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[Quest API] Add EVENT_DAMAGE_GIVEN and EVENT_DAMAGE_TAKEN to Perl/Lua. (#2804)
* [Quest API] Add EVENT_DAMAGE_GIVEN and EVENT_DAMAGE_TAKEN to Perl/Lua. # Perl - Add `EVENT_DAMAGE_GIVEN`. - Add `EVENT_DAMAGE_TAKEN`. - Both events export `$entity_id`, `$damage`, `$spell_id`, `$skill_id`, `$is_damage_shield`, `$is_avoidable`, `$buff_slot`, `$is_buff_tic`, `$special_attack`. # Lua - Add `event_damage_given`. - Add `event_damage_taken`. - Both events export `e.entity_id`, `e.damage`, `e.spell_id`, `e.skill_id`, `e.is_damage_shield`, `e.is_avoidable`, `e.buff_slot`, `e.is_buff_tic`, `e.special_attack`, and `e.other`. # Notes - These events allow operators to have events fire based on damage given or taken, as well as keep better track of a Bot, Client, or NPC's damage per second or otherwise. - Special Attack is only useful for NPCs, but allows you to see if the attack is Rampage, AERampage, or Chaotic Stab. * Cleanup.
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@@ -3820,6 +3820,98 @@ void Mob::CommonDamage(Mob* attacker, int64 &damage, const uint16 spell_id, cons
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//final damage has been determined.
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SetHP(int64(GetHP() - damage));
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const auto has_bot_given_event = parse->BotHasQuestSub(EVENT_DAMAGE_GIVEN);
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const auto has_bot_taken_event = parse->BotHasQuestSub(EVENT_DAMAGE_TAKEN);
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const auto has_npc_given_event = (
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(
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IsNPC() &&
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parse->HasQuestSub(CastToNPC()->GetNPCTypeID(), EVENT_DAMAGE_GIVEN)
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) ||
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(
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attacker->IsNPC() &&
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parse->HasQuestSub(attacker->CastToNPC()->GetNPCTypeID(), EVENT_DAMAGE_GIVEN)
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)
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);
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const auto has_npc_taken_event = (
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(
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IsNPC() &&
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parse->HasQuestSub(CastToNPC()->GetNPCTypeID(), EVENT_DAMAGE_TAKEN)
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) ||
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(
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attacker->IsNPC() &&
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parse->HasQuestSub(attacker->CastToNPC()->GetNPCTypeID(), EVENT_DAMAGE_TAKEN)
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)
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);
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const auto has_player_given_event = parse->PlayerHasQuestSub(EVENT_DAMAGE_GIVEN);
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const auto has_player_taken_event = parse->PlayerHasQuestSub(EVENT_DAMAGE_TAKEN);
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const auto has_given_event = (
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has_bot_given_event ||
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has_npc_given_event ||
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has_player_given_event
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);
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const auto has_taken_event = (
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has_bot_taken_event ||
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has_npc_taken_event ||
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has_player_taken_event
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);
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std::vector<std::any> args;
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if (has_taken_event) {
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const auto export_string = fmt::format(
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"{} {} {} {} {} {} {} {} {}",
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attacker ? attacker->GetID() : 0,
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damage,
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spell_id,
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static_cast<int>(skill_used),
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FromDamageShield ? 1 : 0,
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avoidable ? 1 : 0,
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buffslot,
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iBuffTic ? 1 : 0,
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static_cast<int>(special)
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);
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if (IsBot() && has_bot_taken_event) {
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parse->EventBot(EVENT_DAMAGE_TAKEN, CastToBot(), attacker ? attacker : nullptr, export_string, 0);
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} else if (IsClient() && has_player_taken_event) {
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args.push_back(attacker ? attacker : nullptr);
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parse->EventPlayer(EVENT_DAMAGE_TAKEN, CastToClient(), export_string, 0, &args);
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} else if (IsNPC() && has_npc_taken_event) {
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parse->EventNPC(EVENT_DAMAGE_TAKEN, CastToNPC(), attacker ? attacker : nullptr, export_string, 0);
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}
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}
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if (has_given_event && attacker) {
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const auto export_string = fmt::format(
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"{} {} {} {} {} {} {} {} {}",
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GetID(),
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damage,
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spell_id,
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static_cast<int>(skill_used),
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FromDamageShield ? 1 : 0,
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avoidable ? 1 : 0,
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buffslot,
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iBuffTic ? 1 : 0,
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static_cast<int>(special)
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);
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if (attacker->IsBot() && has_bot_given_event) {
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parse->EventBot(EVENT_DAMAGE_GIVEN, attacker->CastToBot(), this, export_string, 0);
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} else if (attacker->IsClient() && has_player_given_event) {
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args.push_back(this);
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parse->EventPlayer(EVENT_DAMAGE_GIVEN, attacker->CastToClient(), export_string, 0, &args);
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} else if (attacker->IsNPC() && has_npc_given_event) {
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parse->EventNPC(EVENT_DAMAGE_GIVEN, attacker->CastToNPC(), this, export_string, 0);
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}
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}
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if (HasDied()) {
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bool IsSaved = false;
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