mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
abilities now use correct animation id (<3 azia)
- did stuff with magicstate/attackstate - fixed status effect tick - added regen status (todo: actually populate the table and use that name instead of enum's) - added baseStats to char (todo: add bonuses and stuff on top of those, set charaWork values to the calculated ones + bonus)
This commit is contained in:
@@ -24,6 +24,14 @@ namespace FFXIVClassic_Map_Server.Actors
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class Character : Actor
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{
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public const int CLASSID_PUG = 2;
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public const int CLASSID_GLA = 3;
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public const int CLASSID_MRD = 4;
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public const int CLASSID_ARC = 7;
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public const int CLASSID_LNC = 8;
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public const int CLASSID_THM = 22;
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public const int CLASSID_CNJ = 23;
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public const int SIZE = 0;
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public const int COLORINFO = 1;
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public const int FACEINFO = 2;
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@@ -77,14 +85,16 @@ namespace FFXIVClassic_Map_Server.Actors
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public AIContainer aiContainer;
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public StatusEffectContainer statusEffects;
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public float meleeRange;
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protected uint attackDelayMs;
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public CharacterTargetingAllegiance allegiance;
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public Pet pet;
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public Dictionary<Modifier, Int64> modifiers = new Dictionary<Modifier, long>();
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public Dictionary<Modifier, Int64> modifiers = new Dictionary<Modifier, long>();
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protected ushort hpBase, hpMaxBase, mpBase, mpMaxBase, tpBase;
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protected BattleTemp baseStats = new BattleTemp();
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public ushort currentJob;
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public Character(uint actorID) : base(actorID)
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{
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@@ -95,9 +105,10 @@ namespace FFXIVClassic_Map_Server.Actors
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this.statusEffects = new StatusEffectContainer(this);
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// todo: move this somewhere more appropriate
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attackDelayMs = 4200;
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meleeRange = 2.5f;
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ResetMoveSpeeds();
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// todo: base this on equip and shit
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SetMod((uint)Modifier.AttackRange, 3);
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SetMod((uint)Modifier.AttackDelay, 4200);
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}
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public SubPacket CreateAppearancePacket()
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@@ -148,6 +159,7 @@ namespace FFXIVClassic_Map_Server.Actors
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foreach (var effect in statusEffects.GetStatusEffects())
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{
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propPacketUtil.AddProperty($"charaWork.statusShownTime[{i}]");
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propPacketUtil.AddProperty(String.Format("charaWork.statusShownTime[{0}]", i));
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i++;
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}
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return propPacketUtil.Done();
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@@ -192,8 +204,9 @@ namespace FFXIVClassic_Map_Server.Actors
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public Int64 GetMod(uint modifier)
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{
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Int64 res;
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modifiers.TryGetValue((Modifier)modifier, out res);
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return res;
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if (modifiers.TryGetValue((Modifier)modifier, out res))
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return res;
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return 0;
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}
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public void SetMod(uint modifier, Int64 val)
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@@ -253,7 +266,12 @@ namespace FFXIVClassic_Map_Server.Actors
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public virtual uint GetAttackDelayMs()
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{
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return attackDelayMs;
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return (uint)GetMod((uint)Modifier.AttackDelay);
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}
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public virtual uint GetAttackRange()
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{
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return (uint)GetMod((uint)Modifier.AttackRange);
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}
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public bool Engage(uint targid = 0)
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@@ -279,10 +297,23 @@ namespace FFXIVClassic_Map_Server.Actors
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return false;
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}
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public void Cast(uint spellId)
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{
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aiContainer.Cast(Server.GetWorldManager().GetActorInWorld(currentTarget) as Character, spellId);
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}
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public void WeaponSkill(uint skillId)
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{
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aiContainer.WeaponSkill(Server.GetWorldManager().GetActorInWorld(currentTarget) as Character, skillId);
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}
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public virtual void Spawn(DateTime tick)
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{
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// todo: reset hp/mp/tp etc here
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RecalculateHpMpTp();
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ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
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charaWork.parameterSave.hp = charaWork.parameterSave.hpMax;
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charaWork.parameterSave.mp = charaWork.parameterSave.mpMax;
