Fixed infinite loop with DoBattleAction. Added some casting logic.

This commit is contained in:
Filip Maj 2017-08-29 00:33:23 -04:00
parent d81832f256
commit 67485eafc0
5 changed files with 106 additions and 78 deletions

View File

@ -197,7 +197,7 @@ namespace FFXIVClassic_Map_Server.Actors
{ {
if (actions.Length - currentIndex >= 18) if (actions.Length - currentIndex >= 18)
BattleActionX18Packet.BuildPacket(actorId, animationId, commandId, actions, ref currentIndex); BattleActionX18Packet.BuildPacket(actorId, animationId, commandId, actions, ref currentIndex);
else if (actions.Length - currentIndex >= 1) else if (actions.Length - currentIndex > 1)
BattleActionX10Packet.BuildPacket(actorId, animationId, commandId, actions, ref currentIndex); BattleActionX10Packet.BuildPacket(actorId, animationId, commandId, actions, ref currentIndex);
else if (actions.Length - currentIndex == 1) else if (actions.Length - currentIndex == 1)
{ {
@ -218,7 +218,7 @@ namespace FFXIVClassic_Map_Server.Actors
{ {
if (actions.Count - currentIndex >= 18) if (actions.Count - currentIndex >= 18)
BattleActionX18Packet.BuildPacket(actorId, animationId, commandId, actions, ref currentIndex); BattleActionX18Packet.BuildPacket(actorId, animationId, commandId, actions, ref currentIndex);
else if (actions.Count - currentIndex >= 1) else if (actions.Count - currentIndex > 1)
BattleActionX10Packet.BuildPacket(actorId, animationId, commandId, actions, ref currentIndex); BattleActionX10Packet.BuildPacket(actorId, animationId, commandId, actions, ref currentIndex);
else if (actions.Count - currentIndex == 1) else if (actions.Count - currentIndex == 1)
{ {

View File

@ -55,18 +55,15 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
float[] baseCastDuration = { 1.0f, 0.25f }; float[] baseCastDuration = { 1.0f, 0.25f };
float spellSpeed = spell.castTimeSeconds; float spellSpeed = spell.castTimeSeconds;
List<SubPacket> packets = new List<SubPacket>();
// command casting duration // command casting duration
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER) if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
{ {
// todo: modify spellSpeed based on modifiers and stuff // todo: modify spellSpeed based on modifiers and stuff
// ((Player)owner).SendStartCastBar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddSeconds(spellSpeed))); ((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddSeconds(spellSpeed)));
owner.DoBattleAction(spell.id, spell.battleAnimation, new BattleAction(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM)
} }
// todo: change
owner.zone.BroadcastPacketsAroundActor(owner, packets);
} }
} }
@ -106,6 +103,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override void OnComplete() public override void OnComplete()
{ {
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
{
((Player)owner).SendEndCastbar();
}
spell.targetFind.FindWithinArea(target, spell.validTarget); spell.targetFind.FindWithinArea(target, spell.validTarget);
isCompleted = true; isCompleted = true;
@ -115,14 +117,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
var i = 0; var i = 0;
foreach (var chara in targets) foreach (var chara in targets)
{ {
var action = new BattleAction(target.actorId, spell.worldMasterTextId, spell.effectAnimation, 0, (byte) HitDirection.None, 1); var action = new BattleAction(target.actorId, spell.worldMasterTextId, spell.battleAnimation, 0, (byte) HitDirection.None, 1);
action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action); action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
actions[i++] = action; actions[i++] = action;
//packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, spell.battleAnimation, action.effectId, action.worldMasterTextId, spell.id, action.amount, action.param));
} }
owner.DoBattleAction(spell.id, spell.effectAnimation, actions); owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
} }
public override void TryInterrupt() public override void TryInterrupt()
@ -164,12 +164,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override void Cleanup() public override void Cleanup()
{ {
// command casting duration // command casting duration
var packets = new List<SubPacket>(); //var packets = new List<SubPacket>();
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER) //owner.zone.BroadcastPacketsAroundActor(owner, packets);
{
// ((Player)owner).SendStartCastBar(0, 0);
}
owner.zone.BroadcastPacketsAroundActor(owner, packets);
} }
public BattleCommand GetSpell() public BattleCommand GetSpell()

