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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
added some more targetfind stuff to handle pets (needs testing)
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1637bba167
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@ -104,6 +104,7 @@ namespace FFXIVClassic_Map_Server.Actors
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return subpackets;
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}
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// todo: handle instance areas in derived class? (see virtuals)
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#region Actor Management
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public void AddActorToZone(Actor actor)
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@ -204,12 +205,12 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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}
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public List<Actor> GetActorsAroundPoint(float x, float y, int checkDistance)
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public virtual List<T> GetActorsAroundPoint<T>(float x, float y, int checkDistance) where T : Actor
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{
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checkDistance /= boundingGridSize;
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int gridX = (int)x/boundingGridSize;
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int gridY = (int)y/boundingGridSize;
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int gridX = (int)x / boundingGridSize;
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int gridY = (int)y / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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@ -224,7 +225,7 @@ namespace FFXIVClassic_Map_Server.Actors
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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List<Actor> result = new List<Actor>();
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List<T> result = new List<T>();
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lock (mActorBlock)
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{
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@ -232,7 +233,7 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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for (int gy = gridY - checkDistance; gy <= gridY + checkDistance; gy++)
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{
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result.AddRange(mActorBlock[gx, gy]);
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result.AddRange(mActorBlock[gx, gy].OfType<T>());
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}
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}
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}
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@ -246,11 +247,20 @@ namespace FFXIVClassic_Map_Server.Actors
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result.RemoveAt(i);
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}
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}
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return result;
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}
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public List<Actor> GetActorsAroundActor(Actor actor, int checkDistance)
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public virtual List<Actor> GetActorsAroundPoint(float x, float y, int checkDistance)
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{
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return GetActorsAroundPoint<Actor>(x, y, checkDistance);
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}
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public virtual List<Actor> GetActorsAroundActor(Actor actor, int checkDistance)
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{
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return GetActorsAroundActor<Actor>(actor, checkDistance);
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}
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public virtual List<T> GetActorsAroundActor<T>(Actor actor, int checkDistance) where T : Actor
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{
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checkDistance /= boundingGridSize;
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@ -270,7 +280,7 @@ namespace FFXIVClassic_Map_Server.Actors
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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List<Actor> result = new List<Actor>();
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var result = new List<T>();
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lock (mActorBlock)
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{
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@ -278,10 +288,11 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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for (int gx = ((gridX - checkDistance) < 0 ? 0 : (gridX - checkDistance)); gx <= ((gridX + checkDistance) >= numXBlocks ? numXBlocks - 1 : (gridX + checkDistance)); gx++)
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{
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result.AddRange(mActorBlock[gx, gy]);
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result.AddRange(mActorBlock[gx, gy].OfType<T>());
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}
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}
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}
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//Remove players if isolation zone
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if (isIsolated)
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{
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@ -327,13 +338,10 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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lock (mActorList)
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{
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foreach (Actor a in mActorList.Values)
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foreach (Player player in mActorList.Values.OfType<Player>())
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{
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if (a is Player)
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{
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if (((Player)a).customDisplayName.ToLower().Equals(name.ToLower()))
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return (Player)a;
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}
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if (player.customDisplayName.ToLower().Equals(name.ToLower()))
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return player;
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}
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return null;
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}
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@ -369,19 +377,22 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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// todo: for zones override this to seach contentareas (assuming flag is passed)
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public virtual List<Actor> GetAllActors()
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public virtual List<T> GetAllActors<T>() where T : Actor
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{
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lock (mActorList)
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{
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List<Actor> actorList = new List<Actor>(mActorList.Count);
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foreach (var actor in mActorList.Values)
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{
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actorList.Add(actor);
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}
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List<T> actorList = new List<T>(mActorList.Count);
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actorList.AddRange(mActorList.Values.OfType<T>());
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return actorList;
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}
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}
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public virtual List<Actor> GetAllActors()
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{
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return GetAllActors<Actor>();
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}
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public void BroadcastPacketsAroundActor(Actor actor, List<SubPacket> packets)
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{
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foreach (SubPacket packet in packets)
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@ -88,6 +88,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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this.controller = controller;
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}
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public Controller GetController()
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{
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return controller;
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}
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public bool CanChangeState()
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{
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return states.Count == 0 || states.Peek().CanInterrupt();
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@ -5,6 +5,8 @@ using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.actors.chara.ai;
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using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
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// port of dsp's ai code https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai/
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@ -67,6 +69,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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private Character owner;
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private Character target;
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private Character masterTarget; // if target is a pet, this is the owner
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private TargetFindCharacterType findType;
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private TargetFindFlags findFlags;
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private TargetFindAOEType aoeType;
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@ -128,19 +131,48 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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/// <para> Call SetAOEType before calling this </para>
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/// Find targets within area set by <see cref="SetAOEType"/>
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/// </summary>
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/// <param name="withPet">Include pets?</param>
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public void FindWithinArea(Character target, TargetFindFlags flags, bool withPet)
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public void FindWithinArea(Character target, TargetFindFlags flags)
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{
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// todo: maybe we should keep a snapshot which is only updated on each tick for consistency
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findFlags = flags;
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// todo: maybe we should keep a snapshot which is only updated on each tick for consistency
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// are we creating aoe circles around target or self
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if ((aoeType & TargetFindAOEType.Circle) != 0 && radiusType != TargetFindAOERadiusType.Self)
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this.targetPosition = owner.GetPosAsVector3();
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else
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this.targetPosition = new Vector3(target.positionX, target.positionY, target.positionZ);
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this.targetPosition = target.GetPosAsVector3();
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this.findFlags = flags;
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masterTarget = GetMasterTarget(target);
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// todo: this is stupid
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bool withPet = (flags & TargetFindFlags.Pets) != 0 || masterTarget.currentSubState != owner.currentSubState;