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RecalculateStats();
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}
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public virtual void Die(DateTime tick)
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@@ -306,47 +337,105 @@ namespace FFXIVClassic_Map_Server.Actors
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return !IsDead();
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}
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public virtual short GetHP()
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public short GetHP()
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{
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// todo:
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return charaWork.parameterSave.hp[0];
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return charaWork.parameterSave.hp[currentJob];
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}
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public virtual short GetMaxHP()
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public short GetMaxHP()
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{
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return charaWork.parameterSave.hpMax[0];
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return charaWork.parameterSave.hpMax[currentJob];
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}
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public virtual byte GetHPP()
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public short GetMP()
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{
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return (byte)(charaWork.parameterSave.hp[0] / charaWork.parameterSave.hpMax[0]);
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return charaWork.parameterSave.mp;
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}
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public virtual void AddHP(short hp)
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public ushort GetTP()
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{
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return tpBase;
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}
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public short GetMaxMP()
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{
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return charaWork.parameterSave.mpMax;
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}
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public byte GetMPP()
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{
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return (byte)((charaWork.parameterSave.mp / charaWork.parameterSave.mpMax) * 100);
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}
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public byte GetTPP()
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{
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return (byte)((tpBase / 3000) * 100);
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}
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public byte GetHPP()
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{
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return (byte)((charaWork.parameterSave.hp[0] / charaWork.parameterSave.hpMax[0]) * 100);
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}
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// todo: the following functions are virtuals since we want to check hidden item bonuses etc on player for certain conditions
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public virtual void AddHP(int hp)
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{
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// todo: +/- hp and die
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// todo: battlenpcs probably have way more hp?
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var addHp = charaWork.parameterSave.hp[0] + hp;
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addHp = addHp.Clamp(short.MinValue, charaWork.parameterSave.hpMax[0]);
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charaWork.parameterSave.hp[0] = (short)addHp;
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var addHp = charaWork.parameterSave.hp[currentJob] + hp;
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addHp = addHp.Clamp(ushort.MinValue, charaWork.parameterSave.hpMax[currentJob]);
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charaWork.parameterSave.hp[currentJob] = (short)addHp;
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if (charaWork.parameterSave.hp[0] < 1)
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if (charaWork.parameterSave.hp[currentJob] < 1)
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Die(Program.Tick);
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updateFlags |= ActorUpdateFlags.HpTpMp;
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}
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public virtual void DelHP(short hp)
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public void AddMP(int mp)
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{
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charaWork.parameterSave.mp = (short)(charaWork.parameterSave.mp + mp).Clamp(ushort.MinValue, charaWork.parameterSave.mpMax);
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// todo: check hidden effects and shit
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updateFlags |= ActorUpdateFlags.HpTpMp;
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}
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public void AddTP(int tp)
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{
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tpBase = (ushort)((tpBase + tp).Clamp(0, 3000));
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updateFlags |= ActorUpdateFlags.HpTpMp;
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}
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public void DelHP(int hp)
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{
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AddHP((short)-hp);
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}
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// todo: should this include stats too?
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public virtual void RecalculateHpMpTp()
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public void DelMP(int mp)
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{
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// legit fuck c#
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// todo: other shit too..
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meleeRange = GetMod((uint)Modifier.AttackRange);
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AddMP(-mp);
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}
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public void DelTP(int tp)
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{
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AddTP(-tp);
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}
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public void CalculateBaseStats()
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{
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// todo: apply mods and shit here, get race/level/job and shit
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// baseStats.generalParameter[ASIDHOASID] =
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}
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// todo: should this include stats too?
