feat(combat): Phase L.1c add outbound combat actions
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29afc94b94
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5 changed files with 176 additions and 5 deletions
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@ -1,6 +1,7 @@
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using System.Buffers.Binary;
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using System.Net;
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using System.Threading.Channels;
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using AcDream.Core.Combat;
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using AcDream.Core.Net.Cryptography;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Net.Packets;
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@ -909,6 +910,48 @@ public sealed class WorldSession : IDisposable
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SendGameAction(body);
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}
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/// <summary>Send retail ChangeCombatMode (0x0053).</summary>
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public void SendChangeCombatMode(CombatMode mode)
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{
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uint seq = NextGameActionSequence();
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byte[] body = CharacterActions.BuildChangeCombatMode(
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seq,
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(CharacterActions.CombatMode)(uint)mode);
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SendGameAction(body);
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}
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/// <summary>Send retail TargetedMeleeAttack (0x0008).</summary>
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public void SendMeleeAttack(uint targetGuid, AttackHeight attackHeight, float powerLevel)
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{
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uint seq = NextGameActionSequence();
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byte[] body = AttackTargetRequest.BuildMelee(
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seq,
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targetGuid,
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(uint)attackHeight,
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powerLevel);
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SendGameAction(body);
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}
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/// <summary>Send retail TargetedMissileAttack (0x000A).</summary>
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public void SendMissileAttack(uint targetGuid, AttackHeight attackHeight, float accuracyLevel)
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{
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uint seq = NextGameActionSequence();
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byte[] body = AttackTargetRequest.BuildMissile(
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seq,
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targetGuid,
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(uint)attackHeight,
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accuracyLevel);
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SendGameAction(body);
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}
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/// <summary>Send retail CancelAttack (0x01B7).</summary>
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public void SendCancelAttack()
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{
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uint seq = NextGameActionSequence();
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byte[] body = AttackTargetRequest.BuildCancel(seq);
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SendGameAction(body);
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}
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/// <summary>
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/// Phase I.6: send a TurbineChat <c>RequestSendToRoomById</c> to a
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/// global community room (General / Trade / LFG / Roleplay /
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@ -7,14 +7,17 @@ namespace AcDream.Core.Combat;
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// Full research: docs/research/deepdives/r02-combat-system.md
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// ─────────────────────────────────────────────────────────────────────
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[Flags]
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public enum CombatMode
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{
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Undef = 0,
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NonCombat = 1,
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Melee = 2,
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Missile = 3,
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Magic = 4,
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Peaceful = 5,
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NonCombat = 0x01,
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Melee = 0x02,
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Missile = 0x04,
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Magic = 0x08,
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ValidCombat = NonCombat | Melee | Missile | Magic,
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CombatCombat = Melee | Missile | Magic,
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}
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public enum AttackHeight
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@ -39,6 +39,8 @@ public sealed class CombatState
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{
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private readonly ConcurrentDictionary<uint, float> _healthByGuid = new();
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public CombatMode CurrentMode { get; private set; } = CombatMode.NonCombat;
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/// <summary>Fires when a target's health percent changes (from UpdateHealth).</summary>
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public event Action<uint /*guid*/, float /*percent*/>? HealthChanged;
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@ -60,6 +62,9 @@ public sealed class CombatState
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/// <summary>The server accepted the attack and the power bar/animation can begin.</summary>
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public event Action? AttackCommenced;
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/// <summary>The locally requested or server-confirmed combat mode changed.</summary>
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public event Action<CombatMode>? CombatModeChanged;
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/// <summary>
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/// Fires when the server confirms the player landed a killing blow
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/// (GameEvent <c>KillerNotification (0x01AD)</c>). Event payload is
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@ -97,6 +102,15 @@ public sealed class CombatState
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HealthChanged?.Invoke(targetGuid, healthPercent);
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}
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public void SetCombatMode(CombatMode mode)
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{
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if (CurrentMode == mode)
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return;
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CurrentMode = mode;
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CombatModeChanged?.Invoke(mode);
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}
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public void OnVictimNotification(
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string attackerName, uint attackerGuid, uint damageType, uint damage,
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uint hitQuadrant, uint critical, uint attackType)
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