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