defmodule Odinsea.Channel.Handler.Players do @moduledoc """ Handles general player operation packets. Ported from: src/handling/channel/handler/PlayersHandler.java ## Main Handlers - handle_note/2 - Cash note system - handle_give_fame/2 - Fame system - handle_use_door/2 - Party door usage - handle_use_mech_door/2 - Mechanic door usage - handle_transform_player/2 - Transformation items - handle_hit_reactor/2 - Reactor hit - handle_touch_reactor/2 - Reactor touch - handle_hit_coconut/2 - Coconut event - handle_follow_request/2 - Follow request - handle_follow_reply/2 - Follow reply - handle_ring_action/2 - Marriage rings - handle_solomon/2 - Solomon's books - handle_gach_exp/2 - Gachapon EXP - handle_report/2 - Player reporting - handle_monster_book_info/2 - Monster book info - handle_change_set/2 - Card set change - handle_enter_pvp/2 - Enter PVP - handle_respawn_pvp/2 - PVP respawn - handle_leave_pvp/2 - Leave PVP - handle_attack_pvp/2 - PVP attack """ require Logger alias Odinsea.Net.Packet.In alias Odinsea.Game.{Character, Map} alias Odinsea.Channel.Packets # ============================================================================ # Note System # ============================================================================ @doc """ Handles cash note operations (CP_NOTE_ACTION / 0xAD). Types: - 0: Send note with item - 1: Delete notes Reference: PlayersHandler.Note() """ def handle_note(packet, client_pid) do type = In.decode_byte(packet) case type do 0 -> # Send note name = In.decode_string(packet) msg = In.decode_string(packet) fame = In.decode_byte(packet) > 0 _ = In.decode_int(packet) # unknown cash_id = In.decode_long(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, _char_state} -> # TODO: Validate item exists in cash inventory # TODO: Send note to recipient Logger.debug("Send note to #{name}: #{msg}, fame: #{fame}, cash_id: #{cash_id}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to send note: #{inspect(reason)}") end 1 -> # Delete notes num = In.decode_byte(packet) _ = In.decode_short(packet) # skip 2 notes_to_delete = Enum.map(1..num, fn _ -> id = In.decode_int(packet) fame_delete = In.decode_byte(packet) > 0 {id, fame_delete} end) case Character.get_state_by_client(client_pid) do {:ok, character_id, _char_state} -> # TODO: Delete notes from database Logger.debug("Delete notes: #{inspect(notes_to_delete)}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to delete notes: #{inspect(reason)}") end _ -> Logger.warning("Unhandled note action: #{type}") end end # ============================================================================ # Fame System # ============================================================================ @doc """ Handles giving fame (CP_GIVE_FAME / 0x73). Reference: PlayersHandler.GiveFame() """ def handle_give_fame(packet, client_pid) do target_id = In.decode_int(packet) mode = In.decode_byte(packet) # 0 = down, 1 = up fame_change = if mode == 0, do: -1, else: 1 case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Validate target exists on map # TODO: Check target is not self # TODO: Check character level >= 15 # TODO: Check fame cooldown # TODO: Apply fame change # TODO: Send response packets Logger.debug("Give fame: #{fame_change} to #{target_id}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to give fame: #{inspect(reason)}") end end # ============================================================================ # Door Handlers # ============================================================================ @doc """ Handles door usage (CP_USE_DOOR / 0xAF). Mystic Door (Priest skill) - warp to town or back. Reference: PlayersHandler.UseDoor() """ def handle_use_door(packet, client_pid) do oid = In.decode_int(packet) mode = In.decode_byte(packet) == 0 # 0 = target to town, 1 = town to target case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Find door by owner ID # TODO: Validate door is active # TODO: Warp character to appropriate destination Logger.debug("Use door: OID #{oid}, mode #{mode}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to use door: #{inspect(reason)}") end end @doc """ Handles mechanic door usage (CP_USE_MECH_DOOR / 0xB0). Mechanic teleport doors. Reference: PlayersHandler.UseMechDoor() """ def handle_use_mech_door(packet, client_pid) do oid = In.decode_int(packet) pos_x = In.decode_short(packet) pos_y = In.decode_short(packet) mode = In.decode_byte(packet) # door ID case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # Send enable actions send(client_pid, {:send_packet, Packets.enable_actions()}) # TODO: Find mechanic door by owner ID and door ID # TODO: Move character to position Logger.debug("Use mech door: OID #{oid}, pos (#{pos_x}, #{pos_y}), mode #{mode}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to use mech door: #{inspect(reason)}") end end # ============================================================================ # Transformation # ============================================================================ @doc """ Handles player transformation (CP_TRANSFORM_PLAYER / 0xD2). Item-based transformations (e.g., 2212000 - prank item). Reference: PlayersHandler.TransformPlayer() """ def handle_transform_player(packet, client_pid) do tick = In.decode_int(packet) slot = In.decode_short(packet) item_id = In.decode_int(packet) target_name = In.decode_string(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Validate item exists in inventory # TODO: Find target by name # TODO: Apply transformation effect # TODO: Consume item Logger.debug("Transform player: item #{item_id}, slot #{slot}, target #{target_name}, tick #{tick}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to transform player: #{inspect(reason)}") end end # ============================================================================ # Reactor Handlers # ============================================================================ @doc """ Handles reactor hit (CP_DAMAGE_REACTOR / 0x10F). Reference: PlayersHandler.HitReactor() """ def handle_hit_reactor(packet, client_pid) do oid = In.decode_int(packet) char_pos = In.decode_int(packet) stance = In.decode_short(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Get