kimi gone wild
This commit is contained in:
674
lib/odinsea/channel/handler/players.ex
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674
lib/odinsea/channel/handler/players.ex
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@@ -0,0 +1,674 @@
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defmodule Odinsea.Channel.Handler.Players do
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@moduledoc """
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Handles general player operation packets.
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Ported from: src/handling/channel/handler/PlayersHandler.java
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## Main Handlers
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- handle_note/2 - Cash note system
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- handle_give_fame/2 - Fame system
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- handle_use_door/2 - Party door usage
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- handle_use_mech_door/2 - Mechanic door usage
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- handle_transform_player/2 - Transformation items
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- handle_hit_reactor/2 - Reactor hit
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- handle_touch_reactor/2 - Reactor touch
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- handle_hit_coconut/2 - Coconut event
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- handle_follow_request/2 - Follow request
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- handle_follow_reply/2 - Follow reply
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- handle_ring_action/2 - Marriage rings
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- handle_solomon/2 - Solomon's books
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- handle_gach_exp/2 - Gachapon EXP
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- handle_report/2 - Player reporting
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- handle_monster_book_info/2 - Monster book info
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- handle_change_set/2 - Card set change
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- handle_enter_pvp/2 - Enter PVP
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- handle_respawn_pvp/2 - PVP respawn
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- handle_leave_pvp/2 - Leave PVP
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- handle_attack_pvp/2 - PVP attack
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"""
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require Logger
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alias Odinsea.Net.Packet.In
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alias Odinsea.Game.{Character, Map}
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alias Odinsea.Channel.Packets
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# ============================================================================
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# Note System
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# ============================================================================
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@doc """
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Handles cash note operations (CP_NOTE_ACTION / 0xAD).
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Types:
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- 0: Send note with item
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- 1: Delete notes
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Reference: PlayersHandler.Note()
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"""
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def handle_note(packet, client_pid) do
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type = In.decode_byte(packet)
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case type do
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0 ->
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# Send note
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name = In.decode_string(packet)
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msg = In.decode_string(packet)
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fame = In.decode_byte(packet) > 0
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_ = In.decode_int(packet) # unknown
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cash_id = In.decode_long(packet)
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, _char_state} ->
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# TODO: Validate item exists in cash inventory
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# TODO: Send note to recipient
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Logger.debug("Send note to #{name}: #{msg}, fame: #{fame}, cash_id: #{cash_id}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to send note: #{inspect(reason)}")
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end
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1 ->
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# Delete notes
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num = In.decode_byte(packet)
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_ = In.decode_short(packet) # skip 2
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notes_to_delete = Enum.map(1..num, fn _ ->
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id = In.decode_int(packet)
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fame_delete = In.decode_byte(packet) > 0
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{id, fame_delete}
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end)
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, _char_state} ->
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# TODO: Delete notes from database
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Logger.debug("Delete notes: #{inspect(notes_to_delete)}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to delete notes: #{inspect(reason)}")
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end
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_ ->
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Logger.warning("Unhandled note action: #{type}")
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end
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end
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# ============================================================================
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# Fame System
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# ============================================================================
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@doc """
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Handles giving fame (CP_GIVE_FAME / 0x73).
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Reference: PlayersHandler.GiveFame()
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"""
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def handle_give_fame(packet, client_pid) do
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target_id = In.decode_int(packet)
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mode = In.decode_byte(packet) # 0 = down, 1 = up
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fame_change = if mode == 0, do: -1, else: 1
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, char_state} ->
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# TODO: Validate target exists on map
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# TODO: Check target is not self
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# TODO: Check character level >= 15
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# TODO: Check fame cooldown
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# TODO: Apply fame change
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# TODO: Send response packets
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Logger.debug("Give fame: #{fame_change} to #{target_id}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to give fame: #{inspect(reason)}")
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end
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end
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# ============================================================================
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# Door Handlers
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# ============================================================================
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@doc """
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Handles door usage (CP_USE_DOOR / 0xAF).
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Mystic Door (Priest skill) - warp to town or back.
