mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
stubbed some more functions
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@@ -204,7 +204,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public void MobSkill(Character target, uint mobSkillId)
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{
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if (controller != null)
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controller.MobSkill(target, mobSkillId);
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controller.MonsterSkill(target, mobSkillId);
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else
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InternalMobSkill(target, mobSkillId);
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}
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@@ -9,6 +9,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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{
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class BattleNpcController : Controller
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{
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private DateTime lastActionTime;
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private DateTime lastSpellCastTime;
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private DateTime lastSkillTime;
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private DateTime lastSpecialSkillTime; // todo: i dont think monsters have "2hr" cooldowns like ffxi
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private DateTime deaggroTime;
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private DateTime neutralTime;
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private DateTime waitTime;
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private bool firstSpell = true;
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private DateTime lastRoamScript; // todo: what even is this used as
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public BattleNpcController(Character owner)
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{
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this.owner = owner;
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@@ -17,15 +28,35 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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public override void Update(DateTime tick)
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{
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// todo: handle aggro/deaggro and other shit here
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((BattleNpc)this.owner).statusEffects.Update(tick);
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var battleNpc = this.owner as BattleNpc;
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if (battleNpc != null)
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{
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// todo: handle aggro/deaggro and other shit here
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if (battleNpc.aiContainer.IsEngaged())
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{
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DoCombatTick(tick);
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}
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else if (!battleNpc.IsDead())
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{
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DoRoamTick(tick);
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}
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battleNpc.Update(tick);
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}
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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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this.owner.aiContainer.InternalEngage(target);
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return true;
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var canEngage = this.owner.aiContainer.InternalEngage(target);
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if (canEngage)
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{
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// reset casting
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firstSpell = true;
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// todo: adjust cooldowns with modifiers
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}
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return canEngage;
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}
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private bool TryEngage(Character target)
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@@ -55,9 +86,19 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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}
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public override void MobSkill(Character target, uint mobSkillId)
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public override void MonsterSkill(Character target, uint mobSkillId)
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{
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}
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private void DoRoamTick(DateTime tick)
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{
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}
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private void DoCombatTick(DateTime tick)
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{
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}
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}
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}
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@@ -24,7 +24,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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public abstract bool Disengage();
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public abstract void Cast(Character target, uint spellId);
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public virtual void WeaponSkill(Character target, uint weaponSkillId) { }
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public virtual void MobSkill(Character target, uint mobSkillId) { }
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public virtual void MonsterSkill(Character target, uint mobSkillId) { }
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public abstract void Ability(Character target, uint abilityId);
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public abstract void RangedAttack(Character target);
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public virtual void Spawn() { }
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@@ -13,18 +13,41 @@ using FFXIVClassic_Map_Server.packets.send.actor;
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namespace FFXIVClassic_Map_Server.Actors
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{
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[Flags]
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enum AggroType
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{
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None,
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Sight,
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Scent,
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LowHp,
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IgnoreLevelDifference
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}
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class BattleNpc : Npc
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{
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public HateContainer hateContainer;
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public AggroType aggroType;
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public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
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ushort actorState, uint animationId, string customDisplayName)
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: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
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{
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this.aiContainer = new AIContainer(this, new BattleNpcController(this), new PathFind(this), new TargetFind(this));
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this.currentSubState = SetActorStatePacket.SUB_STATE_MONSTER;
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//this.currentMainState = SetActorStatePacket.MAIN_STATE_ACTIVE;
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//charaWork.property[2] = 1;
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//npcWork.hateType = 1;
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this.hateContainer = new HateContainer(this);
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this.allegiance = CharacterTargetingAllegiance.BattleNpcs;
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}
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public override void Update(DateTime tick)
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{
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// todo:
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this.statusEffects.Update(tick);
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}
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}
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}
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@@ -125,6 +125,7 @@ namespace FFXIVClassic_Map_Server.Actors
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this.instance = instance;
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GenerateActorName((int)actorNumber);
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this.aiContainer = new AIContainer(this, null, new PathFind(this), new TargetFind(null));
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}
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public SubPacket CreateAddActorPacket()
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@@ -393,7 +394,7 @@ namespace FFXIVClassic_Map_Server.Actors
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zone.DespawnActor(this);
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}
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public void Update(DateTime tick)
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public override void Update(DateTime tick)
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{
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var deltaTime = (tick - aiContainer.GetLatestUpdate()).Milliseconds;
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LuaEngine.GetInstance().CallLuaFunction(null, this, "onUpdate", true, deltaTime);
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