View File

@ -11,7 +11,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
public const ushort OPCODE = 0x013A; public const ushort OPCODE = 0x013A;
public const uint PACKET_SIZE = 0xD8; public const uint PACKET_SIZE = 0xD8;
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList, ref int currentIndex) public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList, ref int listOffset)
{ {
byte[] data = new byte[PACKET_SIZE - 0x20]; byte[] data = new byte[PACKET_SIZE - 0x20];
@ -19,46 +19,54 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{ {
using (BinaryWriter binWriter = new BinaryWriter(mem)) using (BinaryWriter binWriter = new BinaryWriter(mem))
{ {
int max;
if (actionList.Length - listOffset <= 10)
max = actionList.Length - listOffset;
else
max = 10;
binWriter.Write((UInt32)sourceActorId); binWriter.Write((UInt32)sourceActorId);
binWriter.Write((UInt32)animationId); binWriter.Write((UInt32)animationId);
//Missing... last value is float, string in here as well? //Missing... last value is float, string in here as well?
binWriter.Seek(0x20, SeekOrigin.Begin); binWriter.Seek(0x20, SeekOrigin.Begin);
binWriter.Write((UInt32)actionList.Length); //Num actions (always 1 for this) binWriter.Write((UInt32)max); //Num actions
binWriter.Write((UInt16)commandId); binWriter.Write((UInt16)commandId);
binWriter.Write((UInt16)0x810); //? binWriter.Write((UInt16)0x810); //?
//binWriter.Seek(0x20, SeekOrigin.Begin); //binWriter.Seek(0x20, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt32)action.targetId); binWriter.Write((UInt32)actionList[listOffset + i].targetId);
binWriter.Seek(0x50, SeekOrigin.Begin); binWriter.Seek(0x50, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt16)action.amount); binWriter.Write((UInt16)actionList[listOffset + i].amount);
binWriter.Seek(0x64, SeekOrigin.Begin); binWriter.Seek(0x64, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt16)action.worldMasterTextId); binWriter.Write((UInt16)actionList[listOffset + i].worldMasterTextId);
binWriter.Seek(0x78, SeekOrigin.Begin); binWriter.Seek(0x78, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt32)action.effectId); binWriter.Write((UInt32)actionList[listOffset + i].effectId);
binWriter.Seek(0xA0, SeekOrigin.Begin); binWriter.Seek(0xA0, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((Byte)action.param); binWriter.Write((Byte)actionList[listOffset + i].param);
binWriter.Seek(0xAA, SeekOrigin.Begin); binWriter.Seek(0xAA, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((Byte)action.unknown); binWriter.Write((Byte)actionList[listOffset + i].unknown);
listOffset += max;
} }
} }
return new SubPacket(OPCODE, sourceActorId, data); return new SubPacket(OPCODE, sourceActorId, data);
} }
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<BattleAction> actionList, ref int currentIndex) public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<BattleAction> actionList, ref int listOffset)
{ {
byte[] data = new byte[PACKET_SIZE - 0x20]; byte[] data = new byte[PACKET_SIZE - 0x20];
@ -66,39 +74,47 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{ {
using (BinaryWriter binWriter = new BinaryWriter(mem)) using (BinaryWriter binWriter = new BinaryWriter(mem))
{ {
int max;
if (actionList.Count - listOffset <= 10)
max = actionList.Count - listOffset;
else
max = 10;
binWriter.Write((UInt32)sourceActorId); binWriter.Write((UInt32)sourceActorId);
binWriter.Write((UInt32)animationId); binWriter.Write((UInt32)animationId);
//Missing... last value is float, string in here as well? //Missing... last value is float, string in here as well?
binWriter.Seek(0x20, SeekOrigin.Begin); binWriter.Seek(0x20, SeekOrigin.Begin);
binWriter.Write((UInt32)actionList.Count); //Num actions (always 1 for this) binWriter.Write((UInt32)max); //Num actions
binWriter.Write((UInt16)commandId); binWriter.Write((UInt16)commandId);
binWriter.Write((UInt16)0x810); //? binWriter.Write((UInt16)0x810); //?
//binWriter.Seek(0x20, SeekOrigin.Begin); //binWriter.Seek(0x20, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt32)action.targetId); binWriter.Write((UInt32)actionList[listOffset + i].targetId);
binWriter.Seek(0x50, SeekOrigin.Begin); binWriter.Seek(0x50, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt16)action.amount); binWriter.Write((UInt16)actionList[listOffset + i].amount);
binWriter.Seek(0x64, SeekOrigin.Begin); binWriter.Seek(0x64, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt16)action.worldMasterTextId); binWriter.Write((UInt16)actionList[listOffset + i].worldMasterTextId);
binWriter.Seek(0x78, SeekOrigin.Begin); binWriter.Seek(0x78, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt32)action.effectId); binWriter.Write((UInt32)actionList[listOffset + i].effectId);
binWriter.Seek(0xA0, SeekOrigin.Begin); binWriter.Seek(0xA0, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((Byte)action.param); binWriter.Write((Byte)actionList[listOffset + i].param);
binWriter.Seek(0xAA, SeekOrigin.Begin); binWriter.Seek(0xAA, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((Byte)action.unknown); binWriter.Write((Byte)actionList[listOffset + i].unknown);
listOffset += max;
} }
} }