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Reference: PlayersHandler.UseDoor()
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"""
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def handle_use_door(packet, client_pid) do
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oid = In.decode_int(packet)
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mode = In.decode_byte(packet) == 0 # 0 = target to town, 1 = town to target
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, char_state} ->
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# TODO: Find door by owner ID
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# TODO: Validate door is active
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# TODO: Warp character to appropriate destination
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Logger.debug("Use door: OID #{oid}, mode #{mode}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to use door: #{inspect(reason)}")
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end
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end
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@doc """
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Handles mechanic door usage (CP_USE_MECH_DOOR / 0xB0).
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Mechanic teleport doors.
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Reference: PlayersHandler.UseMechDoor()
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"""
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def handle_use_mech_door(packet, client_pid) do
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oid = In.decode_int(packet)
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pos_x = In.decode_short(packet)
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pos_y = In.decode_short(packet)
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mode = In.decode_byte(packet) # door ID
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, char_state} ->
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# Send enable actions
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send(client_pid, {:send_packet, Packets.enable_actions()})
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# TODO: Find mechanic door by owner ID and door ID
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# TODO: Move character to position
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Logger.debug("Use mech door: OID #{oid}, pos (#{pos_x}, #{pos_y}), mode #{mode}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to use mech door: #{inspect(reason)}")
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end
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end
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# ============================================================================
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# Transformation
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# ============================================================================
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@doc """
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Handles player transformation (CP_TRANSFORM_PLAYER / 0xD2).
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Item-based transformations (e.g., 2212000 - prank item).
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Reference: PlayersHandler.TransformPlayer()
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"""
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def handle_transform_player(packet, client_pid) do
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tick = In.decode_int(packet)
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slot = In.decode_short(packet)
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item_id = In.decode_int(packet)
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target_name = In.decode_string(packet)
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, char_state} ->
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# TODO: Validate item exists in inventory
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# TODO: Find target by name
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# TODO: Apply transformation effect
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# TODO: Consume item
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Logger.debug("Transform player: item #{item_id}, slot #{slot}, target #{target_name}, tick #{tick}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to transform player: #{inspect(reason)}")
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end
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end
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# ============================================================================
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# Reactor Handlers
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# ============================================================================
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@doc """
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Handles reactor hit (CP_DAMAGE_REACTOR / 0x10F).
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Reference: PlayersHandler.HitReactor()
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"""
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def handle_hit_reactor(packet, client_pid) do
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oid = In.decode_int(packet)
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char_pos = In.decode_int(packet)
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stance = In.decode_short(packet)
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, char_state} ->
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# TODO: Get reactor from map
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# TODO: Validate reactor is alive
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# TODO: Hit reactor with damage
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Logger.debug("Hit reactor: OID #{oid}, char_pos #{char_pos}, stance #{stance}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to hit reactor: #{inspect(reason)}")
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end
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end
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@doc """
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Handles reactor touch (CP_TOUCH_REACTOR / 0x110).
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Reference: PlayersHandler.TouchReactor()
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"""
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def handle_touch_reactor(packet, client_pid) do
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oid = In.decode_int(packet)
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touched = if byte_size(packet.data) == 0, do: true, else: In.decode_byte(packet) > 0
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, char_state} ->
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# TODO: Get reactor from map
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# TODO: Handle touch based on reactor type
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# TODO: Check required items for certain reactors
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Logger.debug("Touch reactor: OID #{oid}, touched #{touched}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to touch reactor: #{inspect(reason)}")
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end
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end
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# ============================================================================
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# Event Handlers
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# ============================================================================
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@doc """
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Handles coconut hit (CP_COCONUT / 0x11B).
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Coconut event / Coke Play event.
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Reference: PlayersHandler.hitCoconut()
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"""
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def handle_hit_coconut(packet, client_pid) do
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coconut_id = In.decode_short(packet)
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# Unknown bytes follow
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, char_state} ->
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# TODO: Get coconut event for channel
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# TODO: Validate coconut can be hit
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# TODO: Process hit (falling, bomb, points)
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Logger.debug("Hit coconut: ID #{coconut_id}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to hit coconut: #{inspect(reason)}")
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end
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end
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# ============================================================================
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# Follow System
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# ============================================================================
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@doc """
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Handles follow request (CP_FOLLOW_REQUEST / 0x8E).
