fix(net): Phase L.1c conform combat wire events
This commit is contained in:
parent
460f95cb42
commit
29afc94b94
8 changed files with 241 additions and 177 deletions
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@ -156,22 +156,20 @@ public static class GameEventWiring
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dispatcher.Register(GameEventType.VictimNotification, e =>
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{
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var p = GameEvents.ParseVictimNotification(e.Payload.Span);
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if (p is not null) combat.OnVictimNotification(
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p.Value.AttackerName, p.Value.AttackerGuid, p.Value.DamageType,
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p.Value.Damage, p.Value.HitQuadrant, p.Value.Critical, p.Value.AttackType);
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if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, CombatLineKind.Error);
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});
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dispatcher.Register(GameEventType.DefenderNotification, e =>
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{
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var p = GameEvents.ParseDefenderNotification(e.Payload.Span);
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if (p is not null) combat.OnDefenderNotification(
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p.Value.AttackerName, p.Value.AttackerGuid, p.Value.DamageType,
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p.Value.AttackerName, 0u, p.Value.DamageType,
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p.Value.Damage, p.Value.HitQuadrant, p.Value.Critical);
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});
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dispatcher.Register(GameEventType.AttackerNotification, e =>
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{
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var p = GameEvents.ParseAttackerNotification(e.Payload.Span);
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if (p is not null) combat.OnAttackerNotification(
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p.Value.DefenderName, p.Value.DamageType, p.Value.Damage, p.Value.DamagePercent);
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p.Value.DefenderName, p.Value.DamageType, p.Value.Damage, (float)p.Value.HealthPercent);
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});
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dispatcher.Register(GameEventType.EvasionAttackerNotification, e =>
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{
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@ -188,12 +186,15 @@ public static class GameEventWiring
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var p = GameEvents.ParseAttackDone(e.Payload.Span);
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if (p is not null) combat.OnAttackDone(p.Value.AttackSequence, p.Value.WeenieError);
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});
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dispatcher.Register(GameEventType.CombatCommenceAttack, e =>
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{
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if (GameEvents.ParseCombatCommenceAttack(e.Payload.Span))
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combat.OnCombatCommenceAttack();
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});
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dispatcher.Register(GameEventType.KillerNotification, e =>
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{
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// ISSUES.md #10 — orphan parser, never registered before. The
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// server fires this after a player lands a killing blow.
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var p = GameEvents.ParseKillerNotification(e.Payload.Span);
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if (p is not null) combat.OnKillerNotification(p.Value.VictimName, p.Value.VictimGuid);
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if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, CombatLineKind.Info);
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});
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// ── Spells ────────────────────────────────────────────────
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@ -3,60 +3,79 @@ using System.Buffers.Binary;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Outbound <c>0x0008 AttackTargetRequest</c> GameAction.
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/// Outbound combat attack GameActions.
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///
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/// Retail/ACE use distinct payloads for melee and missile:
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///
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/// <para>
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/// Wire layout (inside the <c>0xF7B1</c> GameAction envelope):
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/// <code>
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/// u32 0xF7B1 // GameAction envelope opcode
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/// u32 gameActionSequence // client sequence
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/// u32 0x0008 // sub-opcode
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/// u32 targetGuid // who to attack
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/// f32 powerLevel // [0.0, 1.0] — the power bar position
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/// f32 accuracyLevel // [0.0, 1.0] — for missile weapons
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/// u32 0x0008 // TargetedMeleeAttack
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/// u32 targetGuid
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/// u32 attackHeight // 1=High, 2=Medium, 3=Low
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/// f32 powerLevel // [0.0, 1.0]
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///
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/// u32 0xF7B1
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/// u32 gameActionSequence
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/// u32 0x000A // TargetedMissileAttack
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/// u32 targetGuid
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/// u32 attackHeight
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/// f32 accuracyLevel // [0.0, 1.0]
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/// </code>
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/// </para>
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///
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/// <para>
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/// The server ALREADY knows the attacker (it's the session's player),
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/// so this message only carries the target + attack params. The server
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/// then rolls damage, picks a body part, and broadcasts
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/// <see cref="GameEventType.VictimNotification"/> / AttackerNotification
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/// / DefenderNotification / EvasionAttackerNotification /
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/// EvasionDefenderNotification with the result.
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/// </para>
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///
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/// <para>
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/// References: r02 §7 (wire format), r08 §3 opcode 0x0008.
