defmodule Odinsea.Channel.Handler.Summon do @moduledoc """ Handles summon-related packets (puppet, dragon, summons). Ported from: src/handling/channel/handler/SummonHandler.java ## Main Handlers - handle_move_dragon/2 - Dragon movement - handle_move_summon/2 - Summon movement - handle_damage_summon/2 - Summon taking damage - handle_summon_attack/2 - Summon attacking - handle_remove_summon/2 - Remove summon - handle_sub_summon/2 - Summon sub-skill (healing, etc.) - handle_pvp_summon/2 - PVP summon attack """ require Logger alias Odinsea.Net.Packet.In alias Odinsea.Game.{Character, Map} # ============================================================================ # Dragon Handlers # ============================================================================ @doc """ Handles dragon movement (CP_MOVE_DRAGON / 0xE7). Reference: SummonHandler.MoveDragon() """ def handle_move_dragon(packet, client_pid) do # Skip 8 bytes (position data) _ = In.decode_long(packet) # Parse movement data # TODO: Implement full movement parsing case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Validate dragon exists for character # TODO: Update dragon position # TODO: Broadcast movement to other players Logger.debug("Dragon move: character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to handle dragon move: #{inspect(reason)}") end end # ============================================================================ # Summon Handlers # ============================================================================ @doc """ Handles summon movement (CP_MOVE_SUMMON / 0xDF). Reference: SummonHandler.MoveSummon() """ def handle_move_summon(packet, client_pid) do summon_oid = In.decode_int(packet) # Skip 8 bytes (start position) _ = In.decode_long(packet) # Parse movement data # TODO: Implement movement parsing case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Validate summon exists and belongs to character # TODO: Check summon movement type (skip if STATIONARY) # TODO: Update summon position # TODO: Broadcast movement to other players Logger.debug("Summon move: OID #{summon_oid}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to handle summon move: #{inspect(reason)}") end end @doc """ Handles summon taking damage (CP_DAMAGE_SUMMON / 0xE1). Puppet summons can take damage and be destroyed. Reference: SummonHandler.DamageSummon() """ def handle_damage_summon(packet, client_pid) do unk_byte = In.decode_byte(packet) damage = In.decode_int(packet) monster_id_from = In.decode_int(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Find puppet summon for character # TODO: Apply damage to summon HP # TODO: Broadcast damage packet # TODO: Remove summon if HP <= 0 Logger.debug("Summon damage: #{damage} from mob #{monster_id_from}, unk #{unk_byte}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to handle summon damage: #{inspect(reason)}") end end @doc """ Handles summon attack (CP_SUMMON_ATTACK / 0xE0). Summons attack monsters with their skills. Reference: SummonHandler.SummonAttack() """ def handle_summon_attack(packet, client_pid) do summon_oid = In.decode_int(packet) # Skip bytes based on game version _ = In.decode_long(packet) # tick or unknown tick = In.decode_int(packet) _ = In.decode_long(packet) # skip animation = In.decode_byte(packet) _ = In.decode_long(packet) # CRC32 skip mob_count = In.decode_byte(packet) # Parse attack targets targets = parse_summon_targets(packet, mob_count) case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Validate summon exists and belongs to character # TODO: Check attack frequency (anti-cheat) # TODO: Calculate damage for each target # TODO: Apply damage to monsters # TODO: Broadcast attack packet # TODO: Remove summon if not multi-attack Logger.debug("Summon attack: OID #{summon_oid}, tick #{tick}, anim #{animation}, targets #{length(targets)}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to handle summon attack: #{inspect(reason)}") end end @doc """ Handles summon removal (CP_REMOVE_SUMMON / 0xE3). Player manually removes their summon. Reference: SummonHandler.RemoveSummon() """ def handle_remove_summon(packet, client_pid) do summon_oid = In.decode_int(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Validate summon exists and belongs to character # TODO: Check if summon can be removed (not rock/shock) # TODO: Remove summon from map # TODO: Broadcast removal packet # TODO: Cancel summon buff Logger.debug("Remove summon: OID #{summon_oid}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to handle remove summon: #{inspect(reason)}") end end @doc """ Handles summon sub-skill (CP_SUB_SUMMON / 0xE2). Special summon abilities like: - 35121009: Mech summon extension (spawn additional summons) - 35111011: Healing - 1321007: Beholder (heal/buff) Reference: SummonHandler.SubSummon() """ def handle_sub_summon(packet, client_pid) do summon_oid = In.decode_int(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Get summon by OID # TODO: Check summon cooldown # TODO: Execute sub-skill based on summon skill ID # TODO: Apply effects (heal, spawn, buff) # TODO: Broadcast skill effect Logger.debug("Sub summon: OID #{summon_oid}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to handle sub summon: #{inspect(reason)}") end end @doc """ Handles PVP summon attack (CP_PVP_SUMMON / 0xE4). Summon attacks in PVP mode. Reference: SummonHandler.SummonPVP() """ def handle_pvp_summon(packet, client_pid) do summon_oid = In.decode_int(packet) # Parse attack data based on packet length tick = if byte_size(packet.data) >= 27 do packet |> skip_bytes(23) |> In.decode_int() else -1 end case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Validate player is in PVP # TODO: Validate summon belongs to character # TODO: Calculate PVP damage # TODO: Apply damage to targets # TODO: Update PVP score # TODO: Broadcast attack packet Logger.debug("PVP summon attack: OID #{summon_oid}, tick #{tick}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to handle PVP summon: #{inspect(reason)}") end end # ============================================================================ # Helper Functions # ============================================================================ defp parse_summon_targets(packet, count) do Enum.reduce(1..count, [], fn _, acc -> mob_oid = In.decode_int(packet) _ = In.decode_bytes(packet, 18) # skip unknown damage = In.decode_int(packet) [{mob_oid, damage} | acc] end) |> Enum.reverse() end defp skip_bytes(packet, count) do In.decode_bytes(packet, count) packet end end