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if (IsPlayer(owner))
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{
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if (masterTarget is Player)
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{
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findType = TargetFindCharacterType.PlayerToPlayer;
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// todo: handle player parties
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if (masterTarget.currentParty != null)
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{
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if ((findFlags & TargetFindFlags.Alliance) != 0)
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AddAllInAlliance(masterTarget, withPet);
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else
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AddAllInParty(masterTarget, withPet);
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}
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else
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{
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AddTarget(masterTarget, withPet);
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}
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}
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else
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{
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findType = TargetFindCharacterType.PlayerToBattleNpc;
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}
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}
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if (aoeType == TargetFindAOEType.Box)
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{
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FindWithinBox(withPet);
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@ -149,6 +181,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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FindWithinCircle(withPet);
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}
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else if (aoeType == TargetFindAOEType.Cone)
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{
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FindWithinCone(withPet);
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}
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}
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/// <summary>
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@ -163,7 +199,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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// if we have flag set to hit all characters in zone, do it
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// todo: make the distance check modifiable
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var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors() : owner.zone.GetActorsAroundActor(owner, 30);
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var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors<Character>() : owner.zone.GetActorsAroundActor<Character>(owner, 70);
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var myPos = owner.GetPosAsVector3();
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var angle = Vector3.GetAngle(myPos, targetPosition);
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@ -174,12 +210,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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var targetCorner = targetPosition.NewHorizontalVector(angle, extents);
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var targetCorner2 = targetPosition.NewHorizontalVector(angle, -extents);
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foreach (Character actor in actors)
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foreach (Character actor in actors.OfType<Character>())
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{
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// dont wanna add static actors
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if (actor is Player || actor is BattleNpc)
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{
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if (actor.GetPosAsVector3().IsWithinBox(myCorner2, targetCorner))
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if (actor.GetPosAsVector3().IsWithinBox(targetCorner2, myCorner))
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{
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if (CanTarget(actor))
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AddTarget(actor, withPet);
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@ -196,18 +232,23 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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/// </summary>
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private void FindWithinCircle(bool withPet)
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{
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var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors() : owner.zone.GetActorsAroundActor(owner, 30);
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var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors<Character>() : owner.zone.GetActorsAroundActor<Character>(owner, 70);
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foreach (Character target in actors)
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foreach (Character actor in actors)
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{
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if (target is Player || target is BattleNpc)
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if (actor is Player || actor is BattleNpc)
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{
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if (target.GetPosAsVector3().IsWithinCircle(targetPosition, extents))
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if (actor.GetPosAsVector3().IsWithinCircle(targetPosition, extents))
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AddTarget(target, withPet);
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}
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}
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}
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private void FindWithinCone(bool withPet)
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{
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}
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private void AddTarget(Character target, bool withPet)
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{
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if (CanTarget(target))
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@ -220,11 +261,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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private void AddAllInParty(Character target, bool withPet)
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{
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// todo:
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AddTarget(target, withPet);
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}
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private void AddAllInAlliance(Character target, bool withPet)
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{
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// todo:
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AddTarget(target, withPet);
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}
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public bool CanTarget(Character target)
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@ -241,8 +284,32 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
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return false;
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return true;
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}
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private bool IsPlayer(Character target)
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{
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if (target is Player)
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return true;
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// treat player owned pets as players too
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return GetMasterTarget(target) is Player;
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}
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private Character GetMasterTarget(Character target)
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{
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// if character is a player owned pet, treat as a player
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if (target.aiContainer != null)
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{
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var controller = target.aiContainer.GetController();
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if (controller != null && controller is PetController)
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{
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return ((PetController)controller).GetPetMaster();
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}
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}
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return target;
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}
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}
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}
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@ -3,10 +3,65 @@ 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;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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{
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class PetController
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class PetController : Controller
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{
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private Character petMaster;
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public PetController(Character owner)
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{
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this.owner = owner;
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this.lastUpdate = Program.Tick;
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}
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public override void Update(DateTime tick)
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{
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// todo: handle player stuff on tick
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}
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public override void ChangeTarget(Character target)
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{
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base.ChangeTarget(target);
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}
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public override bool Engage(Character target)
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{
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// todo: check distance, last swing time, status effects
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return true;
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}
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public override bool Disengage()
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{
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// todo:
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return true;
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}
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public override void Cast(Character target, uint spellId)
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{
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}
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public override void Ability(Character target, uint abilityId)
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{
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}
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public override void RangedAttack(Character target)
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{
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}
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public Character GetPetMaster()
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{
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return petMaster;
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}
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public void SetPetMaster(Character master)
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{
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petMaster = master;
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}
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}
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}
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