNITY_PARALYZE = 0x20, // 32
IMMUNITY_BLIND = 0x40, // 64
IMMUNITY_SLOW = 0x80, // 128
IMMUNITY_POISON = 0x100, // 256
IMMUNITY_ELEGY = 0x200, // 512
IMMUNITY_REQUIEM = 0x400, // 1024
IMMUNITY_LIGHT_SLEEP = 0x800, // 2048
IMMUNITY_DARK_SLEEP = 01000, // 4096
};
struct apAction_t
{
CBattleEntity* ActionTarget; // 32 bits
REACTION reaction; // 5 bits
uint16 animation; // 12 bits
SPECEFFECT speceffect; // 7 bits
uint8 knockback; // 3 bits
int32 param; // 17 bits
uint16 messageID; // 10 bits
SUBEFFECT additionalEffect; // 10 bits
int32 addEffectParam; // 17 bits
uint16 addEffectMessage; // 10 bits
SUBEFFECT spikesEffect; // 10 bits
uint16 spikesParam; // 14 bits
uint16 spikesMessage; // 10 bits
apAction_t()
{
ActionTarget = nullptr;
reaction = REACTION_NONE;
animation = 0;
speceffect = SPECEFFECT_NONE;
param = 0;
messageID = 0;
additionalEffect = SUBEFFECT_NONE;
addEffectParam = 0;
addEffectMessage = 0;
spikesEffect = SUBEFFECT_NONE;
spikesParam = 0;
spikesMessage = 0;
knockback = 0;
}
};
/************************************************************************
* *
* TP хранится то пому же принципу, что и skill, т.е. 6,4% = 64 *
* *
************************************************************************/
struct health_t
{
int16 tp; // текущее значение
int32 hp, mp; // текущие значения
int32 maxhp, maxmp; // максимальные значения
int32 modhp, modmp; // модифицированные максимальные значения
};
typedef std::vector<apAction_t> ActionList_t;
class CModifier;
class CParty;
class CStatusEffectContainer;
class CPetEntity;
class CSpell;
class CItemEquipment;
class CAbilityState;
class CAttackState;
class CWeaponSkillState;
class CMagicState;
class CDespawnState;
class CRecastContainer;
struct action_t;
class CBattleEntity : public CBaseEntity
{
public:
CBattleEntity(); // конструктор
virtual ~CBattleEntity(); // деструктор
uint16 STR();
uint16 DEX();
uint16 VIT();
uint16 AGI();
uint16 INT();
uint16 MND();
uint16 CHR();
uint16 DEF();
uint16 ATT();
uint16 ACC(uint8 attackNumber, uint8 offsetAccuracy);
uint16 EVA();
uint16 RATT(uint8 skill, uint16 bonusSkill = 0);
uint16 RACC(uint8 skill, uint16 bonusSkill = 0);
uint8 GetSpeed();
bool isDead(); // проверяем, мертва ли сущность
bool isAlive();
bool isInAssault();
bool isInDynamis();
bool hasImmunity(uint32 imID);
bool isAsleep();
bool isMounted();
bool isSitting();
JOBTYPE GetMJob(); // главная профессия
JOBTYPE GetSJob(); // дополнительная профессия
uint8 GetMLevel(); // уровень главной профессии
uint8 GetSLevel(); // уровень дополнительной профессии
void SetMJob(uint8 mjob); // главная профессия
void SetSJob(uint8 sjob); // дополнительная профессия
void SetMLevel(uint8 mlvl); // уровень главной профессии
void SetSLevel(uint8 slvl); // уровень дополнительной профессии
uint8 GetHPP(); // количество hp в процентах
int32 GetMaxHP(); // максимальное количество hp
uint8 GetMPP(); // количество mp в процентах
int32 GetMaxMP(); // максимальное количество mp
void UpdateHealth(); // пересчет максимального количества hp и mp, а так же корректировка их текущих значений
int16 GetWeaponDelay(bool tp); //returns delay of combined weapons
uint8 GetMeleeRange(); //returns the distance considered to be within melee range of the entity
int16 GetRangedWeaponDelay(bool tp); //returns delay of ranged weapon + ammo where applicable
int16 GetAmmoDelay(); //returns delay of ammo (for cooldown between shots)
uint16 GetMainWeaponDmg(); //returns total main hand DMG
uint16 GetSubWeaponDmg(); //returns total sub weapon DMG
uint16 GetRangedWeaponDmg(); //returns total ranged weapon DMG
uint16 GetMainWeaponRank(); //returns total main hand DMG Rank
uint16 GetSubWeaponRank(); //returns total sub weapon DMG Rank
uint16 GetRangedWeaponRank(); //returns total ranged weapon DMG Rank
uint16 GetSkill(uint16 SkillID); // текущая величина умения (не максимальная, а ограниченная уровнем)
virtual int16 addTP(int16 tp); // увеличиваем/уменьшаем количество tp
virtual int32 addHP(int32 hp); // увеличиваем/уменьшаем количество hp
virtual int32 addMP(int32 mp); // увеличиваем/уменьшаем количество mp
//Deals damage and updates the last attacker which is used when sending a player death message
virtual int32 takeDamage(int32 amount, CBattleEntity* attacker = nullptr, ATTACKTYPE attackType = ATTACK_NONE, DAMAGETYPE damageType = DAMAGE_NONE);
int16 getMod(Mod modID); // величина модификатора
bool CanRest(); // checks if able to heal
bool Rest(float rate); // heal an amount of hp / mp
void addModifier(Mod type, int16 amount);
void setModifier(Mod type, int16 amount);
void delModifier(Mod type, int16 amount);
void addModifiers(std::vector<CModifier> *modList);
void addEquipModifiers(std::vector<CModifier> *modList, uint8 itemLevel, uint8 slotid);
