Handle mob summon and limbo state (#2432)

Mob summon: Something like Monster_Apparatus_Perpetual can summon helper mobs. Ensure these helpers actually get summoned and, on their defeat, possibly change the summoner's mob state. Like, temporarily enter weak state.
* Take summon tags from BinOutput/Monster/ConfigMonster_*.json and put them in SceneMonsterInfo
* Handle Summon action in ability modifiers from BinOutput/Ability/Temp/MonsterAbilities/ConfigAbility_Monster_*.json
* On summoner's kill, also kill the summoned mobs

Limbo state: Something like Monster_Invoker_Herald_Water should be invulnerable at a certain HP threshold. Like, shouldn't die when creating their elemental shield. Or, Monster_Apparatus_Perpetual's helper mobs shouldn't die before their summoner.
* Look through ConfigAbility (AbilityData in GC) like Invoker_Herald_Water_StateControl. If any AbilityModifier within specifies state Limbo and properties.Actor_HpThresholdRatio, account for this threshold in GameEntity::damage.
* Don't let the entity die while in limbo. They will be killed by other events.
This commit is contained in:
longfruit
2023-11-16 20:56:37 -08:00
committed by GitHub
Unverified
parent 13c40b53a7
commit d8c3da8fcd
9 changed files with 199 additions and 8 deletions
@@ -42,6 +42,7 @@ public class AbilityModifier implements Serializable {
public String stacking;
public AbilityMixinData[] modifierMixins;
public AbilityModifierProperty properties;
public ElementType elementType;
public DynamicFloat elementDurability = DynamicFloat.ZERO;
@@ -328,6 +329,9 @@ public class AbilityModifier implements Serializable {
public int skillID;
public int resistanceListID;
public int monsterID;
public int summonTag;
public AbilityModifierAction[] actions;
public AbilityModifierAction[] successActions;
@@ -370,6 +374,11 @@ public class AbilityModifier implements Serializable {
}
}
public static class AbilityModifierProperty implements Serializable {
public float Actor_HpThresholdRatio;
// Add more properties here when GC needs them.
}
public enum State {
LockHP,
Invincible,