323 lines
9.8 KiB
Elixir
323 lines
9.8 KiB
Elixir
defmodule Odinsea.Channel.Handler.Player do
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@moduledoc """
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Handles player action packets (movement, attacks, map changes).
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Ported from src/handling/channel/handler/PlayerHandler.java
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"""
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require Logger
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alias Odinsea.Net.Packet.{In, Out}
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alias Odinsea.Net.Opcodes
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alias Odinsea.Channel.Packets
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alias Odinsea.Game.{Character, Movement, Map}
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@doc """
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Handles player movement (CP_MOVE_PLAYER).
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Ported from PlayerHandler.MovePlayer()
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"""
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def handle_move_player(packet, client_state) do
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with {:ok, character_pid} <- get_character(client_state),
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{:ok, character} <- Character.get_state(character_pid),
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{:ok, map_pid} <- get_map_pid(character.map_id, client_state.channel_id) do
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# Decode movement header
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{_dr0, packet} = In.decode_int(packet)
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{_dr1, packet} = In.decode_int(packet)
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# TODO: Check field key
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{_dr2, packet} = In.decode_int(packet)
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{_dr3, packet} = In.decode_int(packet)
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# Skip 20 bytes
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{_, packet} = In.skip(packet, 20)
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# Store original position
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original_pos = character.position
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# Parse movement
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case Movement.parse_movement(packet) do
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{:ok, movement_data, final_pos} ->
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# Update character position
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Character.update_position(character_pid, final_pos)
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# Broadcast movement to other players
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move_packet =
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Out.new(Opcodes.lp_move_player())
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|> Out.encode_int(character.id)
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|> Out.encode_bytes(movement_data)
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|> Out.to_data()
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Map.broadcast_except(
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character.map_id,
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client_state.channel_id,
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character.id,
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move_packet
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)
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Logger.debug(
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"Player #{character.name} moved to (#{final_pos.x}, #{final_pos.y})"
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)
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{:ok, client_state}
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{:error, reason} ->
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Logger.warning("Movement parsing failed: #{inspect(reason)}")
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{:ok, client_state}
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end
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else
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{:error, reason} ->
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Logger.warning("Move player failed: #{inspect(reason)}")
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{:ok, client_state}
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end
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end
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@doc """
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Handles map change via portal (CP_CHANGE_MAP).
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Ported from PlayerHandler.ChangeMap()
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"""
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def handle_change_map(packet, client_state) do
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with {:ok, character_pid} <- get_character(client_state),
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{:ok, character} <- Character.get_state(character_pid) do
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# TODO: Check field key
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{target_id, packet} = In.decode_int(packet)
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# Skip GMS-specific field
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{_, packet} = In.decode_int(packet)
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{portal_name, packet} = In.decode_string(packet)
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Logger.info(
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"Character #{character.name} changing map: target=#{target_id}, portal=#{portal_name}"
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)
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# Handle different map change scenarios
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cond do
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# Death respawn
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target_id == -1 and not character.alive? ->
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# Respawn at return map
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# TODO: Implement death respawn logic
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Logger.info("Player #{character.name} respawning")
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{:ok, client_state}
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# GM warp to specific map
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target_id != -1 and character.gm? ->
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# TODO: Implement GM warp
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Logger.info("GM #{character.name} warping to map #{target_id}")
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{:ok, client_state}
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# Portal-based map change
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true ->
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# TODO: Load portal data and handle map transition
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# For now, just log the request
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Logger.info(
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"Portal map change: #{character.name} using portal '#{portal_name}'"
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)
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{:ok, client_state}
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end
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else
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{:error, reason} ->
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Logger.warning("Change map failed: #{inspect(reason)}")
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{:ok, client_state}
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end
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end
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@doc """
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Handles keymap changes (CP_CHANGE_KEYMAP).
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Ported from PlayerHandler.ChangeKeymap()
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"""
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def handle_change_keymap(packet, client_state) do
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with {:ok, character_pid} <- get_character(client_state),
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{:ok, _character} <- Character.get_state(character_pid) do
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# Skip mode
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{_, packet} = In.skip(packet, 4)
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{num_changes, packet} = In.decode_int(packet)
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# Parse keybinding changes
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keybindings = parse_keybindings(packet, num_changes, [])
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# TODO: Store keybindings in character state / database
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Logger.debug("Keybindings updated: #{num_changes} changes")
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{:ok, client_state}
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else
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{:error, reason} ->
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Logger.warning("Change keymap failed: #{inspect(reason)}")
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{:ok, client_state}
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end
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end
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@doc """
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Handles skill macro changes (CP_CHANGE_SKILL_MACRO).
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Ported from PlayerHandler.ChangeSkillMacro()
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"""
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def handle_change_skill_macro(packet, client_state) do
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with {:ok, character_pid} <- get_character(client_state),
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{:ok, _character} <- Character.get_state(character_pid) do
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{num_macros, packet} = In.decode_byte(packet)
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# Parse macros
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macros = parse_macros(packet, num_macros, [])
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# TODO: Store macros in character state / database
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Logger.debug("Skill macros updated: #{num_macros} macros")
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{:ok, client_state}
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else
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{:error, reason} ->
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Logger.warning("Change skill macro failed: #{inspect(reason)}")
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{:ok, client_state}
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end
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end
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@doc """
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Handles close-range attack (CP_CLOSE_RANGE_ATTACK).