void setModifiers(std::vector<CModifier> *modList);
void delModifiers(std::vector<CModifier> *modList);
void delEquipModifiers(std::vector<CModifier> *modList, uint8 itemLevel, uint8 slotid);
void saveModifiers(); // save current state of modifiers
void restoreModifiers(); // restore to saved state
void addPetModifier(Mod type, PetModType, int16 amount);
void setPetModifier(Mod type, PetModType, int16 amount);
void delPetModifier(Mod type, PetModType, int16 amount);
void addPetModifiers(std::vector<CPetModifier> *modList);
void delPetModifiers(std::vector<CPetModifier> *modList);
void applyPetModifiers(CPetEntity* PPet);
void removePetModifiers(CPetEntity* PPet);
template <typename F, typename... Args>
void ForParty(F func, Args&&... args)
{
if (PParty) {
for (auto PMember : PParty->members) {
func(PMember, std::forward<Args>(args)...);
}
}
else {
func(this, std::forward<Args>(args)...);
}
}
template <typename F, typename... Args>
void ForAlliance(F func, Args&&... args)
{
if (PParty) {
if (PParty->m_PAlliance) {
for (auto PAllianceParty : PParty->m_PAlliance->partyList) {
for (auto PMember : PAllianceParty->members) {
func(PMember, std::forward<Args>(args)...);
}
}
}
else {
for (auto PMember : PParty->members) {
func(PMember, std::forward<Args>(args)...);
}
}
}
else {
func(this);
}
}
virtual void addTrait(CTrait*);
virtual void delTrait(CTrait*);
virtual bool ValidTarget(CBattleEntity* PInitiator, uint16 targetFlags);
virtual bool CanUseSpell(CSpell*);
virtual void Spawn() override;
virtual void Die();
uint16 GetBattleTargetID();
void SetBattleTargetID(uint16 id) { m_battleTarget = id; }
CBattleEntity* GetBattleTarget();
/* State callbacks */
/* Auto attack */
virtual bool OnAttack(CAttackState&, action_t&);
virtual bool OnAttackError(CAttackState&) { return false; }
/* Returns whether to call Attack or not (which includes error messages) */
virtual bool CanAttack(CBattleEntity* PTarget, std::unique_ptr<CBasicPacket>& errMsg);
virtual CBattleEntity* IsValidTarget(uint16 targid, uint16 validTargetFlags, std::unique_ptr<CBasicPacket>& errMsg);
virtual void OnEngage(CAttackState&);
virtual void OnDisengage(CAttackState&);
/* Casting */
virtual void OnCastFinished(CMagicState&, action_t&);
virtual void OnCastInterrupted(CMagicState&, action_t&, MSGBASIC_ID msg);
/* Weaponskill */
virtual void OnWeaponSkillFinished(CWeaponSkillState& state, action_t& action);
virtual void OnChangeTarget(CBattleEntity* PTarget);
virtual void OnAbility(CAbilityState&, action_t&) {}
virtual void OnDeathTimer();
virtual void OnRaise() {}
virtual void TryHitInterrupt(CBattleEntity* PAttacker);
virtual void OnDespawn(CDespawnState&);
void SetBattleStartTime(time_point);
duration GetBattleTime();
virtual void Tick(time_point) override;
virtual void PostTick() override;
health_t health; // hp,mp,tp
stats_t stats; // атрибуты STR,DEX,VIT,AGI,INT,MND,CHR
skills_t WorkingSkills; // структура всех доступных сущности умений, ограниченных уровнем
uint16 m_Immunity; // Mob immunity
uint16 m_magicEvasion; // store this so it can be removed easily
bool m_unkillable; // entity is not able to die (probably until some action removes this flag)
time_point charmTime; // to hold the time entity is charmed
bool isCharmed; // is the battle entity charmed?
uint8 m_ModelSize; // размер модели сущности, для расчета дальности физической атаки
ECOSYSTEM m_EcoSystem; // эко-система сущности
CItemEquipment* m_Weapons[4]; // четыре основных ячейки, используемыж для хранения оружия (только оружия)
TraitList_t TraitList; // список постянно активных способностей в виде указателей
EntityID_t m_OwnerID; // ID атакующей сущности (после смерти будет хранить ID сущности, нанесщей последний удар)
ActionList_t m_ActionList; // список совершенных действий за одну атаку (нужно будет написать структуру, включающую ActionList в которой будут категории анимации и т.д.)
CParty* PParty; // описание группы, в которой состоит сущность
CBattleEntity* PPet; // питомец сущности
CBattleEntity* PMaster; // владелец/хозяин сущности (распространяется на все боевые сущности)
CBattleEntity* PLastAttacker;
std::unique_ptr<CStatusEffectContainer> StatusEffectContainer;
std::unique_ptr<CRecastContainer> PRecastContainer; //
private:
JOBTYPE m_mjob; // главная профессия
JOBTYPE m_sjob; // дополнительная профессия
uint8 m_mlvl; // ТЕКУЩИЙ уровень главной профессии
uint8 m_slvl; // ТЕКУЩИЙ уровень дополнительной профессии
uint16 m_battleTarget {0};
time_point m_battleStartTime;
std::unordered_map<Mod, int16, EnumClassHash> m_modStat; // массив модификаторов
std::unordered_map<Mod, int16, EnumClassHash> m_modStatSave; // saved state
std::unordered_map<PetModType, std::unordered_map<Mod, int16, EnumClassHash>, EnumClassHash> m_petMod;
};
#endif