reactor from map # TODO: Validate reactor is alive # TODO: Hit reactor with damage Logger.debug("Hit reactor: OID #{oid}, char_pos #{char_pos}, stance #{stance}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to hit reactor: #{inspect(reason)}") end end @doc """ Handles reactor touch (CP_TOUCH_REACTOR / 0x110). Reference: PlayersHandler.TouchReactor() """ def handle_touch_reactor(packet, client_pid) do oid = In.decode_int(packet) touched = if byte_size(packet.data) == 0, do: true, else: In.decode_byte(packet) > 0 case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Get reactor from map # TODO: Handle touch based on reactor type # TODO: Check required items for certain reactors Logger.debug("Touch reactor: OID #{oid}, touched #{touched}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to touch reactor: #{inspect(reason)}") end end # ============================================================================ # Event Handlers # ============================================================================ @doc """ Handles coconut hit (CP_COCONUT / 0x11B). Coconut event / Coke Play event. Reference: PlayersHandler.hitCoconut() """ def handle_hit_coconut(packet, client_pid) do coconut_id = In.decode_short(packet) # Unknown bytes follow case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Get coconut event for channel # TODO: Validate coconut can be hit # TODO: Process hit (falling, bomb, points) Logger.debug("Hit coconut: ID #{coconut_id}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to hit coconut: #{inspect(reason)}") end end # ============================================================================ # Follow System # ============================================================================ @doc """ Handles follow request (CP_FOLLOW_REQUEST / 0x8E). Reference: PlayersHandler.FollowRequest() """ def handle_follow_request(packet, client_pid) do target_id = In.decode_int(packet) follow_mode = In.decode_byte(packet) > 0 case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Find target on map # TODO: Check distance # TODO: Send follow request Logger.debug("Follow request: target #{target_id}, mode #{follow_mode}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to handle follow request: #{inspect(reason)}") end end @doc """ Handles follow reply (CP_FOLLOW_REPLY / 0x91). Reference: PlayersHandler.FollowReply() """ def handle_follow_reply(packet, client_pid) do target_id = In.decode_int(packet) accepted = In.decode_byte(packet) > 0 case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Validate follow request exists # TODO: Set follow state for both players # TODO: Broadcast follow effect Logger.debug("Follow reply: target #{target_id}, accepted #{accepted}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to handle follow reply: #{inspect(reason)}") end end # ============================================================================ # Marriage System # ============================================================================ @doc """ Handles ring/marriage actions (CP_RING_ACTION / 0xB5). Modes: - 0: Propose (DoRing) - 1: Cancel proposal - 2: Accept/Deny proposal - 3: Drop ring (ETC only) Reference: PlayersHandler.RingAction(), PlayersHandler.DoRing() """ def handle_ring_action(packet, client_pid) do mode = In.decode_byte(packet) case mode do 0 -> # Propose name = In.decode_string(packet) item_id = In.decode_int(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, _char_state} -> # TODO: Validate character is not married # TODO: Validate target exists # TODO: Validate has ring box item # TODO: Send proposal Logger.debug("Marriage proposal to #{name} with item #{item_id}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to propose: #{inspect(reason)}") end 1 -> # Cancel proposal case Character.get_state_by_client(client_pid) do {:ok, character_id, _char_state} -> # TODO: Cancel pending proposal Logger.debug("Cancel marriage proposal, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to cancel proposal: #{inspect(reason)}") end 2 -> # Accept/Deny accepted = In.decode_byte(packet) > 0 name = In.decode_string(packet) id = In.decode_int(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, _char_state} -> # TODO: Validate proposal exists # TODO: If accepted, create rings for both # TODO: Update marriage IDs Logger.debug("Marriage reply: #{accepted} to #{name} (#{id}), character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to reply to proposal: #{inspect(reason)}") end 3 -> # Drop ring item_id = In.decode_int(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, _char_state} -> # TODO: Validate ring is ETC type # TODO: Drop ring from inventory Logger.debug("Drop ring #{item_id}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to drop ring: #{inspect(reason)}") end _ -> Logger.warning("Unhandled ring action mode: #{mode}") end end # ============================================================================ # Solomon/Gachapon Systems # ============================================================================ @doc """ Handles Solomon's books (CP_SOLOMON / 0x8C). EXP books for level 50 and below. Reference: PlayersHandler.Solomon() """ def handle_solomon(packet, client_pid) do tick = In.decode_int(packet) slot = In.decode_short(packet) item_id = In.decode_int(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Validate character level <= 50 # TODO: Validate has gach exp available # TODO: Get EXP from item # TODO: Add gach EXP # TODO: Remove item # Send enable actions send(client_pid, {:send_packet, Packets.enable_actions()}) Logger.debug("Solomon: item #{item_id}, slot #{slot}, tick #{tick}, character #{character_id}") :ok {:error, reason} -> Logger.warn("Failed to use Solomon book: #{inspect(reason)}") end end @doc """ Handles Gachapon EXP claim (CP_GACH_EXP / 0x8D). Reference: PlayersHandler.GachExp() """ def handle_gach_exp(packet, client_pid) do tick = In.decode_int(packet) case Character.get_state_by_client(client_pid) do {:ok, character_id, char_state} -> # TODO: Check gach EXP > 0 # TODO: Gain EXP with quest rate # TODO: Reset gach EXP # 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