DragonNest/Server/DNGameServer/DnBuffPropComponent.cpp
Cussrro 47f7895977 Revert "修复编码问题"
This reverts commit 9e69c01767.
2024-12-21 10:04:04 +08:00

237 lines
No EOL
7.9 KiB
C++

#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<int>::iterator iter = m_setAffectingActors.begin();
for( iter; iter != m_setAffectingActors.end(); ++iter )
{
DnActorHandle hActor = CDnActor::FindActorFromUniqueID( m_pGameRoom, *iter );
if( hActor )
{
map<int, vector<int> >::iterator iterMap = m_mapAppliedStateEffect.find( hActor->GetUniqueID() );
if( m_mapAppliedStateEffect.end() != iterMap )
{
const vector<int>& 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<int>* 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<IStateMessage>& pMessage )
{
const boost::shared_ptr<CSMScanActor> pScanActorMsg = boost::static_pointer_cast<CSMScanActor>(pMessage);
set<int> setScanActor = pScanActorMsg->GetScanActorSet();
// 새로 추가된 액터.
vector<int> vlhNewActors;
set_difference( setScanActor.begin(), setScanActor.end(),
m_setAffectingActors.begin(), m_setAffectingActors.end(),
back_inserter(vlhNewActors) );
// 바깥으로 나간 액터.
vector<int> 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<int>::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<int, bool> 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<int> 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<CDnMonsterActor*>(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<int, bool>::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<int>::iterator iter = vlhOutActors.begin();
for( iter; iter != vlhOutActors.end(); ++iter )
{
DnActorHandle hActor = CDnActor::FindActorFromUniqueID( m_pGameRoom, *iter );
if( hActor && hActor->GetActorType() < CDnActorState::Npc )
{
map<int, vector<int> >::iterator iterMap = m_mapAppliedStateEffect.find( hActor->GetUniqueID() );
if( m_mapAppliedStateEffect.end() != iterMap )
{
const vector<int>& 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<int>::iterator iter = m_setAffectingActors.begin();
for( iter; iter != m_setAffectingActors.end(); ++iter )
{
map<int, vector<int> >::iterator iterMap = m_mapAppliedStateEffect.find( *iter );
if( m_mapAppliedStateEffect.end() != iterMap )
{
DnActorHandle hActor = CDnActor::FindActorFromUniqueID( m_pGameRoom, *iter );
if( hActor )
{
vector<int>& 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();
}