Added combat to the headless SWG client, so the client can be used to test combat

This commit is contained in:
Ziggy
2023-12-02 22:25:24 +01:00
parent befb8a1c00
commit c04c814f04
@@ -0,0 +1,98 @@
/***********************************************************************************
* Copyright (c) 2023 /// Project SWG /// www.projectswg.com *
* *
* ProjectSWG is the first NGE emulator for Star Wars Galaxies founded on *
* July 7th, 2011 after SOE announced the official shutdown of Star Wars Galaxies. *
* Our goal is to create an emulator which will provide a server for players to *
* continue playing a game similar to the one they used to play. We are basing *
* it on the final publish of the game prior to end-game events. *
* *
* This file is part of Holocore. *
* *
* --------------------------------------------------------------------------------*
* *
* Holocore is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Affero General Public License as *
* published by the Free Software Foundation, either version 3 of the *
* License, or (at your option) any later version. *
* *
* Holocore is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Affero General Public License for more details. *
* *
* You should have received a copy of the GNU Affero General Public License *
* along with Holocore. If not, see <http://www.gnu.org/licenses/>. *
***********************************************************************************/
package com.projectswg.holocore.headless
import com.projectswg.common.data.CRC
import com.projectswg.common.data.encodables.tangible.Posture
import com.projectswg.common.network.packets.swg.zone.SceneDestroyObject
import com.projectswg.common.network.packets.swg.zone.deltas.DeltasMessage
import com.projectswg.common.network.packets.swg.zone.object_controller.CommandQueueEnqueue
import com.projectswg.common.network.packets.swg.zone.object_controller.CommandTimer
import com.projectswg.common.network.packets.swg.zone.object_controller.combat.CombatAction
import com.projectswg.holocore.resources.support.objects.swg.SWGObject
import com.projectswg.holocore.resources.support.objects.swg.creature.CreatureObject
import com.projectswg.holocore.resources.support.objects.swg.tangible.TangibleObject
import java.util.concurrent.TimeUnit
private fun ZonedInCharacter.sendAttackCommand(target: SWGObject, attackCommand: String) {
val targetObjectId = target.objectId
val commandQueueEnqueue = CommandQueueEnqueue(player.creatureObject.objectId, 0, CRC.getCrc(attackCommand.lowercase()), targetObjectId, "")
sendPacket(player, commandQueueEnqueue)
val commandTimer = player.waitForNextPacket(CommandTimer::class.java, 80, TimeUnit.MILLISECONDS)
if (commandTimer != null) {
if (!commandTimer.flags.contains(CommandTimer.CommandTimerFlag.EXECUTE)) {
throw RuntimeException("CommandTimer packet was sent, but the command was not executed: ${commandTimer.flags}")
}
} else {
throw RuntimeException("No CommandTimer packet was sent at all")
}
player.waitForNextPacket(CombatAction::class.java, 50, TimeUnit.MILLISECONDS) ?: java.lang.IllegalStateException("No known packet received")
}
/**
* Executes the specified combat command on the target.
* @param target The object to attack
* @param overrideAttackCommand Override which attack to use - defaults to the default attack of the equipped weapon
*/
fun ZonedInCharacter.attack(target: TangibleObject, overrideAttackCommand: String? = null): TargetState {
if (target is CreatureObject) {
return attack(target, overrideAttackCommand)
}
val attackCommand = overrideAttackCommand ?: player.creatureObject.equippedWeapon.type.defaultAttack
sendAttackCommand(target, attackCommand)
val packet = player.waitForNextPacket(setOf(DeltasMessage::class.java, SceneDestroyObject::class.java), 50, TimeUnit.MILLISECONDS) ?: java.lang.IllegalStateException("Packet not received")
return if (packet is SceneDestroyObject) {
TargetState.DEAD
} else {
TargetState.ALIVE
}
}
/**
* Executes the specified combat command on the target.
* @param target The object to attack
* @param overrideAttackCommand Override which attack to use - defaults to the default attack of the equipped weapon
*/
fun ZonedInCharacter.attack(target: CreatureObject, overrideAttackCommand: String? = null): TargetState {
val attackCommand = overrideAttackCommand ?: player.creatureObject.equippedWeapon.type.defaultAttack
sendAttackCommand(target, attackCommand)
return if (target.posture == Posture.DEAD) {
TargetState.DEAD
} else {
TargetState.ALIVE
}
}
enum class TargetState {
DEAD,
ALIVE
}