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public void RecalculateStats()
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{
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if (GetMod((uint)Modifier.Hp) != 0)
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{
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}
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// todo: recalculate stats and crap
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updateFlags |= ActorUpdateFlags.HpTpMp;
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}
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@@ -354,7 +443,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public virtual float GetSpeed()
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{
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// todo: for battlenpc/player calculate speed
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return moveSpeeds[2];
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return moveSpeeds[2] + GetMod((uint)Modifier.Speed);
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}
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}
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@@ -42,16 +42,14 @@ namespace FFXIVClassic_Map_Server.actors.chara
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ResistWater = 31, // <3 u jorge
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AttackRange = 32,
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Speed = 33,
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AttackDelay = 34,
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/* fuck off
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CRAFT_PROCESSING = 30,
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CRAFT_MAGIC_PROCESSING = 31,
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CRAFT_PROCESS_CONTROL = 32,
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CraftProcessing = 35,
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CraftMagicProcessing = 36,
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CraftProcessControl = 37,
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HARVEST_POTENCY = 33,
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HARVEST_LIMIT = 34,
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HARVEST_RATE = 35,
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*/
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HarvestPotency = 38,
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HarvestLimit = 39,
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HarvestRate = 40
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}
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}
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@@ -295,12 +295,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public void InternalCast(Character target, uint spellId)
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{
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ChangeState(new MagicState(owner, target, (ushort)spellId));
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}
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public void InternalWeaponSkill(Character target, uint weaponSkillId)
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{
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ChangeState(new WeaponSkillState(owner, target, (ushort)weaponSkillId));
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}
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public void InternalMobSkill(Character target, uint mobSkillId)
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@@ -310,7 +310,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public void InternalDie(DateTime tick, uint timeToFadeout)
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{
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if (true) return;
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ClearStates();
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Disengage();
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ForceChangeState(new DeathState(owner, tick, timeToFadeout));
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@@ -4,6 +4,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.actors.chara.player;
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namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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@@ -42,7 +43,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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class Ability
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{
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public ushort abilityId;
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public ushort id;
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public string name;
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public byte job;
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public byte level;
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@@ -65,14 +66,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public ushort modelAnimation;
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public ushort animationDurationSeconds;
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public uint battleAnimation;
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public ushort worldMasterTextId;
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public uint param;
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public TargetFind targetFind;
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public Ability(ushort id, string name)
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{
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this.abilityId = id;
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this.id = id;
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this.name = name;
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this.range = -1;
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this.range = 0;
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}
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public Ability Clone()
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@@ -90,10 +94,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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return castTimeSeconds == 0;
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}
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public bool CanPlayerUse(Character user, Character target)
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public bool IsValidTarget(Character user, Character target)
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{
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// todo: set box length..
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targetFind = new TargetFind(user);
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if (aoeType == TargetFindAOEType.Box)
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{
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// todo: read box width from sql
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@@ -103,7 +108,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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targetFind.SetAOEType(validTarget, aoeType, range, 40);
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}
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return false;
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return targetFind.CanTarget(target, true, true);
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}
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}
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}
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@@ -91,7 +91,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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var dest = owner.FindRandomPoint(x, y, z, minRange, maxRange);
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// todo: this is dumb..
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distanceFromPoint = owner.meleeRange;
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distanceFromPoint = owner.GetAttackRange();
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PreparePath(dest.X, dest.Y, dest.Z);
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}
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@@ -148,14 +148,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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float speed = GetSpeed();
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float stepDistance = speed;
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float stepDistance = speed / 3;
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float distanceTo = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, point.X, point.Y, point.Z);
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owner.LookAt(point.X, point.Y);
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if (distanceTo <= distanceFromPoint + stepDistance)
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{
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if (distanceFromPoint <= 1.5f)
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if (distanceFromPoint <= owner.GetAttackRange())
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{
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owner.QueuePositionUpdate(point);
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}
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@@ -419,7 +419,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public bool Update(DateTime tick)
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{
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// todo: maybe not tick if already reached duration?
