using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
///
/// Outbound combat attack GameActions.
///
/// Retail/ACE use distinct payloads for melee and missile:
///
///
/// u32 0xF7B1 // GameAction envelope opcode
/// u32 gameActionSequence // client sequence
/// u32 0x0008 // TargetedMeleeAttack
/// u32 targetGuid
/// u32 attackHeight // 1=High, 2=Medium, 3=Low
/// f32 powerLevel // [0.0, 1.0]
///
/// u32 0xF7B1
/// u32 gameActionSequence
/// u32 0x000A // TargetedMissileAttack
/// u32 targetGuid
/// u32 attackHeight
/// f32 accuracyLevel // [0.0, 1.0]
///
///
/// References: CM_Combat::Event_TargetedMeleeAttack 0x006A9C10,
/// CM_Combat::Event_TargetedMissileAttack 0x006A9D60, ACE
/// GameActionTargetedMeleeAttack/GameActionTargetedMissileAttack, and
/// holtburger protocol game_action.rs.
///
public static class AttackTargetRequest
{
public const uint GameActionEnvelope = 0xF7B1u;
public const uint TargetedMeleeAttackOpcode = 0x0008u;
public const uint TargetedMissileAttackOpcode = 0x000Au;
public const uint CancelAttackOpcode = 0x01B7u;
/// Build the wire body for a targeted melee attack.
public static byte[] BuildMelee(
uint gameActionSequence,
uint targetGuid,
uint attackHeight,
float powerLevel)
{
byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), TargetedMeleeAttackOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), attackHeight);
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(20), powerLevel);
return body;
}
/// Build the wire body for a targeted missile attack.
public static byte[] BuildMissile(
uint gameActionSequence,
uint targetGuid,
uint attackHeight,
float accuracyLevel)
{
byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), TargetedMissileAttackOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), attackHeight);
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(20), accuracyLevel);
return body;
}
/// Build the wire body for cancelling an active attack request.
public static byte[] BuildCancel(uint gameActionSequence)
{
byte[] body = new byte[12];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), CancelAttackOpcode);
return body;
}
}