View File

@ -11,7 +11,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
public const ushort OPCODE = 0x013B; public const ushort OPCODE = 0x013B;
public const uint PACKET_SIZE = 0x148; public const uint PACKET_SIZE = 0x148;
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList, ref int currentIndex) public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList, ref int listOffset)
{ {
byte[] data = new byte[PACKET_SIZE - 0x20]; byte[] data = new byte[PACKET_SIZE - 0x20];
@ -19,46 +19,54 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{ {
using (BinaryWriter binWriter = new BinaryWriter(mem)) using (BinaryWriter binWriter = new BinaryWriter(mem))
{ {
int max;
if (actionList.Length - listOffset <= 18)
max = actionList.Length - listOffset;
else
max = 18;
binWriter.Write((UInt32)sourceActorId); binWriter.Write((UInt32)sourceActorId);
binWriter.Write((UInt32)animationId); binWriter.Write((UInt32)animationId);
//Missing... last value is float, string in here as well? //Missing... last value is float, string in here as well?
binWriter.Seek(0x20, SeekOrigin.Begin); binWriter.Seek(0x20, SeekOrigin.Begin);
binWriter.Write((UInt32)actionList.Length); //Num actions (always 1 for this) binWriter.Write((UInt32)actionList.Length); //Num actions
binWriter.Write((UInt16)commandId); binWriter.Write((UInt16)commandId);
binWriter.Write((UInt16)0x810); //? binWriter.Write((UInt16)0x810); //?
binWriter.Seek(0x58, SeekOrigin.Begin); binWriter.Seek(0x58, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt32)action.targetId); binWriter.Write((UInt32)actionList[listOffset + i].targetId);
binWriter.Seek(0xA0, SeekOrigin.Begin); binWriter.Seek(0xA0, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt16)action.amount); binWriter.Write((UInt16)actionList[listOffset + i].amount);
binWriter.Seek(0xC4, SeekOrigin.Begin); binWriter.Seek(0xC4, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt16)action.worldMasterTextId); binWriter.Write((UInt16)actionList[listOffset + i].worldMasterTextId);
binWriter.Seek(0xE8, SeekOrigin.Begin); binWriter.Seek(0xE8, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt32)action.effectId); binWriter.Write((UInt32)actionList[listOffset + i].effectId);
binWriter.Seek(0x130, SeekOrigin.Begin); binWriter.Seek(0x130, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((Byte)action.param); binWriter.Write((Byte)actionList[listOffset + i].param);
binWriter.Seek(0x142, SeekOrigin.Begin); binWriter.Seek(0x142, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((Byte)action.unknown); binWriter.Write((Byte)actionList[listOffset + i].unknown);
listOffset += max;
} }
} }
return new SubPacket(OPCODE, sourceActorId, data); return new SubPacket(OPCODE, sourceActorId, data);
} }
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<BattleAction> actionList, ref int currentIndex) public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<BattleAction> actionList, ref int listOffset)
{ {
byte[] data = new byte[PACKET_SIZE - 0x20]; byte[] data = new byte[PACKET_SIZE - 0x20];
@ -66,39 +74,47 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{ {
using (BinaryWriter binWriter = new BinaryWriter(mem)) using (BinaryWriter binWriter = new BinaryWriter(mem))
{ {
int max;
if (actionList.Count - listOffset <= 18)
max = actionList.Count - listOffset;
else
max = 18;
binWriter.Write((UInt32)sourceActorId); binWriter.Write((UInt32)sourceActorId);
binWriter.Write((UInt32)animationId); binWriter.Write((UInt32)animationId);
//Missing... last value is float, string in here as well? //Missing... last value is float, string in here as well?
binWriter.Seek(0x20, SeekOrigin.Begin); binWriter.Seek(0x20, SeekOrigin.Begin);
binWriter.Write((UInt32)actionList.Count); //Num actions (always 1 for this) binWriter.Write((UInt32)max); //Num actions
binWriter.Write((UInt16)commandId); binWriter.Write((UInt16)commandId);
binWriter.Write((UInt16)0x810); //? binWriter.Write((UInt16)0x810); //?
binWriter.Seek(0x58, SeekOrigin.Begin); binWriter.Seek(0x58, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt32)action.targetId); binWriter.Write((UInt32)actionList[listOffset + i].targetId);
binWriter.Seek(0xA0, SeekOrigin.Begin); binWriter.Seek(0xA0, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt16)action.amount); binWriter.Write((UInt16)actionList[listOffset + i].amount);
binWriter.Seek(0xC4, SeekOrigin.Begin); binWriter.Seek(0xC4, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt16)action.worldMasterTextId); binWriter.Write((UInt16)actionList[listOffset + i].worldMasterTextId);
binWriter.Seek(0xE8, SeekOrigin.Begin); binWriter.Seek(0xE8, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((UInt32)action.effectId); binWriter.Write((UInt32)actionList[listOffset + i].effectId);
binWriter.Seek(0x130, SeekOrigin.Begin); binWriter.Seek(0x130, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((Byte)action.param); binWriter.Write((Byte)actionList[listOffset + i].param);
binWriter.Seek(0x142, SeekOrigin.Begin); binWriter.Seek(0x142, SeekOrigin.Begin);
foreach (BattleAction action in actionList) for (int i = 0; i < max; i++)
binWriter.Write((Byte)action.unknown); binWriter.Write((Byte)actionList[listOffset + i].unknown);
listOffset += max;
} }
} }