stubbed some more states

- stubbed some ability stuff
- moved packet things to loop instead of session only
- added mob roaming and aggro
- todo: fix target find/detection/pathfinding speed/line of sight/line aoe length etc
- todo: see "// todo:" in code
This commit is contained in:
Tahir Akhlaq
2017-08-02 23:06:11 +01:00
parent c7b87c0d89
commit 68657e1edc
33 changed files with 1459 additions and 444 deletions

View File

@@ -3,6 +3,7 @@ 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;
@@ -10,20 +11,31 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class AttackState : State
{
private int damage = 0;
private bool tooFar = false;
private DateTime attackTime;
public AttackState(Character owner, Character target) :
base(owner, target)
{
owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
owner.aiContainer.ChangeTarget(target);
this.startTime = DateTime.Now;
attackTime = startTime;
owner.aiContainer.pathFind?.Clear();
// todo: should handle everything here instead of on next tick..
}
public override void OnStart()
{
// todo: check within attack range
owner.LookAt(target);
}
public override bool Update(DateTime tick)
{
/*
TryInterrupt();
if (interrupt)
@@ -31,13 +43,33 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
if ((tick - startTime).TotalMilliseconds >= 0)
*/
if (owner.target == null || target.IsDead())
{
OnComplete();
return true;
}
if (IsAttackReady())
{
if (CanAttack())
{
TryInterrupt();
// todo: check weapon delay/haste etc and use that
if (!interrupt)
{
OnComplete();
}
else
{
}
SetInterrupted(false);
}
else
{
// todo: handle interrupt/paralyze etc
}
}
return false;
}
@@ -48,18 +80,20 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override void OnComplete()
{
var damage = utils.AttackUtils.CalculateDamage(owner, target);
damage = utils.AttackUtils.CalculateDamage(owner, target);
// onAttack(actor, target, damage)
utils.BattleUtils.DamageTarget(owner, target, damage);
lua.LuaEngine.CallLuaBattleAction(owner, "onAttack", false, owner, target, damage);
//var packet = BattleAction1Packet.BuildPacket(owner.actorId, target.actorId);
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, target.actorId, 223001, 18, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0));
if (target is Player)
((Player)target).SendPacket("139.bin");
// todo: find a better place to put this?
if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE)
owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
isCompleted = true;
target.AddHP((short)damage);
attackTime = attackTime.AddMilliseconds(owner.GetAttackDelayMs());
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
}
public override void TryInterrupt()
@@ -75,7 +109,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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, 0, 0);
//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;
@@ -85,22 +119,43 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
interrupt = !CanAttack();
}
private bool IsAttackReady()
{
return Program.Tick >= attackTime;
}
private bool CanAttack()
{
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 (target.zone != owner.zone)
else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
{
return false;
}
else if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) >= 7.5f)
{
//owner.aiContainer.GetpathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
return false;
}
return true;
}
public override void Cleanup()
{
if (owner.IsDead())
owner.Disengage();
}
public override bool CanChangeState()
{
return true;
}
}
}

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@@ -0,0 +1,44 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class DeathState : State
{
DateTime despawnTime;
public DeathState(Character owner, DateTime tick, uint timeToFadeOut)
: base(owner, null)
{
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
canInterrupt = false;
startTime = tick;
despawnTime = startTime.AddSeconds(timeToFadeOut);
}
public override bool Update(DateTime tick)
{
// todo: handle raise etc
if (tick >= despawnTime)
{
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
{
owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
Server.GetWorldManager().DoZoneChange(((Player)owner), 244, null, 0, 15, -160.048f, 0, -165.737f, 0.0f);
}
else
{
owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
// todo: fadeout animation and crap
//owner.zone.DespawnActor(owner);
}
return true;
}
return false;
}
}
}

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@@ -0,0 +1,114 @@
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 MagicState : State
{
private Ability spell;
public MagicState(Character owner, Character target, ushort spellId) :
base(owner, target)
{
this.startTime = DateTime.Now;
// todo: lookup spell from global table
this.spell = Server.GetWorldManager().GetAbility(spellId);
if (spell != null)
{
if (spell.CanPlayerUse(owner, target))
OnStart();
}
}
public override void OnStart()
{
// todo: check within attack range
owner.LookAt(target);
}
public override bool Update(DateTime tick)
{
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
if ((tick - startTime).TotalMilliseconds >= 0)
{
OnComplete();
return true;
}
return false;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
}
public override void OnComplete()
{
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
isCompleted = true;
}
public override void TryInterrupt()
{
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 = !CanAttack();
}
private bool CanAttack()
{
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) >= 7.5f)
{
owner.aiContainer.pathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
return false;
}
return true;
}
}
}

View File

@@ -34,7 +34,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public virtual void OnStart() { }
public virtual void OnInterrupt() { }
public virtual void OnComplete() { isCompleted = true; }
public virtual bool CanChangeState() { return false; }
public virtual void TryInterrupt() { }
public virtual void Cleanup() { }