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Reference: PlayersHandler.FollowRequest()
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"""
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def handle_follow_request(packet, client_pid) do
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target_id = In.decode_int(packet)
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follow_mode = In.decode_byte(packet) > 0
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, char_state} ->
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# TODO: Find target on map
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# TODO: Check distance
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# TODO: Send follow request
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Logger.debug("Follow request: target #{target_id}, mode #{follow_mode}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to handle follow request: #{inspect(reason)}")
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end
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end
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@doc """
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Handles follow reply (CP_FOLLOW_REPLY / 0x91).
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Reference: PlayersHandler.FollowReply()
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"""
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def handle_follow_reply(packet, client_pid) do
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target_id = In.decode_int(packet)
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accepted = In.decode_byte(packet) > 0
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, char_state} ->
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# TODO: Validate follow request exists
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# TODO: Set follow state for both players
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# TODO: Broadcast follow effect
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Logger.debug("Follow reply: target #{target_id}, accepted #{accepted}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to handle follow reply: #{inspect(reason)}")
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end
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end
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# ============================================================================
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# Marriage System
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# ============================================================================
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@doc """
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Handles ring/marriage actions (CP_RING_ACTION / 0xB5).
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Modes:
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- 0: Propose (DoRing)
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- 1: Cancel proposal
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- 2: Accept/Deny proposal
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- 3: Drop ring (ETC only)
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Reference: PlayersHandler.RingAction(), PlayersHandler.DoRing()
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"""
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def handle_ring_action(packet, client_pid) do
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mode = In.decode_byte(packet)
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case mode do
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0 ->
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# Propose
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name = In.decode_string(packet)
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item_id = In.decode_int(packet)
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, _char_state} ->
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# TODO: Validate character is not married
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# TODO: Validate target exists
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# TODO: Validate has ring box item
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# TODO: Send proposal
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Logger.debug("Marriage proposal to #{name} with item #{item_id}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to propose: #{inspect(reason)}")
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end
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1 ->
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# Cancel proposal
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, _char_state} ->
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# TODO: Cancel pending proposal
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Logger.debug("Cancel marriage proposal, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to cancel proposal: #{inspect(reason)}")
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end
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2 ->
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# Accept/Deny
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accepted = In.decode_byte(packet) > 0
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name = In.decode_string(packet)
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id = In.decode_int(packet)
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, _char_state} ->
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# TODO: Validate proposal exists
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# TODO: If accepted, create rings for both
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# TODO: Update marriage IDs
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Logger.debug("Marriage reply: #{accepted} to #{name} (#{id}), character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to reply to proposal: #{inspect(reason)}")
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end
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3 ->
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# Drop ring
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item_id = In.decode_int(packet)
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case Character.get_state_by_client(client_pid) do
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{:ok, character_id, _char_state} ->
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# TODO: Validate ring is ETC type
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# TODO: Drop ring from inventory
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Logger.debug("Drop ring #{item_id}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to drop ring: #{inspect(reason)}")
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||||
end
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||||
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||||
_ ->
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Logger.warning("Unhandled ring action mode: #{mode}")
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||||
end
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||||
end
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||||
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||||
# ============================================================================
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||||
# Solomon/Gachapon Systems
|
||||
# ============================================================================
|
||||
|
||||
@doc """
|
||||
Handles Solomon's books (CP_SOLOMON / 0x8C).
|
||||
|
||||
EXP books for level 50 and below.
|
||||
|
||||
Reference: PlayersHandler.Solomon()
|
||||
"""
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||||
def handle_solomon(packet, client_pid) do
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||||
tick = In.decode_int(packet)
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||||
slot = In.decode_short(packet)
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||||
item_id = In.decode_int(packet)
|
||||
|
||||
case Character.get_state_by_client(client_pid) do
|
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{:ok, character_id, char_state} ->
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# TODO: Validate character level <= 50
|
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# TODO: Validate has gach exp available
|
||||
# TODO: Get EXP from item
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# TODO: Add gach EXP
|
||||
# TODO: Remove item
|
||||
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# Send enable actions
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send(client_pid, {:send_packet, Packets.enable_actions()})
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Logger.debug("Solomon: item #{item_id}, slot #{slot}, tick #{tick}, character #{character_id}")
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:ok
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{:error, reason} ->
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Logger.warn("Failed to use Solomon book: #{inspect(reason)}")
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||||
end
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||||
end
|
||||
|
||||
@doc """
|
||||
Handles Gachapon EXP claim (CP_GACH_EXP / 0x8D).