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/// </para>
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/// References: CM_Combat::Event_TargetedMeleeAttack 0x006A9C10,
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/// CM_Combat::Event_TargetedMissileAttack 0x006A9D60, ACE
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/// GameActionTargetedMeleeAttack/GameActionTargetedMissileAttack, and
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/// holtburger protocol game_action.rs.
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/// </summary>
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public static class AttackTargetRequest
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{
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public const uint GameActionEnvelope = 0xF7B1u;
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public const uint SubOpcode = 0x0008u;
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public const uint TargetedMeleeAttackOpcode = 0x0008u;
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public const uint TargetedMissileAttackOpcode = 0x000Au;
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public const uint CancelAttackOpcode = 0x01B7u;
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/// <summary>
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/// Build the wire body for an attack request.
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/// </summary>
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/// <param name="powerLevel">[0..1] melee power bar position.</param>
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/// <param name="accuracyLevel">[0..1] missile accuracy bar position; pass 0 for melee.</param>
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/// <param name="attackHeight">1=High, 2=Medium, 3=Low.</param>
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public static byte[] Build(
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/// <summary>Build the wire body for a targeted melee attack.</summary>
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public static byte[] BuildMelee(
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uint gameActionSequence,
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uint targetGuid,
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float powerLevel,
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float accuracyLevel,
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uint attackHeight)
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uint attackHeight,
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float powerLevel)
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{
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byte[] body = new byte[28];
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byte[] body = new byte[24];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), SubOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), TargetedMeleeAttackOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(16), powerLevel);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), attackHeight);
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(20), powerLevel);
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return body;
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}
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/// <summary>Build the wire body for a targeted missile attack.</summary>
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public static byte[] BuildMissile(
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uint gameActionSequence,
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uint targetGuid,
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uint attackHeight,
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float accuracyLevel)
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{
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byte[] body = new byte[24];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), TargetedMissileAttackOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), attackHeight);
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(20), accuracyLevel);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(24), attackHeight);
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return body;
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}
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/// <summary>Build the wire body for cancelling an active attack request.</summary>
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public static byte[] BuildCancel(uint gameActionSequence)
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{
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byte[] body = new byte[12];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), CancelAttackOpcode);
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return body;
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}
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}
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@ -22,9 +22,17 @@ public static class CharacterActions
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public const uint TrainSkillOpcode = 0x0047u; // u32 skillId, u32 credits
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public const uint ChangeCombatModeOpcode = 0x0053u; // u32 combatMode
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[Flags]
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public enum CombatMode : uint
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{
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Undef = 0, NonCombat = 1, Melee = 2, Missile = 3, Magic = 4, Peaceful = 5,
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Undef = 0,
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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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/// <summary>Spend XP to raise an attribute (Strength, Endurance, etc).</summary>
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@ -147,56 +147,34 @@ public static class GameEvents
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// ── Combat notifications ────────────────────────────────────────────────
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/// <summary>0x01AC VictimNotification — "you got hit for X".</summary>
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public readonly record struct VictimNotification(
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string AttackerName,
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uint AttackerGuid,
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uint DamageType,
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uint Damage,
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uint HitQuadrant,
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uint Critical,
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uint AttackType);
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/// <summary>0x01AC VictimNotification - death message for the victim.</summary>
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public readonly record struct VictimNotification(string DeathMessage);
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public static VictimNotification? ParseVictimNotification(ReadOnlySpan<byte> payload)
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{
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int pos = 0;
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try
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{
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string name = ReadString16L(payload, ref pos);
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if (payload.Length - pos < 24) return null;
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uint guid = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint damageType = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint damage = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint quad = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint crit = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint atkType = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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return new VictimNotification(name, guid, damageType, damage, quad, crit, atkType);
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}
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try { return new VictimNotification(ReadString16L(payload, ref pos)); }
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catch { return null; }
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}
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/// <summary>0x01AD KillerNotification — "you killed X".</summary>
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public readonly record struct KillerNotification(string VictimName, uint VictimGuid);
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/// <summary>0x01AD KillerNotification - death message for the killer.</summary>
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public readonly record struct KillerNotification(string DeathMessage);
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public static KillerNotification? ParseKillerNotification(ReadOnlySpan<byte> payload)
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{
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int pos = 0;
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try
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{
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string name = ReadString16L(payload, ref pos);