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if (tickMs != 0 && (lastTick - startTime).TotalMilliseconds >= tickMs)
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if (tickMs != 0 && (tick - lastTick).TotalMilliseconds >= tickMs)
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{
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// todo: call effect's onTick
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// todo: maybe keep a global lua object instead of creating a new one each time we wanna call a script
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@@ -443,7 +443,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public Character GetSource()
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{
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return source;
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return source ?? owner;
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}
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public uint GetStatusEffectId()
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|
@@ -46,18 +46,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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if (sendUpdate)
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{
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var propPacketUtil = new ActorPropertyPacketUtil("charaWork.status", owner);
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//Status Times
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for (int i = 0; i < owner.charaWork.statusShownTime.Length; i++)
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{
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if (owner.charaWork.status[i] != 0xFFFF && owner.charaWork.status[i] != 0)
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propPacketUtil.AddProperty(String.Format("charaWork.status[{0}]", i));
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if (owner.charaWork.statusShownTime[i] != 0xFFFFFFFF)
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propPacketUtil.AddProperty(String.Format("charaWork.statusShownTime[{0}]", i));
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}
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owner.zone.BroadcastPacketsAroundActor(owner, propPacketUtil.Done());
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owner.zone.BroadcastPacketsAroundActor(owner, owner.GetActorStatusPackets());
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sendUpdate = false;
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}
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}
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@@ -97,7 +86,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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// todo: send packet to client with effect added message
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, owner.actorId, 0, newEffect.GetStatusEffectId(), 0, newEffect.GetStatusId(), 0, 0));
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player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, newEffect.GetSource().actorId, newEffect.GetOwner().actorId, 0x7678, 0, 0, newEffect.GetStatusId(), 0, 0));
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}
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// wont send a message about losing effect here
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@@ -115,8 +104,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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owner.charaWork.statusShownTime[index] = Utils.UnixTimeStampUTC() + (newEffect.GetDurationMs() / 1000);
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this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(this.owner.actorId, (ushort)index, (ushort)newEffect.GetStatusId()));
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}
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owner.RecalculateHpMpTp();
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sendUpdate = true;
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{
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owner.zone.BroadcastPacketsAroundActor(owner, owner.GetActorStatusPackets());
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}
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owner.RecalculateStats();
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}
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return true;
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}
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@@ -130,9 +121,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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// send packet to client with effect remove message
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if (!silent || !effect.GetSilent() || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
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{
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// todo: send packet to client with effect removed message
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//foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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// player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, effect.GetSource().actorId, owner.actorId, 0, effect.GetStatusEffectId(), 0, effect.GetStatusId(), 0, 0));
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// todo: send packet to client with effect added message
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, owner.actorId, 0x7679, 0, 0, effect.GetStatusId(), 0, 0));
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}
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// todo: this is retarded..
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@@ -145,7 +136,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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// function onLose(actor, effect)
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LuaEngine.CallLuaStatusEffectFunction(this.owner, effect, "onLose", this.owner, effect);
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effects.Remove(effect.GetStatusEffectId());
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owner.RecalculateHpMpTp();
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owner.RecalculateStats();
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sendUpdate = true;
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}
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}
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|
@@ -82,7 +82,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > 10)
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{