|
||||
|
||||
Reference: PlayersHandler.GachExp()
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||||
"""
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||||
def handle_gach_exp(packet, client_pid) do
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tick = In.decode_int(packet)
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||||
|
||||
case Character.get_state_by_client(client_pid) do
|
||||
{:ok, character_id, char_state} ->
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||||
# TODO: Check gach EXP > 0
|
||||
# TODO: Gain EXP with quest rate
|
||||
# TODO: Reset gach EXP
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||||
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||||
# Send enable actions
|
||||
send(client_pid, {:send_packet, Packets.enable_actions()})
|
||||
|
||||
Logger.debug("Gach EXP claim: tick #{tick}, character #{character_id}")
|
||||
:ok
|
||||
|
||||
{:error, reason} ->
|
||||
Logger.warn("Failed to claim gach EXP: #{inspect(reason)}")
|
||||
end
|
||||
end
|
||||
|
||||
# ============================================================================
|
||||
# Reporting
|
||||
# ============================================================================
|
||||
|
||||
@doc """
|
||||
Handles player report (CP_REPORT / 0x94).
|
||||
|
||||
Report types: BOT, HACK, AD, HARASS, etc.
|
||||
|
||||
Reference: PlayersHandler.Report()
|
||||
"""
|
||||
def handle_report(packet, client_pid) do
|
||||
# Format varies by server type (GMS/non-GMS)
|
||||
report_type = In.decode_byte(packet)
|
||||
target_name = In.decode_string(packet)
|
||||
# Additional data may follow
|
||||
|
||||
case Character.get_state_by_client(client_pid) do
|
||||
{:ok, character_id, char_state} ->
|
||||
# TODO: Validate target exists
|
||||
# TODO: Check report cooldown (2 hours)
|
||||
# TODO: Log report
|
||||
# TODO: Send to Discord if configured
|
||||
|
||||
Logger.debug("Report: type #{report_type}, target #{target_name}, character #{character_id}")
|
||||
:ok
|
||||
|
||||
{:error, reason} ->
|
||||
Logger.warn("Failed to handle report: #{inspect(reason)}")
|
||||
end
|
||||
end
|
||||
|
||||
# ============================================================================
|
||||
# Monster Book
|
||||
# ============================================================================
|
||||
|
||||
@doc """
|
||||
Handles monster book info request (CP_GET_BOOK_INFO / 0x7FFA).
|
||||
|
||||
Reference: PlayersHandler.MonsterBookInfoRequest()
|
||||
"""
|
||||
def handle_monster_book_info(packet, client_pid) do
|
||||
_ = In.decode_int(packet) # unknown
|
||||
target_id = In.decode_int(packet)
|
||||
|
||||
case Character.get_state_by_client(client_pid) do
|
||||
{:ok, character_id, char_state} ->
|
||||
# TODO: Find target player
|
||||
# TODO: Get monster book info
|
||||
# TODO: Send info packet
|
||||
|
||||
# Send enable actions
|
||||
send(client_pid, {:send_packet, Packets.enable_actions()})
|
||||
|
||||
Logger.debug("Monster book info request: target #{target_id}, character #{character_id}")
|
||||
:ok
|
||||
|
||||
{:error, reason} ->
|
||||
Logger.warn("Failed to get monster book info: #{inspect(reason)}")
|
||||
end
|
||||
end
|
||||
|
||||
@doc """
|
||||
Handles card set change (CP_CHANGE_SET / 0x7FFE).
|
||||
|
||||
Reference: PlayersHandler.ChangeSet()
|
||||
"""
|
||||
def handle_change_set(packet, client_pid) do
|
||||
set_id = In.decode_int(packet)
|
||||
|
||||
case Character.get_state_by_client(client_pid) do
|
||||
{:ok, character_id, char_state} ->
|
||||
# TODO: Validate set exists
|
||||
# TODO: Change active card set
|
||||
# TODO: Apply book effects
|
||||
|
||||
Logger.debug("Change card set: #{set_id}, character #{character_id}")
|
||||
:ok
|
||||
|
||||
{:error, reason} ->
|
||||
Logger.warn("Failed to change card set: #{inspect(reason)}")
|
||||
end
|
||||
end
|
||||
|
||||
# ============================================================================
|
||||
# PVP Handlers
|
||||
# ============================================================================
|
||||
|
||||
@doc """
|
||||
Handles enter PVP (CP_ENTER_PVP / 0x26).