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if (payload.Length - pos < 4) return null;
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uint guid = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos));
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return new KillerNotification(name, guid);
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}
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try { return new KillerNotification(ReadString16L(payload, ref pos)); }
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catch { return null; }
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}
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/// <summary>0x01B1 AttackerNotification — "you hit X for Y%".</summary>
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/// <summary>0x01B1 AttackerNotification - "you hit X".</summary>
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public readonly record struct AttackerNotification(
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string DefenderName,
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uint DamageType,
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double HealthPercent,
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uint Damage,
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float DamagePercent);
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uint Critical,
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ulong AttackConditions);
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public static AttackerNotification? ParseAttackerNotification(ReadOnlySpan<byte> payload)
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{
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@ -204,23 +182,26 @@ public static class GameEvents
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try
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{
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string name = ReadString16L(payload, ref pos);
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if (payload.Length - pos < 12) return null;
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uint damageType = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint damage = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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float pct = BinaryPrimitives.ReadSingleLittleEndian(payload.Slice(pos)); pos += 4;
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return new AttackerNotification(name, damageType, damage, pct);
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if (payload.Length - pos < 28) return null;
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uint damageType = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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double pct = BinaryPrimitives.ReadDoubleLittleEndian(payload.Slice(pos)); pos += 8;
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uint damage = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint crit = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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ulong cond = BinaryPrimitives.ReadUInt64LittleEndian(payload.Slice(pos)); pos += 8;
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return new AttackerNotification(name, damageType, pct, damage, crit, cond);
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}
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catch { return null; }
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}
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/// <summary>0x01B2 DefenderNotification — "X hit you for Y".</summary>
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/// <summary>0x01B2 DefenderNotification - "X hit you".</summary>
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public readonly record struct DefenderNotification(
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string AttackerName,
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uint AttackerGuid,
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uint DamageType,
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double HealthPercent,
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uint Damage,
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uint HitQuadrant,
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uint Critical);
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uint Critical,
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ulong AttackConditions);
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public static DefenderNotification? ParseDefenderNotification(ReadOnlySpan<byte> payload)
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{
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@ -228,40 +209,42 @@ public static class GameEvents
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try
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{
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string name = ReadString16L(payload, ref pos);
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if (payload.Length - pos < 20) return null;
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uint guid = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint dtype = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint dmg = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint quad = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint crit = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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return new DefenderNotification(name, guid, dtype, dmg, quad, crit);
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if (payload.Length - pos < 32) return null;
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uint dtype = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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double pct = BinaryPrimitives.ReadDoubleLittleEndian(payload.Slice(pos)); pos += 8;
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uint dmg = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint quad = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint crit = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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ulong cond = BinaryPrimitives.ReadUInt64LittleEndian(payload.Slice(pos)); pos += 8;
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return new DefenderNotification(name, dtype, pct, dmg, quad, crit, cond);
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}
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catch { return null; }
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}
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/// <summary>0x01B3 EvasionAttackerNotification — "X evaded".</summary>
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/// <summary>0x01B3 EvasionAttackerNotification - "X evaded".</summary>
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public static string? ParseEvasionAttackerNotification(ReadOnlySpan<byte> payload)
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{
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int pos = 0;
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try { return ReadString16L(payload, ref pos); } catch { return null; }
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}
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/// <summary>0x01B4 EvasionDefenderNotification — "you evaded X".</summary>
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/// <summary>0x01B4 EvasionDefenderNotification - "you evaded X".</summary>
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public static string? ParseEvasionDefenderNotification(ReadOnlySpan<byte> payload)
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{
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int pos = 0;
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try { return ReadString16L(payload, ref pos); } catch { return null; }
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}
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/// <summary>0x01A7 AttackDone — (attackSequence, weenieError).</summary>
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/// <summary>0x01B8 CombatCommenceAttack - empty payload.</summary>
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public static bool ParseCombatCommenceAttack(ReadOnlySpan<byte> payload) => payload.Length == 0;
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/// <summary>0x01A7 AttackDone - single WeenieError value.</summary>
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public readonly record struct AttackDone(uint AttackSequence, uint WeenieError);
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public static AttackDone? ParseAttackDone(ReadOnlySpan<byte> payload)
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{
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if (payload.Length < 8) return null;
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return new AttackDone(
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BinaryPrimitives.ReadUInt32LittleEndian(payload),
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BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(4)));
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if (payload.Length < 4) return null;
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return new AttackDone(0u, BinaryPrimitives.ReadUInt32LittleEndian(payload));
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}
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// ── Spell enchantments ──────────────────────────────────────────────────
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