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owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None);
|
||||
owner.aiContainer.pathFind.PathInRange(target.positionX, target.positionY, target.positionZ, 1.5f, owner.meleeRange);
|
||||
owner.aiContainer.pathFind.PathInRange(target.positionX, target.positionY, target.positionZ, 1.5f, owner.GetAttackRange());
|
||||
ChangeTarget(target);
|
||||
return false;
|
||||
}
|
||||
@@ -114,22 +114,22 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
||||
|
||||
public override void Cast(Character target, uint spellId)
|
||||
{
|
||||
|
||||
// todo:
|
||||
}
|
||||
|
||||
public override void Ability(Character target, uint abilityId)
|
||||
{
|
||||
|
||||
// todo:
|
||||
}
|
||||
|
||||
public override void RangedAttack(Character target)
|
||||
{
|
||||
|
||||
// todo:
|
||||
}
|
||||
|
||||
public override void MonsterSkill(Character target, uint mobSkillId)
|
||||
{
|
||||
|
||||
// todo:
|
||||
}
|
||||
|
||||
private void DoRoamTick(DateTime tick)
|
||||
@@ -202,7 +202,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
||||
var targetPos = new Vector3(owner.target.positionX, owner.target.positionY, owner.target.positionZ);
|
||||
var distance = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, targetPos.X, targetPos.Y, targetPos.Z);
|
||||
|
||||
if (distance > owner.meleeRange - 0.2f || owner.aiContainer.CanFollowPath())
|
||||
if (distance > owner.GetAttackRange() - 0.2f || owner.aiContainer.CanFollowPath())
|
||||
{
|
||||
if (CanMoveForward(distance))
|
||||
{
|
||||
|
@@ -63,7 +63,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
||||
|
||||
public override void Cast(Character target, uint spellId)
|
||||
{
|
||||
|
||||
owner.aiContainer.InternalCast(target, spellId);
|
||||
}
|
||||
|
||||
public override void Ability(Character target, uint abilityId)
|
||||
|
@@ -100,7 +100,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
player.QueuePacket(packet);
|
||||
}
|
||||
}
|
||||
//target.DelHP((short)damage);
|
||||
target.DelHP((short)damage);
|
||||
attackTime = attackTime.AddMilliseconds(owner.GetAttackDelayMs());
|
||||
owner.LookAt(target);
|
||||
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
|
||||
@@ -150,9 +150,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
return false;
|
||||
}
|
||||
// todo: use a mod for melee range
|
||||
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.meleeRange)
|
||||
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.GetAttackRange())
|
||||
{
|
||||
//owner.aiContainer.GetpathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
|
||||
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
|
||||
{
|
||||
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
@@ -28,7 +28,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
|
||||
{
|
||||
// todo: mark for zoning and remove after main loop
|
||||
owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
|
||||
owner.Spawn(Program.Tick);
|
||||
//Server.GetWorldManager().DoZoneChange(((Player)owner), 244, null, 0, 15, -160.048f, 0, -165.737f, 0.0f);
|
||||
}
|
||||
else
|
||||
|
@@ -13,6 +13,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
{
|
||||
|
||||
private Ability spell;
|
||||
private uint cost;
|
||||
private Vector3 startPos;
|
||||
|
||||
public MagicState(Character owner, Character target, ushort spellId) :
|
||||
base(owner, target)
|
||||
@@ -20,53 +22,132 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
this.startTime = DateTime.Now;
|
||||
// todo: lookup spell from global table
|
||||
this.spell = Server.GetWorldManager().GetAbility(spellId);
|
||||
var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellPrepare", owner, target, spell);
|
||||
|
||||
if (spell != null)
|
||||
if (spell != null && returnCode == 0)
|
||||
{
|
||||
if (spell.CanPlayerUse(owner, target))
|
||||
// todo: hp/mp shit should be taken care of in scripts, not here
|
||||
// todo: Azia can fix, check the recast time and send error
|
||||
|
||||
if (!spell.IsValidTarget(owner, target))
|
||||
{
|
||||
// todo: error message
|
||||
interrupt = true;
|
||||
}
|
||||
else if ((spell.mpCost = (ushort)Math.Ceiling((8000 + (owner.charaWork.parameterSave.state_mainSkillLevel - 70) * 500) * (spell.mpCost * 0.001))) > owner.GetMP())
|
||||
{
|
||||
// todo: error message
|
||||
interrupt = true;
|
||||
}
|
||||
else if (spell.level > owner.charaWork.parameterSave.state_mainSkillLevel)
|
||||
{
|
||||
// todo: error message
|
||||
}
|
||||
else if (false /*spell.requirements & */)
|
||||
{
|
||||
// todo: error message
|
||||
}
|
||||
else
|
||||
{
|
||||
OnStart();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// todo: fuckin retarded. enum log messages somewhere (prolly isnt even right param)
|
||||
if (owner is Player)
|
||||
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), (ushort)(returnCode == -1 ? 32539 : returnCode), 0x20);
|
||||
interrupt = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnStart()
|
||||
{
|
||||
// todo: check within attack range
|
||||
var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellStart", owner, target, spell);
|
||||
|
||||
owner.LookAt(target);
|
||||
if (returnCode != 0)
|
||||
{
|
||||
interrupt = true;
|
||||
errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)(returnCode == -1 ? 32539 : returnCode), spell.id, 0, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
// todo: check within attack range
|
||||
startPos = owner.GetPosAsVector3();
|
||||
owner.LookAt(target);
|
||||
|
||||
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
|
||||
{
|
||||
// todo: this is retarded, prolly doesnt do what i think its gonna do
|
||||
player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, target != null ? target.actorId : 0xC0000000, spell.battleAnimation, spell.effectAnimation, 0, spell.id, 0, (byte)spell.castTimeSeconds));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Update(DateTime tick)
|
||||
{
|
||||
TryInterrupt();
|
||||
|
||||
if (interrupt)
|
||||
if (spell != null)
|
||||
{
|
||||
OnInterrupt();
|
||||
return true;
|
||||
}
|
||||
TryInterrupt();
|
||||
|
||||
// todo: check weapon delay/haste etc and use that
|
||||
if ((tick - startTime).TotalMilliseconds >= 0)
|
||||
{
|
||||
OnComplete();
|
||||
return true;
|
||||
if (interrupt)
|
||||
{
|
||||
OnInterrupt();
|
||||
return true;
|
||||
}
|
||||
|
||||
// todo: check weapon delay/haste etc and use that
|
||||
var actualCastTime = spell.castTimeSeconds;
|
||||
|
||||
if ((tick - startTime).TotalSeconds >= spell.castTimeSeconds)
|
||||
{
|
||||
OnComplete();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void OnInterrupt()
|
||||
{
|
||||
// todo: send paralyzed/sleep message etc.
