mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
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:
@@ -3,6 +3,7 @@ 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.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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@@ -10,20 +11,31 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class AttackState : State
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{
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private int damage = 0;
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private bool tooFar = false;
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private DateTime attackTime;
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public AttackState(Character owner, Character target) :
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base(owner, target)
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{
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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owner.aiContainer.ChangeTarget(target);
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this.startTime = DateTime.Now;
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attackTime = startTime;
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owner.aiContainer.pathFind?.Clear();
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// todo: should handle everything here instead of on next tick..
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}
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public override void OnStart()
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{
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// todo: check within attack range
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owner.LookAt(target);
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}
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public override bool Update(DateTime tick)
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{
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/*
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TryInterrupt();
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if (interrupt)
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@@ -31,13 +43,33 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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OnInterrupt();
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return true;
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}
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// todo: check weapon delay/haste etc and use that
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if ((tick - startTime).TotalMilliseconds >= 0)
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*/
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if (owner.target == null || target.IsDead())
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{
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OnComplete();
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return true;
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}
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if (IsAttackReady())
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{
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if (CanAttack())
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{
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TryInterrupt();
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// todo: check weapon delay/haste etc and use that
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if (!interrupt)
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{
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OnComplete();
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}
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else
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{
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}
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SetInterrupted(false);
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}
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else
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{
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// todo: handle interrupt/paralyze etc
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}
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}
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return false;
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}
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@@ -48,18 +80,20 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public override void OnComplete()
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{
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var damage = utils.AttackUtils.CalculateDamage(owner, target);
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damage = utils.AttackUtils.CalculateDamage(owner, target);
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// onAttack(actor, target, damage)
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utils.BattleUtils.DamageTarget(owner, target, damage);
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lua.LuaEngine.CallLuaBattleAction(owner, "onAttack", false, owner, target, damage);
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//var packet = BattleAction1Packet.BuildPacket(owner.actorId, target.actorId);
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, target.actorId, 223001, 18, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0));
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if (target is Player)
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((Player)target).SendPacket("139.bin");
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// todo: find a better place to put this?
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if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE)
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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isCompleted = true;
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target.AddHP((short)damage);
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attackTime = attackTime.AddMilliseconds(owner.GetAttackDelayMs());
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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}
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public override void TryInterrupt()
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@@ -75,7 +109,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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effectId = list[0].GetStatusEffectId();
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}
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// todo: which is actually the swing packet
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, 0, 0);
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
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//errorPacket = null;
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interrupt = true;
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@@ -85,22 +119,43 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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interrupt = !CanAttack();
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}
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private bool IsAttackReady()
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{
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return Program.Tick >= attackTime;
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}
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private bool CanAttack()
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{
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if (target == null)
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{
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return false;
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}
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// todo: shouldnt need to check if owner is dead since all states would be cleared
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if (owner.aiContainer.IsDead() || target.aiContainer.IsDead())
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{
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return false;
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}
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else if (target.zone != owner.zone)
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else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
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{
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return false;
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}
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else if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
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else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) >= 7.5f)
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{
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//owner.aiContainer.GetpathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
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return false;
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}
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return true;
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}
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public override void Cleanup()
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{
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if (owner.IsDead())
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owner.Disengage();
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}
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public override bool CanChangeState()
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{
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return true;
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}
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}
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}
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44
FFXIVClassic Map Server/actors/chara/ai/state/DeathState.cs
Normal file
44
FFXIVClassic Map Server/actors/chara/ai/state/DeathState.cs
Normal file
@@ -0,0 +1,44 @@
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using System;
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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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using FFXIVClassic_Map_Server.packets.send.actor;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class DeathState : State
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{
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DateTime despawnTime;
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public DeathState(Character owner, DateTime tick, uint timeToFadeOut)
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: base(owner, null)
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{
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
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canInterrupt = false;
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startTime = tick;
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despawnTime = startTime.AddSeconds(timeToFadeOut);
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}
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public override bool Update(DateTime tick)
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{
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// todo: handle raise etc
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if (tick >= despawnTime)
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{
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
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{
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
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Server.GetWorldManager().DoZoneChange(((Player)owner), 244, null, 0, 15, -160.048f, 0, -165.737f, 0.0f);
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}
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else
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{
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
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// todo: fadeout animation and crap
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//owner.zone.DespawnActor(owner);
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}
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return true;
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}
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return false;
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}
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}
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}
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114
FFXIVClassic Map Server/actors/chara/ai/state/MagicState.cs
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114
FFXIVClassic Map Server/actors/chara/ai/state/MagicState.cs
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@@ -0,0 +1,114 @@
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using System;
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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.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class MagicState : State
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{
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private Ability spell;
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public MagicState(Character owner, Character target, ushort spellId) :
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base(owner, target)
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{
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this.startTime = DateTime.Now;
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// todo: lookup spell from global table
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this.spell = Server.GetWorldManager().GetAbility(spellId);
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if (spell != null)
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{
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if (spell.CanPlayerUse(owner, target))
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OnStart();
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}
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}
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public override void OnStart()
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{
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// todo: check within attack range
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owner.LookAt(target);
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}
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public override bool Update(DateTime tick)
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{
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TryInterrupt();
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if (interrupt)
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{
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OnInterrupt();
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return true;
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}
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// todo: check weapon delay/haste etc and use that
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if ((tick - startTime).TotalMilliseconds >= 0)
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{
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OnComplete();
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return true;
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}
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return false;
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}
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public override void OnInterrupt()
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{
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// todo: send paralyzed/sleep message etc.
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}
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public override void OnComplete()
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{
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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isCompleted = true;
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}
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public override void TryInterrupt()
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{
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
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{
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// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
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uint effectId = 0;
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if (list.Count > 0)
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{
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// todo: actually check proc rate/random chance of whatever effect
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effectId = list[0].GetStatusEffectId();
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}
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// todo: which is actually the swing packet
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
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//errorPacket = null;
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interrupt = true;
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return;
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}
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interrupt = !CanAttack();
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}
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private bool CanAttack()
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{
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if (target == null)
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{
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return false;
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}
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// todo: shouldnt need to check if owner is dead since all states would be cleared
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if (owner.aiContainer.IsDead() || target.aiContainer.IsDead())
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{
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return false;
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}
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else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
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{
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return false;
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}
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else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) >= 7.5f)
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{
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owner.aiContainer.pathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
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return false;
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}
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return true;
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}
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}
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}
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@@ -34,7 +34,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public virtual void OnStart() { }
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public virtual void OnInterrupt() { }
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public virtual void OnComplete() { isCompleted = true; }
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public virtual bool CanChangeState() { return false; }
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public virtual void TryInterrupt() { }
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public virtual void Cleanup() { }
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