2.4.51
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@@ -1,3 +1,5 @@
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use std::collections::HashMap;
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use rand::Rng;
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use crate::net::tools::{self, BattleType, Monster};
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@@ -47,7 +49,6 @@ pub async fn on_scene_cast_skill_cs_req(
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let mut resp = SceneCastSkillScRsp {
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attacked_group_id: request.attacked_group_id,
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retcode: 0,
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obofjbeeoma: vec![],
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..Default::default()
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};
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@@ -100,6 +101,23 @@ async fn create_battle_info() -> SceneBattleInfo {
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battle_info.buff_list.push(tech);
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}
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battle_info.battle_avatar_list.push(battle_avatar);
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// hardcoded march
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if avatar.avatar_id == 1224 {
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let buffs = BattleBuff {
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id: 122401,
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level: 3,
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wave_flag: 0xffffffff,
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owner_id: i,
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dynamic_values: HashMap::from([
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(String::from("#ADF_1"), 3f32),
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(String::from("#ADF_2"), 3f32),
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]),
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target_index_list: vec![0],
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};
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battle_info.buff_list.push(buffs);
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}
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};
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}
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@@ -140,29 +158,44 @@ async fn create_battle_info() -> SceneBattleInfo {
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owner_id: 0xffffffff,
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..Default::default()
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};
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if let Some(dynamic_key) = &blessing.dynamic_key {
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if let Some(dynamic_value) = &blessing.dynamic_key {
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buffs
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.dynamic_values
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.insert(dynamic_key.key.clone(), dynamic_key.value as f32);
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.insert(dynamic_value.key.clone(), dynamic_value.value as f32);
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};
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for dynamic_value in &blessing.dynamic_values {
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if buffs.dynamic_values.contains_key(&dynamic_value.key) {
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continue;
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};
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buffs
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.dynamic_values
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.insert(dynamic_value.key.clone(), dynamic_value.value as f32);
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}
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battle_info.buff_list.push(buffs);
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}
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// pf score object
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if player.battle_config.battle_type == BattleType::PF {
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let mut battle_target = BattleTargetList::default();
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battle_target.battle_target_list.push(BattleTarget {
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id: 10001,
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progress: 0,
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..Default::default()
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});
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battle_info.battle_target_info.insert(
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1,
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BattleTargetList {
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battle_target_list: vec![BattleTarget {
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id: 10001,
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progress: 0,
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..Default::default()
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}],
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},
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);
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battle_info.battle_target_info.insert(1, battle_target);
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for i in 2..=4 {
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battle_info
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.battle_target_info
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.insert(i, BattleTargetList::default());
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}
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battle_info.battle_target_info.insert(
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5,
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BattleTargetList {
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@@ -184,14 +217,16 @@ async fn create_battle_info() -> SceneBattleInfo {
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// Apocalyptic Shadow
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if player.battle_config.battle_type == BattleType::AS {
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let battle_target = BattleTargetList {
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battle_target_list: vec![BattleTarget {
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id: 90005,
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progress: 0,
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..Default::default()
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}],
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};
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battle_info.battle_target_info.insert(1, battle_target);
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battle_info.battle_target_info.insert(
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1,
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BattleTargetList {
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battle_target_list: vec![BattleTarget {
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id: 90005,
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progress: 0,
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..Default::default()
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}],
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},
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);
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}
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// SU
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@@ -206,7 +241,6 @@ async fn create_battle_info() -> SceneBattleInfo {
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max_sp: 10_000,
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}),
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}),
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..Default::default()
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})
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}
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