|
||||
|
||||
Reference: PlayersHandler.EnterPVP()
|
||||
"""
|
||||
def handle_enter_pvp(packet, client_pid) do
|
||||
tick = In.decode_int(packet)
|
||||
_ = In.decode_byte(packet) # skip
|
||||
type = In.decode_byte(packet)
|
||||
level = In.decode_byte(packet)
|
||||
|
||||
case Character.get_state_by_client(client_pid) do
|
||||
{:ok, character_id, char_state} ->
|
||||
# TODO: Validate not in party
|
||||
# TODO: Validate level range
|
||||
# TODO: Get PVP event manager
|
||||
# TODO: Register player for PVP
|
||||
|
||||
Logger.debug("Enter PVP: type #{type}, level #{level}, tick #{tick}, character #{character_id}")
|
||||
:ok
|
||||
|
||||
{:error, reason} ->
|
||||
Logger.warn("Failed to enter PVP: #{inspect(reason)}")
|
||||
end
|
||||
end
|
||||
|
||||
@doc """
|
||||
Handles PVP respawn (CP_PVP_RESPAWN / 0x9D).
|
||||
|
||||
Reference: PlayersHandler.RespawnPVP()
|
||||
"""
|
||||
def handle_respawn_pvp(packet, client_pid) do
|
||||
case Character.get_state_by_client(client_pid) do
|
||||
{:ok, character_id, char_state} ->
|
||||
# TODO: Check player is dead and in PVP
|
||||
# TODO: Heal player
|
||||
# TODO: Clear cooldowns
|
||||
# TODO: Warp to spawn point
|
||||
# TODO: Send score packet
|
||||
|
||||
Logger.debug("PVP respawn: character #{character_id}")
|
||||
:ok
|
||||
|
||||
{:error, reason} ->
|
||||
Logger.warn("Failed to respawn in PVP: #{inspect(reason)}")
|
||||
end
|
||||
end
|
||||
|
||||
@doc """
|
||||
Handles leave PVP (CP_LEAVE_PVP / 0x29).
|
||||
|
||||
Reference: PlayersHandler.LeavePVP()
|
||||
"""
|
||||
def handle_leave_pvp(packet, client_pid) do
|
||||
tick = In.decode_int(packet)
|
||||
|
||||
case Character.get_state_by_client(client_pid) do
|
||||
{:ok, character_id, char_state} ->
|
||||
# TODO: Calculate battle points/EXP
|
||||
# TODO: Clear buffs
|
||||
# TODO: Warp to lobby (960000000)
|
||||
# TODO: Update stats
|
||||
|
||||
Logger.debug("Leave PVP: tick #{tick}, character #{character_id}")
|
||||
:ok
|
||||
|
||||
{:error, reason} ->
|
||||
Logger.warn("Failed to leave PVP: #{inspect(reason)}")
|
||||
end
|
||||
end
|
||||
|
||||
@doc """
|
||||
Handles PVP attack (CP_PVP_ATTACK / 0x35).
|
||||
|
||||
Reference: PlayersHandler.AttackPVP()
|
||||
"""
|
||||
def handle_attack_pvp(packet, client_pid) do
|
||||
skill_id = In.decode_int(packet)
|
||||
# Complex packet structure for attack data
|
||||
|
||||
case Character.get_state_by_client(client_pid) do
|
||||
{:ok, character_id, char_state} ->
|
||||
# TODO: Validate in PVP and alive
|
||||
# TODO: Parse attack data
|
||||
# TODO: Calculate damage
|
||||
# TODO: Apply damage to targets
|
||||
# TODO: Update score
|
||||
# TODO: Broadcast attack
|
||||
|
||||
Logger.debug("PVP attack: skill #{skill_id}, character #{character_id}")
|
||||
:ok
|
||||
|
||||
{:error, reason} ->
|
||||
Logger.warn("Failed to handle PVP attack: #{inspect(reason)}")
|
||||
end
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user