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Split Mob::SetAttackTimer into Client and NPC methods
This was the easiest way to NPCs delay settings to be sane in the database. The functions are cleaner since there is no specific logic to change behavior depending on if they're a client or not.
This commit is contained in:
+142
@@ -4803,3 +4803,145 @@ void Mob::CommonBreakInvisible()
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hidden = false;
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improved_hidden = false;
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}
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void Mob::SetAttackTimer()
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{
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attack_timer.SetAtTrigger(4000, true);
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}
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void Client::SetAttackTimer()
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{
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float PermaHaste = GetPermaHaste() * 100.0f;
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//default value for attack timer in case they have
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//an invalid weapon equipped:
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attack_timer.SetAtTrigger(4000, true);
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Timer *TimerToUse = nullptr;
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const Item_Struct *PrimaryWeapon = nullptr;
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for (int i = MainRange; i <= MainSecondary; i++) {
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//pick a timer
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if (i == MainPrimary)
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TimerToUse = &attack_timer;
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else if (i == MainRange)
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TimerToUse = &ranged_timer;
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else if (i == MainSecondary)
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TimerToUse = &attack_dw_timer;
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else //invalid slot (hands will always hit this)
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continue;
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const Item_Struct *ItemToUse = nullptr;
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//find our item
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ItemInst *ci = GetInv().GetItem(i);
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if (ci)
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ItemToUse = ci->GetItem();
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//special offhand stuff
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if (i == MainSecondary) {
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//if we have a 2H weapon in our main hand, no dual
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if (PrimaryWeapon != nullptr) {
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if (PrimaryWeapon->ItemClass == ItemClassCommon
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&& (PrimaryWeapon->ItemType == ItemType2HSlash
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|| PrimaryWeapon->ItemType == ItemType2HBlunt
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|| PrimaryWeapon->ItemType == ItemType2HPiercing)) {
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attack_dw_timer.Disable();
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continue;
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}
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}
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//if we cant dual wield, skip it
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if (!CanThisClassDualWield()) {
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attack_dw_timer.Disable();
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continue;
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}
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}
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//see if we have a valid weapon
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if (ItemToUse != nullptr) {
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//check type and damage/delay
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if (ItemToUse->ItemClass != ItemClassCommon
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|| ItemToUse->Damage == 0
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|| ItemToUse->Delay == 0) {
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//no weapon
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ItemToUse = nullptr;
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}
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// Check to see if skill is valid
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else if ((ItemToUse->ItemType > ItemTypeLargeThrowing) &&
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(ItemToUse->ItemType != ItemTypeMartial) &&
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(ItemToUse->ItemType != ItemType2HPiercing)) {
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//no weapon
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ItemToUse = nullptr;
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}
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}
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int16 DelayMod = std::max(itembonuses.HundredHands + spellbonuses.HundredHands, -99);
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int speed = 0;
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//if we have no weapon..
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if (ItemToUse == nullptr) {
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//above checks ensure ranged weapons do not fall into here
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// Work out if we're a monk
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if ((GetClass() == MONK) || (GetClass() == BEASTLORD))
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speed = static_cast<int>((GetMonkHandToHandDelay() * (100 + DelayMod) / 100) * PermaHaste);
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else
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speed = static_cast<int>((36 * (100 + DelayMod) / 100) * PermaHaste);
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} else {
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//we have a weapon, use its delay
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// Convert weapon delay to timer resolution (milliseconds)
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//delay * 100
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speed = static_cast<int>((ItemToUse->Delay * (100 + DelayMod) / 100) * PermaHaste);
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if (ItemToUse->ItemType == ItemTypeBow || ItemToUse->ItemType == ItemTypeLargeThrowing) {
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float quiver_haste = GetQuiverHaste();
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if (quiver_haste > 0)
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speed *= quiver_haste;
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}
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}
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TimerToUse->SetAtTrigger(std::max(RuleI(Combat, MinHastedDelay), speed), true);
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if (i == MainPrimary)
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PrimaryWeapon = ItemToUse;
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}
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}
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void NPC::SetAttackTimer()
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{
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float PermaHaste = GetPermaHaste();
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//default value for attack timer in case they have
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//an invalid weapon equipped:
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attack_timer.SetAtTrigger(4000, true);
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Timer *TimerToUse = nullptr;
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for (int i = MainRange; i <= MainSecondary; i++) {
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//pick a timer
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if (i == MainPrimary)
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TimerToUse = &attack_timer;
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else if (i == MainRange)
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TimerToUse = &ranged_timer;
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else if (i == MainSecondary)
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TimerToUse = &attack_dw_timer;
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else //invalid slot (hands will always hit this)
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continue;
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//special offhand stuff
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if (i == MainSecondary) {
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//NPCs get it for free at 13
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if(GetLevel() < 13) {
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attack_dw_timer.Disable();
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continue;
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}
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}
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int16 DelayMod = std::max(itembonuses.HundredHands + spellbonuses.HundredHands, -99);
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// Technically NPCs should do some logic for weapons, but the effect is minimal
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// What they do is take the lower of their set delay and the weapon's
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// ex. Mob's delay set to 20, weapon set to 19, delay 19
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// Mob's delay set to 20, weapon set to 21, delay 20
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int speed = static_cast<int>((36 * (100 + DelayMod) / 100) * (100.0f + attack_speed) * PermaHaste);
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TimerToUse->SetAtTrigger(std::max(RuleI(Combat, MinHastedDelay), speed), true);
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}
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}
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