|
||||
if (errorPacket != null)
|
||||
{
|
||||
owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnComplete()
|
||||
{
|
||||
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
|
||||
spell.targetFind.FindWithinArea(target, spell.validTarget);
|
||||
isCompleted = true;
|
||||
|
||||
List<SubPacket> packets = new List<SubPacket>();
|
||||
foreach (var chara in spell.targetFind.GetTargets())
|
||||
{
|
||||
// todo: calculate shit, do shit
|
||||
bool landed = true;
|
||||
var amount = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellFinish", owner, target, spell);
|
||||
|
||||
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
|
||||
{
|
||||
player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, chara.actorId, spell.battleAnimation, spell.effectAnimation, spell.worldMasterTextId, spell.id, (ushort)spell.param, 1));
|
||||
}
|
||||
|
||||
if (chara is BattleNpc)
|
||||
{
|
||||
((BattleNpc)chara).hateContainer.UpdateHate(owner, amount);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void TryInterrupt()
|
||||
{
|
||||
if (interrupt)
|
||||
return;
|
||||
|
||||
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
|
||||
{
|
||||
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
|
||||
@@ -85,10 +166,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
return;
|
||||
}
|
||||
|
||||
interrupt = !CanAttack();
|
||||
if (Utils.DistanceSquared(owner.GetPosAsVector3(), startPos) > 4.0f)
|
||||
{
|
||||
// todo: send interrupt packet
|
||||
interrupt = true;
|
||||
return;
|
||||
}
|
||||
|
||||
interrupt = !CanCast();
|
||||
}
|
||||
|
||||
private bool CanAttack()
|
||||
private bool CanCast()
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
@@ -103,9 +191,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) >= 7.5f)
|
||||
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > spell.range)
|
||||
{
|
||||
owner.aiContainer.pathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
|
||||
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
|
||||
{
|
||||
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
@@ -23,5 +23,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.utils
|
||||
}
|
||||
defender.DelHP((short)damage);
|
||||
}
|
||||
|
||||
public static int CalculateSpellDamage(Character attacker, Character defender, Ability spell)
|
||||
{
|
||||
// todo: spell formulas and stuff (stoneskin, mods, stats, etc)
|
||||
return 69;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -58,8 +58,9 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
aggroType = AggroType.Sight;
|
||||
this.moveState = 2;
|
||||
ResetMoveSpeeds();
|
||||
this.meleeRange = 1.5f;
|
||||
despawnTime = 10;
|
||||
|
||||
CalculateBaseStats();
|
||||
}
|
||||
|
||||
public override void Update(DateTime tick)
|
||||
@@ -85,7 +86,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[1]");
|
||||
packets.AddRange(propPacketUtil.Done());
|
||||
}
|
||||
base.PostUpdate(tick);
|
||||
base.PostUpdate(tick, packets);
|
||||
}
|
||||
|
||||
public override bool CanAttack()
|
||||
|
@@ -26,14 +26,6 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
{
|
||||
class Player : Character
|
||||
{
|
||||
public const int CLASSID_PUG = 2;
|
||||
public const int CLASSID_GLA = 3;
|
||||
public const int CLASSID_MRD = 4;
|
||||
