#include "StdAfx.h" #include "DnBuffPropComponent.h" #include "DnActor.h" #include "SMScanActor.h" #include "boost/shared_ptr.hpp" #include "DnMonsterActor.h" CDnBuffPropComponent::CDnBuffPropComponent(void) : m_iTargetTeamType( -1 ), m_iMyTeam( -1 ), m_pGameRoom(NULL) { } CDnBuffPropComponent::~CDnBuffPropComponent(void) { // 버프 걸려있는 액터들 모두 날려줌. set::iterator iter = m_setAffectingActors.begin(); for( iter; iter != m_setAffectingActors.end(); ++iter ) { DnActorHandle hActor = CDnActor::FindActorFromUniqueID( m_pGameRoom, *iter ); if( hActor ) { map >::iterator iterMap = m_mapAppliedStateEffect.find( hActor->GetUniqueID() ); if( m_mapAppliedStateEffect.end() != iterMap ) { const vector& vlThisPropSEIDs = iterMap->second; int iNumIDs = (int)vlThisPropSEIDs.size(); for( int i = 0; i < iNumIDs; ++i ) hActor->CmdRemoveStateEffectFromID( vlThisPropSEIDs.at(i) ); } } } } void CDnBuffPropComponent::Initialize( CMultiRoom* pRoom, int iTargetTeamType, int iSkillID, int iSkillLevel, const set* pSetTargetActorIDs/* = NULL*/ ) { m_SkillComponent.Initialize( iSkillID, iSkillLevel ); m_pGameRoom = pRoom; m_iTargetTeamType = iTargetTeamType; // 대상 팀 지정이 특정 액터 ID 대상일 때만 유효함. if( pSetTargetActorIDs ) { _ASSERT( 3 == m_iTargetTeamType ); m_setTargetActorIDs = *pSetTargetActorIDs; } } void CDnBuffPropComponent::OnMessage( const boost::shared_ptr& pMessage ) { const boost::shared_ptr pScanActorMsg = boost::static_pointer_cast(pMessage); set setScanActor = pScanActorMsg->GetScanActorSet(); // 새로 추가된 액터. vector vlhNewActors; set_difference( setScanActor.begin(), setScanActor.end(), m_setAffectingActors.begin(), m_setAffectingActors.end(), back_inserter(vlhNewActors) ); // 바깥으로 나간 액터. vector vlhOutActors; set_difference( m_setAffectingActors.begin(), m_setAffectingActors.end(), setScanActor.begin(), setScanActor.end(), back_inserter(vlhOutActors) ); // 추가된 액터에게 효과 추가. bool bUpdated = false; if( false == vlhNewActors.empty() ) { vector::iterator iter = vlhNewActors.begin(); for( iter; iter != vlhNewActors.end(); ++iter ) { // 타겟 타입 별로 처리함. 지속시간은 영구적으로 해놓고 바깥으로 벗어나면 삭제시켜줌. // npc 는 제외 DnActorHandle hActor = CDnActor::FindActorFromUniqueID( m_pGameRoom, *iter ); if( hActor && hActor->GetActorType() < CDnActorState::Npc ) { // 특정 액터 대상일 땐 ID 맞는 애들만 처리한다. bool bTargetActor = false; if( 3 == m_iTargetTeamType ) { if( m_setTargetActorIDs.end() != m_setTargetActorIDs.find(hActor->GetClassID()) ) { bTargetActor = true; } } else { bTargetActor = true; } if( false == bTargetActor ) continue; // 상태이상 Add 시에 지속 구분 인덱스 처리 필요. // 해당 Actor의 지속효과 구분 인덱스를 구분하여 성공한 경우에 상태이상 추가 시킴. map mapDuplicateResult; const CDnSkill::SkillInfo& HasSkillInfo = m_SkillComponent.GetSkillInfo(); CDnSkill::CanApply eResult = CDnSkill::CanApplySkillStateEffect( &HasSkillInfo, hActor, HasSkillInfo.iSkillID, HasSkillInfo.iLevel, HasSkillInfo.iSkillDuplicateMethod, HasSkillInfo.iDuplicateCount, mapDuplicateResult ); if( CDnSkill::CanApply::Fail != eResult ) { vector vlAddedSEIDs; int iNumStateEffect = m_SkillComponent.GetNumStateEffect(); for( int iStateEffect = 0; iStateEffect < iNumStateEffect; ++iStateEffect ) { int iActorType = hActor->GetActorType(); const CDnSkill::StateEffectStruct* pStateEffectInfo = m_SkillComponent.GetStateEffectInfo( iStateEffect ); bool bCheckTeam = false; if( 