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Ported from PlayerHandler.closeRangeAttack() - STUB for now
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"""
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def handle_close_range_attack(packet, client_state) do
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with {:ok, character_pid} <- get_character(client_state),
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{:ok, character} <- Character.get_state(character_pid) do
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Logger.debug("Close range attack from #{character.name} (stub)")
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# TODO: Implement attack logic
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# - Parse attack info
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# - Validate attack
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# - Calculate damage
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# - Apply damage to mobs
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# - Broadcast attack packet
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{:ok, client_state}
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else
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{:error, reason} ->
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Logger.warning("Close range attack failed: #{inspect(reason)}")
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{:ok, client_state}
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end
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end
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@doc """
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Handles ranged attack (CP_RANGED_ATTACK).
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Ported from PlayerHandler.rangedAttack() - STUB for now
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"""
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def handle_ranged_attack(packet, client_state) do
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with {:ok, character_pid} <- get_character(client_state),
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{:ok, character} <- Character.get_state(character_pid) do
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Logger.debug("Ranged attack from #{character.name} (stub)")
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# TODO: Implement ranged attack logic
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{:ok, client_state}
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else
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{:error, reason} ->
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Logger.warning("Ranged attack failed: #{inspect(reason)}")
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{:ok, client_state}
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end
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end
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@doc """
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Handles magic attack (CP_MAGIC_ATTACK).
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Ported from PlayerHandler.MagicDamage() - STUB for now
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"""
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def handle_magic_attack(packet, client_state) do
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with {:ok, character_pid} <- get_character(client_state),
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{:ok, character} <- Character.get_state(character_pid) do
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Logger.debug("Magic attack from #{character.name} (stub)")
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# TODO: Implement magic attack logic
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{:ok, client_state}
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else
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{:error, reason} ->
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Logger.warning("Magic attack failed: #{inspect(reason)}")
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{:ok, client_state}
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end
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end
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@doc """
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Handles taking damage (CP_TAKE_DAMAGE).
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Ported from PlayerHandler.TakeDamage() - STUB for now
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"""
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def handle_take_damage(packet, client_state) do
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with {:ok, character_pid} <- get_character(client_state),
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{:ok, character} <- Character.get_state(character_pid) do
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# Decode damage packet
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{_tick, packet} = In.decode_int(packet)
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{damage_type, packet} = In.decode_byte(packet)
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{element, packet} = In.decode_byte(packet)
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{damage, packet} = In.decode_int(packet)
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Logger.debug(
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"Character #{character.name} took #{damage} damage (type=#{damage_type}, element=#{element})"
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)
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# TODO: Apply damage to character
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# TODO: Check for death
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# TODO: Broadcast damage packet
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{:ok, client_state}
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else
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{:error, reason} ->
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Logger.warning("Take damage failed: #{inspect(reason)}")
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{:ok, client_state}
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end
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end
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# ============================================================================
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# Private Helper Functions
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# ============================================================================
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defp get_character(client_state) do
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case client_state.character_id do
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nil ->
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{:error, :no_character}
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character_id ->
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case Registry.lookup(Odinsea.CharacterRegistry, character_id) do
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[{pid, _}] -> {:ok, pid}
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[] -> {:error, :character_not_found}
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end
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end
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end
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defp get_map_pid(map_id, channel_id) do
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case Registry.lookup(Odinsea.MapRegistry, {map_id, channel_id}) do
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[{pid, _}] ->
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{:ok, pid}
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[] ->
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# Map not loaded yet - load it
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case DynamicSupervisor.start_child(
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Odinsea.MapSupervisor,
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{Map, {map_id, channel_id}}
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) do
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{:ok, pid} -> {:ok, pid}
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{:error, {:already_started, pid}} -> {:ok, pid}
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error -> error
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end
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end
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end
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defp parse_keybindings(packet, 0, acc), do: Enum.reverse(acc)
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defp parse_keybindings(packet, count, acc) do
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{key, packet} = In.decode_int(packet)
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{key_type, packet} = In.decode_byte(packet)
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{action, packet} = In.decode_int(packet)
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binding = %{key: key, type: key_type, action: action}
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parse_keybindings(packet, count - 1, [binding | acc])
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end
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defp parse_macros(packet, 0, acc), do: Enum.reverse(acc)
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defp parse_macros(packet, count, acc) do
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{name, packet} = In.decode_string(packet)
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{shout, packet} = In.decode_byte(packet)
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{skill1, packet} = In.decode_int(packet)
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{skill2, packet} = In.decode_int(packet)
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{skill3, packet} = In.decode_int(packet)
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macro = %{
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name: name,
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shout: shout,
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skill1: skill1,
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skill2: skill2,
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skill3: skill3
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}
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parse_macros(packet, count - 1, [macro | acc])
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end
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end
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