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

@@ -15,6 +15,8 @@ using FFXIVClassic_Map_Server.actors.chara.ai.state;
using FFXIVClassic_Map_Server.utils;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
using FFXIVClassic_Map_Server.actors.group;
using FFXIVClassic_Map_Server.packets.send;
namespace FFXIVClassic_Map_Server.Actors
{
@@ -34,8 +36,10 @@ namespace FFXIVClassic_Map_Server.Actors
public AggroType aggroType;
public bool neutral;
private uint despawnTime;
private uint respawnTime;
private uint spawnDistance;
public Character lastAttacker;
public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
ushort actorState, uint animationId, string customDisplayName)
@@ -56,15 +60,38 @@ namespace FFXIVClassic_Map_Server.Actors
spawnY = posY;
spawnZ = posZ;
// todo: read this from db
// todo: read these from db also
aggroType = AggroType.Sight;
this.moveState = 2;
ResetMoveSpeeds();
despawnTime = 10;
respawnTime = 30;
CalculateBaseStats();
}
public override List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
{
List<SubPacket> subpackets = new List<SubPacket>();
if (IsAlive())
{
subpackets.Add(CreateAddActorPacket());
subpackets.AddRange(GetEventConditionPackets());
subpackets.Add(CreateSpeedPacket());
subpackets.Add(CreateSpawnPositonPacket(0x0));
subpackets.Add(CreateAppearancePacket());
subpackets.Add(CreateNamePacket());
subpackets.Add(CreateStatePacket());
subpackets.Add(CreateIdleAnimationPacket());
subpackets.Add(CreateInitStatusPacket());
subpackets.Add(CreateSetActorIconPacket());
subpackets.Add(CreateIsZoneingPacket());
subpackets.Add(CreateScriptBindPacket(player));
}
return subpackets;
}
public uint GetAggroType()
{
return (uint)aggroType;
@@ -135,6 +162,16 @@ namespace FFXIVClassic_Map_Server.Actors
despawnTime = seconds;
}
public uint GetRespawnTime()
{
return respawnTime;
}
public void SetRespawnTime(uint seconds)
{
respawnTime = seconds;
}
///<summary> // todo: create an action object? </summary>
public bool OnAttack(AttackState state)
{
@@ -143,32 +180,61 @@ namespace FFXIVClassic_Map_Server.Actors
public override void Spawn(DateTime tick)
{
base.Spawn(tick);
if (respawnTime > 0)
{
base.Spawn(tick);
this.isMovingToSpawn = false;
this.ResetMoveSpeeds();
this.hateContainer.ClearHate();
this.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
this.isMovingToSpawn = false;
this.ResetMoveSpeeds();
this.hateContainer.ClearHate();
zone.BroadcastPacketsAroundActor(this, GetSpawnPackets(null, 0x01));
zone.BroadcastPacketsAroundActor(this, GetInitPackets());
charaWork.parameterSave.hp = charaWork.parameterSave.hpMax;
charaWork.parameterSave.mp = charaWork.parameterSave.mpMax;
RecalculateStats();
updateFlags |= ActorUpdateFlags.AllNpc;
}
}
public override void Die(DateTime tick)
{
if (IsAlive())
{
if (lastAttacker is Pet && ((Pet)lastAttacker).master is Player)
{
lastAttacker = ((Pet)lastAttacker).master;
}
if (lastAttacker is Player)
{
if (lastAttacker.currentParty != null && lastAttacker.currentParty is Party)
{
foreach (var memberId in ((Party)lastAttacker.currentParty).members)
{
var partyMember = zone.FindActorInArea<Player>(memberId);
// onDeath(monster, player, killer)
lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, partyMember, lastAttacker);
// <actor> defeat/defeats <target>
((Player)lastAttacker).QueuePacket(BattleActionX01Packet.BuildPacket(lastAttacker.actorId, 0, 0, new BattleAction(actorId, 30108, 0)));
}
}
else
{
// onDeath(monster, player, killer)
lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, lastAttacker, lastAttacker);
((Player)lastAttacker).QueuePacket(BattleActionX01Packet.BuildPacket(lastAttacker.actorId, 0, 0, new BattleAction(actorId, 30108, 0)));
}
}
aiContainer.InternalDie(tick, despawnTime);
aiContainer.pathFind.Clear();
this.ResetMoveSpeeds();
this.positionX = oldPositionX;
this.positionY = oldPositionY;
this.positionZ = oldPositionZ;
this.isAtSpawn = true;
// todo: reset cooldowns
}
else
{
var err = $"[{actorId}][{customDisplayName}] {positionX} {positionY} {positionZ} {GetZoneID()} tried to die ded";
var err = $"[{actorId}][{GetUniqueId()}] {positionX} {positionY} {positionZ} {GetZone().GetName()} tried to die ded";
Program.Log.Error(err);
//throw new Exception(err);
}
@@ -176,9 +242,10 @@ namespace FFXIVClassic_Map_Server.Actors
public override void Despawn(DateTime tick)
{
aiContainer.ClearStates();
// todo: probably didnt need to make a new state...
aiContainer.ForceChangeState(new DespawnState(this, null, 0));
aiContainer.InternalDespawn(tick, respawnTime);
lua.LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
this.isAtSpawn = true;
}
public void OnRoam(DateTime tick)
@@ -203,6 +270,7 @@ namespace FFXIVClassic_Map_Server.Actors
else
{
this.isMovingToSpawn = false;
lua.LuaEngine.CallLuaBattleFunction(this, "onRoam", this);
}
}
@@ -217,5 +285,20 @@ namespace FFXIVClassic_Map_Server.Actors
// todo: move this somewhere else prolly and change based on model/appearance (so maybe in Character.cs instead)
action.animation = 0x11001000; // (temporary) wolf anim
}
public override void OnSpawn()
{
base.OnSpawn();
}
public override void OnDeath()
{
base.OnDeath();
}
public override void OnDespawn()
{
base.OnDespawn();
}
}
}

