fixed death/despawning kinda (need to figure out why hp wont tick down after respawning)

This commit is contained in:
Tahir Akhlaq
2017-09-03 01:01:19 +01:00
parent c5cc7c2f00
commit 4978813c27
16 changed files with 251 additions and 106 deletions

View File

@@ -203,7 +203,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public bool IsDead()
{
return owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD ||
owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD2 || owner.GetHP() == 0;
owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD2;
}
public bool IsRoaming()
@@ -262,8 +262,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public void InternalChangeTarget(Character target)
{
// todo: use invalid target id
// todo: this is retarded, call entity's changetarget function
// targets are changed in the controller
if (IsEngaged() || target == null)
{
@@ -288,7 +287,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
if (CanChangeState() || (GetCurrentState() != null && GetCurrentState().IsCompleted()))
{
ForceChangeState(new AttackState(this.owner, target));
ForceChangeState(new AttackState(owner, target));
return true;
}
return false;
@@ -301,7 +300,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
owner.updateFlags |= ActorUpdateFlags.HpTpMp;
ChangeTarget(null);
owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
if (owner.currentMainState == SetActorStatePacket.MAIN_STATE_ACTIVE)
owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
ClearStates();
}
@@ -337,11 +339,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
}
}
public void InternalDie(DateTime tick, uint timeToFadeout)
public void InternalDie(DateTime tick, uint fadeoutTimerSeconds)
{
pathFind?.Clear();
ClearStates();
ForceChangeState(new DeathState(owner, tick, fadeoutTimerSeconds));
}
public void InternalDespawn(DateTime tick, uint respawnTimerSeconds)
{
ClearStates();
Disengage();
ForceChangeState(new DeathState(owner, tick, timeToFadeout));
ForceChangeState(new DespawnState(owner, respawnTimerSeconds));
}
public void InternalRaise(Character target)

View File

@@ -384,12 +384,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
// todo: use tick instead of now?
this.startTime = DateTime.Now;
this.lastTick = startTime;
// todo: set the effect name to be called by scripts or just lookup effects in db
// name = WorldManager.GetEffectInfo(id).Name;
// todo: check if can gain effect
// todo: call effect's onGain
// todo: broadcast effect gain packet
}
public StatusEffect(Character owner, StatusEffect effect)

View File

@@ -96,6 +96,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
{
var target = owner.target;
base.Disengage();
owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnDeath, true);
// todo:
lastActionTime = lastUpdate.AddSeconds(5);
owner.isMovingToSpawn = true;
@@ -104,7 +105,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
neutralTime = lastActionTime;
owner.hateContainer.ClearHate();
owner.moveState = 1;
lua.LuaEngine.CallLuaBattleAction(owner, "onDisengage", owner, target, Utils.UnixTimeStampUTC(battleStartTime));
lua.LuaEngine.CallLuaBattleFunction(owner, "onDisengage", owner, target, Utils.UnixTimeStampUTC(battleStartTime));
}
public override void Cast(Character target, uint spellId)
@@ -203,7 +204,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
}
Move();
lua.LuaEngine.CallLuaBattleAction(owner, "onCombatTick", owner, owner.target, Utils.UnixTimeStampUTC());
lua.LuaEngine.CallLuaBattleFunction(owner, "onCombatTick", owner, owner.target, Utils.UnixTimeStampUTC(tick));
}
private void Move()
@@ -308,6 +309,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
public bool CanDetectTarget(Character target, bool forceSight = false)
{
if (owner.IsDead())
return false;
// todo: this should probably be changed to only allow detection at end of path?
if (owner.aiContainer.pathFind.IsFollowingScriptedPath() || owner.aiContainer.pathFind.IsFollowingPath() && !owner.aiContainer.pathFind.AtPoint())
{

View File

@@ -33,15 +33,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override bool Update(DateTime tick)
{
/*
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
*/
if ((target == null || owner.target != target || owner.target?.actorId != owner.currentLockedTarget) && owner.isAutoAttackEnabled)
owner.aiContainer.ChangeTarget(target = owner.zone.FindActorInArea<Character>(owner.currentLockedTarget));
@@ -159,7 +150,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
// todo: shouldnt need to check if owner is dead since all states would be cleared
if (owner.aiContainer.IsDead() || target.aiContainer.IsDead())
{
target = null;
owner.aiContainer.ChangeTarget(null);
return false;
}
else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))

View File

@@ -14,8 +14,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public DeathState(Character owner, DateTime tick, uint timeToFadeOut)
: base(owner, null)
{
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
owner.Disengage();
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
canInterrupt = false;
startTime = tick;
despawnTime = startTime.AddSeconds(timeToFadeOut);
@@ -23,17 +23,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override bool Update(DateTime tick)
{
// todo: set a flag on chara for accept raise, play animation and spawn
if (owner.GetMod((uint)Modifier.Raise) > 0)
{
owner.Spawn(tick);
return true;
}
// todo: handle raise etc
if (tick >= despawnTime)
{
if (owner is BattleNpc)
{
owner.Despawn(tick);
}
else
{
// todo: queue a warp for the player
}
// todo: for players, return them to homepoint
owner.Despawn(tick);
return true;
}
return false;

View File

@@ -10,22 +10,21 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class DespawnState : State
{
private DateTime endTime;
public DespawnState(Character owner, Character target, uint despawnTimeSeconds) :
private DateTime respawnTime;
public DespawnState(Character owner, uint respawnTimeSeconds) :
base(owner, null)
{
startTime = Program.Tick;
endTime = startTime.AddSeconds(despawnTimeSeconds);
respawnTime = startTime.AddSeconds(respawnTimeSeconds);
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD2);
owner.OnDespawn();
}
public override bool Update(DateTime tick)
{
if (tick >= endTime)
if (tick >= respawnTime)
{
// todo: send packet to despawn the npc, set it so npc is despawned when requesting spawn packets
owner.zone.BroadcastPacketAroundActor(owner, RemoveActorPacket.BuildPacket(owner.actorId));
owner.QueuePositionUpdate(owner.spawnX, owner.spawnY, owner.spawnZ);
lua.LuaEngine.CallLuaBattleAction(owner, "onDespawn", owner);
owner.Spawn(tick);
return true;
}
return false;