public const int CLASSID_ARC = 7;
|
||||
public const int CLASSID_LNC = 8;
|
||||
public const int CLASSID_THM = 22;
|
||||
public const int CLASSID_CNJ = 23;
|
||||
|
||||
public const int CLASSID_CRP = 29;
|
||||
public const int CLASSID_BSM = 30;
|
||||
public const int CLASSID_ARM = 31;
|
||||
@@ -97,7 +89,6 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
public uint destinationZone;
|
||||
public ushort destinationSpawnType;
|
||||
public uint[] timers = new uint[20];
|
||||
public ushort currentJob;
|
||||
public uint currentTitle;
|
||||
public uint playTime;
|
||||
public uint lastPlayTimeUpdate;
|
||||
@@ -1729,30 +1720,15 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
packets.AddRange(propPacketUtil.Done());
|
||||
}
|
||||
|
||||
base.PostUpdate(tick);
|
||||
base.PostUpdate(tick, packets);
|
||||
}
|
||||
|
||||
public override short GetHP()
|
||||
{
|
||||
return charaWork.parameterSave.hp[currentJob];
|
||||
}
|
||||
|
||||
public override short GetMaxHP()
|
||||
{
|
||||
return charaWork.parameterSave.hpMax[currentJob];
|
||||
}
|
||||
|
||||
public override byte GetHPP()
|
||||
{
|
||||
return (byte)(charaWork.parameterSave.hp[currentJob] / charaWork.parameterSave.hpMax[currentJob]);
|
||||
}
|
||||
|
||||
public override void AddHP(short hp)
|
||||
public override void AddHP(int hp)
|
||||
{
|
||||
// todo: +/- hp and die
|
||||
// todo: battlenpcs probably have way more hp?
|
||||
// todo: check hidden effects and shit
|
||||
var addHp = charaWork.parameterSave.hp[currentJob] + hp;
|
||||
addHp = addHp.Clamp(short.MinValue, charaWork.parameterSave.hpMax[currentJob]);
|
||||
addHp = addHp.Clamp(ushort.MinValue, charaWork.parameterSave.hpMax[currentJob]);
|
||||
charaWork.parameterSave.hp[currentJob] = (short)addHp;
|
||||
|
||||
if (charaWork.parameterSave.hp[currentJob] < 1)
|
||||
@@ -1761,17 +1737,6 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
updateFlags |= ActorUpdateFlags.HpTpMp;
|
||||
}
|
||||
|
||||
public override void DelHP(short hp)
|
||||
{
|
||||
AddHP((short)-hp);
|
||||
}
|
||||
|
||||
// todo: should this include stats too?
|
||||
public override void RecalculateHpMpTp()
|
||||
{
|
||||
// todo: recalculate stats and crap
|
||||
updateFlags |= ActorUpdateFlags.HpTpMp;
|
||||
}
|
||||
|
||||
public override void Die(DateTime tick)
|
||||
{
|
||||
@@ -1833,7 +1798,6 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
QueuePackets(recastPacketUtil.Done());
|
||||
}
|
||||
|
||||
|
||||
public void EquipAbility(ushort hotbarSlot, ushort commandId)
|
||||
{
|
||||
//if (charaWork.commandAcquired[commandId])
|
||||
@@ -1947,7 +1911,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
public void SendBattleActionX01Packet(uint anim, uint effect, uint text = 0x756D, uint command = 27260, uint param = 0x01, uint idek = 0x01)
|
||||
{
|
||||
var packet = BattleActionX01Packet.BuildPacket(actorId, actorId, actorId, (uint)anim, (uint)effect, (ushort)text, (ushort)command, (ushort)param, (byte)idek);
|
||||
var packet = BattleActionX01Packet.BuildPacket(actorId, actorId, currentTarget != 0xC0000000 ? currentTarget : currentLockedTarget, (uint)anim, (uint)effect, (ushort)text, (ushort)command, (ushort)param, (byte)idek);
|
||||
QueuePacket(packet);
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user