View File

@@ -58,14 +58,16 @@ namespace FFXIVClassic_Map_Server.Actors
charaWork.battleSave.potencial = 1.0f;
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkill[2] = 3;
charaWork.parameterSave.state_mainSkillLevel = 2;
// todo: these really need to be read from db etc
{
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkill[2] = 3;
charaWork.parameterSave.state_mainSkillLevel = 1;
charaWork.parameterSave.hp[0] = 500;
charaWork.parameterSave.hpMax[0] = 500;
for (int i = 0; i < 32; i++ )
charaWork.parameterSave.hp[0] = 80;
charaWork.parameterSave.hpMax[0] = 80;
}
for (int i = 0; i < 32; i++ )
charaWork.property[i] = (byte)(((int)actorClass.propertyFlags >> i) & 1);
npcWork.pushCommand = actorClass.pushCommand;
@@ -400,13 +402,30 @@ namespace FFXIVClassic_Map_Server.Actors
aiContainer.Update(tick);
}
//A party member list packet came, set the party
/* public void SetParty(MonsterPartyGroup group)
public override void OnSpawn()
{
if (group is MonsterPartyGroup)
currentParty = group;
base.OnSpawn();
}
*/
public override void OnDeath()
{
base.OnDeath();
}
public override void OnDespawn()
{
zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
QueuePositionUpdate(spawnX, spawnY, spawnZ);
LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
}
//A party member list packet came, set the party
/* public void SetParty(MonsterPartyGroup group)
{
if (group is MonsterPartyGroup)
currentParty = group;
}
*/
}
}

View File

@@ -13,6 +13,7 @@ namespace FFXIVClassic_Map_Server.Actors
{
class Pet : BattleNpc
{
public Character master;
public Pet(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
ushort actorState, uint animationId, string customDisplayName)
: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)