3 != m_iTargetTeamType ) // 특정 액터 ID 대상이 아닐 때. { if( -1 != m_iMyTeam ) { bCheckTeam = (2 == m_iTargetTeamType) || // all (m_iTargetTeamType == 0 && (m_iMyTeam == hActor->GetTeam()) ) || // friend (m_iTargetTeamType == 1 && (m_iMyTeam != hActor->GetTeam()) ); // enemy } else { // #45096 플레이어가 소환한 몬스터는 플레이어 팀으로 판단. if( hActor->IsMonsterActor() ) { CDnMonsterActor* pMonsterActor = static_cast(hActor.GetPointer()); DnActorHandle hSummonerPlayer = pMonsterActor->GetSummonerPlayerActor(); if( hSummonerPlayer ) iActorType = hSummonerPlayer->GetActorType(); } bCheckTeam = (2 == m_iTargetTeamType) || // all (m_iTargetTeamType == 0 && iActorType <= CDnActorState::Reserved6 || iActorType == CDnActorState::Vehicle ) || // player (m_iTargetTeamType == 1 && iActorType > CDnActorState::Reserved6 ); // monster } } else { bCheckTeam = true; } if( bCheckTeam ) { // 같은 스킬 중첩일 경우엔 스킬 효과 중에 확률 체크하는 것들은 이미 CanApplySkillStateEffect 에서 확률체크되고 // 통과된 상태이다. 따라서 여기선 확률 체크 된건지 확인하고 된거라면 다시 확률 체크 안하도록 함수 호출 해준다. bool bAllowAddThisSE = true; bool bCheckCanBegin = true; if( CDnSkill::CanApply::ApplyDuplicateSameSkill == eResult ) { map::iterator iter = mapDuplicateResult.find( pStateEffectInfo->nID ); // 맵에 없는 경우 현재 액터가 상태효과에 걸려있지 않으므로 그냥 정상적으로 상태효과 추가 루틴 실행. if( mapDuplicateResult.end() != iter ) { // 같은 스킬의 확률있는 상태효과가 현재 걸려있어서 CanAdd 를 호출해보았으나 실패했음. // 이런 경우엔 상태효과 추가하지 않는다. if( false == (iter->second) ) bAllowAddThisSE = false; else // 이미 CanAdd 를 통과한 상태이므로 CmdAddStateEffect 호출 시 따로 체크하지 않도록 해준다. bCheckCanBegin = false; } } int iID = hActor->CmdAddStateEffect( &m_SkillComponent.GetSkillInfo(), (STATE_BLOW::emBLOW_INDEX)pStateEffectInfo->nID, -1, pStateEffectInfo->szValue.c_str(), false, bCheckCanBegin ); if( -1 != iID ) vlAddedSEIDs.push_back( iID ); } } if( false == vlAddedSEIDs.empty() ) m_mapAppliedStateEffect.insert( make_pair(hActor->GetUniqueID(), vlAddedSEIDs) ); } } } bUpdated = true; } // 바깥으로 나간 액터에게 효과 제거. if( false == vlhOutActors.empty() ) { vector::iterator iter = vlhOutActors.begin(); for( iter; iter != vlhOutActors.end(); ++iter ) { DnActorHandle hActor = CDnActor::FindActorFromUniqueID( m_pGameRoom, *iter ); if( hActor && hActor->GetActorType() < CDnActorState::Npc ) { map >::iterator iterMap = m_mapAppliedStateEffect.find( hActor->GetUniqueID() ); if( m_mapAppliedStateEffect.end() != iterMap ) { const vector& vlThisPropSEIDs = iterMap->second; int iNumIDs = (int)vlThisPropSEIDs.size(); for( int i = 0; i < iNumIDs; ++i ) hActor->CmdRemoveStateEffectFromID( vlThisPropSEIDs.at(i) ); m_mapAppliedStateEffect.erase( iterMap ); } } } bUpdated = true; } if( bUpdated ) m_setAffectingActors = setScanActor; } void CDnBuffPropComponent::RemoveAffectedStateEffects( void ) { set::iterator iter = m_setAffectingActors.begin(); for( iter; iter != m_setAffectingActors.end(); ++iter ) { map >::iterator iterMap = m_mapAppliedStateEffect.find( *iter ); if( m_mapAppliedStateEffect.end() != iterMap ) { DnActorHandle hActor = CDnActor::FindActorFromUniqueID( m_pGameRoom, *iter ); if( hActor ) { vector& vlBlowsToRemove = iterMap->second; for( int i = 0; i < (int)vlBlowsToRemove.size(); ++i ) { int iBlowID = vlBlowsToRemove.at( i ); hActor->CmdRemoveStateEffectFromID( iBlowID ); } } } } m_setAffectingActors.clear(); m_mapAppliedStateEffect.clear(); }