fixed some paths in project

This commit is contained in:
Tahir Akhlaq 2017-08-25 05:07:07 +01:00
parent 11bbb023d9
commit 452f1cc8c0
2 changed files with 195 additions and 8 deletions

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@ -116,21 +116,21 @@
<Compile Include="actors\debug\Debug.cs" /> <Compile Include="actors\debug\Debug.cs" />
<Compile Include="actors\director\Director.cs" /> <Compile Include="actors\director\Director.cs" />
<Compile Include="actors\director\GuildleveDirector.cs" /> <Compile Include="actors\director\GuildleveDirector.cs" />
<Compile Include="actors\director\Work\GuildleveWork.cs" /> <Compile Include="actors\director\work\GuildleveWork.cs" />
<Compile Include="actors\EventList.cs" /> <Compile Include="actors\EventList.cs" />
<Compile Include="actors\group\GLContentGroup.cs" /> <Compile Include="actors\group\GLContentGroup.cs" />
<Compile Include="actors\group\ContentGroup.cs" /> <Compile Include="actors\group\ContentGroup.cs" />
<Compile Include="actors\group\Work\ContentGroupWork.cs" /> <Compile Include="actors\group\work\ContentGroupWork.cs" />
<Compile Include="actors\group\Work\GlobalTemp.cs" /> <Compile Include="actors\group\work\GlobalTemp.cs" />
<Compile Include="actors\group\Group.cs" /> <Compile Include="actors\group\Group.cs" />
<Compile Include="actors\group\MonsterParty.cs" /> <Compile Include="actors\group\MonsterParty.cs" />
<Compile Include="actors\group\Party.cs" /> <Compile Include="actors\group\Party.cs" />
<Compile Include="actors\group\Relation.cs" /> <Compile Include="actors\group\Relation.cs" />
<Compile Include="actors\group\Work\GroupGlobalSave.cs" /> <Compile Include="actors\group\work\GroupGlobalSave.cs" />
<Compile Include="actors\group\Work\GroupGlobalTemp.cs" /> <Compile Include="actors\group\work\GroupGlobalTemp.cs" />
<Compile Include="actors\group\Work\GroupMemberSave.cs" /> <Compile Include="actors\group\work\GroupMemberSave.cs" />
<Compile Include="actors\group\Work\PartyWork.cs" /> <Compile Include="actors\group\work\PartyWork.cs" />
<Compile Include="actors\group\Work\RelationWork.cs" /> <Compile Include="actors\group\work\RelationWork.cs" />
<Compile Include="actors\judge\Judge.cs" /> <Compile Include="actors\judge\Judge.cs" />
<Compile Include="actors\quest\Quest.cs" /> <Compile Include="actors\quest\Quest.cs" />
<Compile Include="actors\StaticActors.cs" /> <Compile Include="actors\StaticActors.cs" />

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@ -0,0 +1,187 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class WeaponSkillState : State
{
private Ability skill;
public WeaponSkillState(Character owner, Character target, ushort skillId) :
base(owner, target)
{
this.startTime = DateTime.Now;
// todo: lookup skill from global table
this.skill = Server.GetWorldManager().GetAbility(skillId);
var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillPrepare", owner, target, skill);
if (skill != null && returnCode == 0)
{
// todo: Azia can fix, check the recast time and send error
if (!skill.IsValidTarget(owner, target))
{
// todo: error message
interrupt = true;
}
else if ((skill.tpCost = (ushort)Math.Ceiling((8000 + (owner.charaWork.parameterSave.state_mainSkillLevel - 70) * 500) * (skill.tpCost * 0.001))) > owner.GetTP())
{
// todo: error message
interrupt = true;
}
else if (skill.level > owner.charaWork.parameterSave.state_mainSkillLevel)
{
// todo: error message
}
else if (false /*skill.requirements & */)
{
// todo: error message
}
else
{
OnStart();
}
}
else
{
if (owner is Player)
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), (ushort)(returnCode == -1 ? 32539 : returnCode), 0x20);
interrupt = true;
}
}
public override void OnStart()
{
var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillStart", owner, target, skill);
if (returnCode != 0)
{
interrupt = true;
errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)returnCode, skill.id, 0, 1);
}
else
{
// todo: check within attack range
owner.LookAt(target);
}
}
public override bool Update(DateTime tick)
{
if (skill != null)
{
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = skill.castTimeSeconds;
if ((tick - startTime).TotalSeconds >= skill.castTimeSeconds)
{
OnComplete();
return true;
}
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()
{
skill.targetFind.FindWithinArea(target, skill.validTarget);
isCompleted = true;
List<SubPacket> packets = new List<SubPacket>();
foreach (var chara in skill.targetFind.GetTargets())
{
// todo: calculate shit, do shit
bool landed = true;
var amount = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillFinish", owner, target, skill);
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
{
player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, chara.actorId, skill.battleAnimation, skill.effectAnimation, skill.worldMasterTextId, skill.id, (ushort)skill.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
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
uint effectId = 0;
if (list.Count > 0)
{
// todo: actually check proc rate/random chance of whatever effect
effectId = list[0].GetStatusEffectId();
}
// todo: which is actually the swing packet
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
//errorPacket = null;
interrupt = true;
return;
}
interrupt = !CanUse();
}
private bool CanUse()
{
if (target == null)
{
return false;
}
// todo: shouldnt need to check if owner is dead since all states would be cleared
if (owner.aiContainer.IsDead() || target.aiContainer.IsDead())
{
return false;
}
else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
{
return false;
}
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > skill.range)
{
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
{
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
}
return false;
}
return true;
}
}
}