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Add basic sync for PvP #2107
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Add basic sync for PvP #2107
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using System.Collections.Generic; | ||
using System.Linq; | ||
using FluentAssertions; | ||
using HarmonyLib; | ||
using Microsoft.VisualStudio.TestTools.UnitTesting; | ||
using NitroxTest.Patcher; | ||
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namespace NitroxPatcher.Patches.Dynamic; | ||
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[TestClass] | ||
public class Knife_OnToolUseAnim_PatchTest | ||
{ | ||
[TestMethod] | ||
public void Sanity() | ||
{ | ||
IEnumerable<CodeInstruction> originalIl = PatchTestHelper.GetInstructionsFromMethod(Knife_OnToolUseAnim_Patch.TARGET_METHOD); | ||
IEnumerable<CodeInstruction> transformedIl = Knife_OnToolUseAnim_Patch.Transpiler(originalIl); | ||
transformedIl.Count().Should().Be(originalIl.Count()); | ||
} | ||
} |
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using NitroxClient.Communication.Packets.Processors.Abstract; | ||
using NitroxModel.Packets; | ||
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namespace NitroxClient.Communication.Packets.Processors; | ||
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public class PvPAttackProcessor : ClientPacketProcessor<PvPAttack> | ||
{ | ||
public override void Process(PvPAttack packet) | ||
{ | ||
if (Player.main && Player.main.liveMixin) | ||
{ | ||
Player.main.liveMixin.TakeDamage(packet.Damage); | ||
} | ||
} | ||
} |
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using System; | ||
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namespace NitroxModel.Packets; | ||
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[Serializable] | ||
public class PvPAttack : Packet | ||
{ | ||
public string TargetPlayerName { get; } | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Why do we send the name and not the playerId? Seems unnessary to have so many bytes in the packet... |
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public float Damage { get; set; } | ||
public AttackType Type { get; } | ||
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public PvPAttack(string targetPlayerName, float damage, AttackType type) | ||
{ | ||
TargetPlayerName = targetPlayerName; | ||
Damage = damage; | ||
Type = type; | ||
} | ||
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public enum AttackType | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Would define it as a byte sized enum to reduce space. |
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{ | ||
KnifeHit, | ||
HeatbladeHit | ||
} | ||
} |
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using System.Collections.Generic; | ||
using System.Reflection; | ||
using System.Reflection.Emit; | ||
using HarmonyLib; | ||
using NitroxModel.Helper; | ||
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namespace NitroxPatcher.Patches.Dynamic; | ||
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/// <summary> | ||
/// Registers knife hits's dealer as the main Player object | ||
/// </summary> | ||
public sealed partial class Knife_OnToolUseAnim_Patch : NitroxPatch, IDynamicPatch | ||
{ | ||
public static readonly MethodInfo TARGET_METHOD = Reflect.Method((Knife t) => t.OnToolUseAnim(default)); | ||
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/* | ||
* | ||
* bool flag = liveMixin.IsAlive(); | ||
* REPLACE below line | ||
* liveMixin.TakeDamage(this.damage, vector, this.damageType, null); | ||
* BY: | ||
* liveMixin.TakeDamage(this.damage, vector, this.damageType, Player.mainObject); | ||
* this.GiveResourceOnDamage(gameObject, liveMixin.IsAlive(), flag); | ||
*/ | ||
public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) | ||
{ | ||
return new CodeMatcher(instructions).MatchEndForward([ | ||
new CodeMatch(OpCodes.Ldloc_0), | ||
new CodeMatch(OpCodes.Ldarg_0), | ||
new CodeMatch(OpCodes.Ldfld), | ||
new CodeMatch(OpCodes.Ldnull) | ||
]) | ||
.Set(OpCodes.Ldsfld, Reflect.Field(() => Player.mainObject)) | ||
.InstructionEnumeration(); | ||
} | ||
} |
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using System.Collections.Generic; | ||
using NitroxModel.Packets; | ||
using NitroxServer.Communication.Packets.Processors.Abstract; | ||
using NitroxServer.GameLogic; | ||
using NitroxServer.Serialization; | ||
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namespace NitroxServer.Communication.Packets.Processors; | ||
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public class PvPAttackProcessor : AuthenticatedPacketProcessor<PvPAttack> | ||
{ | ||
private readonly ServerConfig serverConfig; | ||
private readonly PlayerManager playerManager; | ||
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// TODO: In the future, do a whole config for damage sources | ||
private static readonly Dictionary<PvPAttack.AttackType, float> DamageMultiplierByType = new() | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Should be lower case |
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{ | ||
{ PvPAttack.AttackType.KnifeHit, 0.5f }, | ||
{ PvPAttack.AttackType.HeatbladeHit, 1f } | ||
}; | ||
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public PvPAttackProcessor(ServerConfig serverConfig, PlayerManager playerManager) | ||
{ | ||
this.serverConfig = serverConfig; | ||
this.playerManager = playerManager; | ||
} | ||
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public override void Process(PvPAttack packet, Player player) | ||
{ | ||
if (serverConfig.PvPEnabled && | ||
playerManager.TryGetPlayerByName(packet.TargetPlayerName, out Player targetPlayer) && | ||
DamageMultiplierByType.TryGetValue(packet.Type, out float multiplier)) | ||
{ | ||
packet.Damage *= multiplier; | ||
targetPlayer.SendPacket(packet); | ||
} | ||
} | ||
} |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Would log not finding this as an error bc the damage is disappearing without the player sending a health update back to the server.