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odinsea-elixir/lib/odinsea/channel/handler/summon.ex
2026-02-14 23:12:33 -07:00

264 lines
7.9 KiB
Elixir

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