mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
fixed some timers
- status icons now display (<3 u ion) - todo: populate status tables, figure out why effect wont tick down for me
This commit is contained in:
@@ -126,8 +126,8 @@ namespace FFXIVClassic_Map_Server.Actors
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propPacketUtil.AddProperty("charaWork.currentContentGroup");
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zone.BroadcastPacketsAroundActor(this, propPacketUtil.Done());
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}
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}
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public void PlayAnimation(uint animId, bool onlySelf = false)
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{
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if (onlySelf)
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@@ -414,7 +414,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public bool Update(DateTime tick)
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{
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// todo: maybe not tick if already reached duration?
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if (tickMs != 0 && (lastTick - startTime).Milliseconds >= tickMs)
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if (tickMs != 0 && (lastTick - startTime).TotalMilliseconds >= tickMs)
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{
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// todo: call effect's onTick
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// todo: maybe keep a global lua object instead of creating a new one each time we wanna call a script
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@@ -422,7 +422,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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LuaEngine.CallLuaStatusEffectFunction(this.owner, this, "onTick", this.owner, this);
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}
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// todo: handle infinite duration effects?
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if (durationMs != 0 && startTime.Millisecond + durationMs >= tick.Millisecond)
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if (durationMs != 0 && (tick - startTime).TotalMilliseconds >= durationMs)
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{
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// todo: call effect's onLose
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// todo: broadcast effect lost packet
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@@ -436,12 +436,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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return owner;
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}
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public uint GetEffectId()
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public uint GetStatusEffectId()
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{
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return (uint)id;
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}
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public ushort GetEffectIdForCharaWork()
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public ushort GetStatusId()
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{
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return (ushort)(id - 200000);
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}
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@@ -17,7 +17,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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private Character owner;
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private readonly Dictionary<uint, StatusEffect> effects;
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public static readonly int MAX_EFFECTS = 20;
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private bool sendUpdate = false;
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public StatusEffectContainer(Character owner)
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{
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this.owner = owner;
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@@ -40,19 +40,31 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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RemoveStatusEffect(effect);
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}
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if (sendUpdate)
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{
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}
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sendUpdate = false;
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}
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public bool AddStatusEffect(uint id, UInt64 magnitude, double tickMs, double durationMs, byte tier = 0)
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{
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return AddStatusEffect(new StatusEffect(this.owner, id, magnitude, (uint)(tickMs * 1000), (uint)(durationMs * 1000), tier));
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}
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public bool AddStatusEffect(StatusEffect newEffect, bool silent = false)
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{
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// todo: check flags/overwritable and add effect to list
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var effect = GetStatusEffectById(newEffect.GetEffectId());
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var effect = GetStatusEffectById(newEffect.GetStatusEffectId());
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bool canOverwrite = false;
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if (effect != null)
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{
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var overwritable = effect.GetOverwritable();
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canOverwrite = (overwritable == (uint)StatusEffectOverwrite.Always) ||
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(overwritable == (uint)StatusEffectOverwrite.GreaterOnly && (effect.GetDurationMs() < newEffect.GetDurationMs() || effect.GetMagnitude() < newEffect.GetMagnitude())) ||
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(overwritable == (uint)StatusEffectOverwrite.GreaterOrEqualTo && (effect.GetDurationMs() == newEffect.GetDurationMs() || effect.GetMagnitude() == newEffect.GetMagnitude()));
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(overwritable == (uint)StatusEffectOverwrite.GreaterOrEqualTo && (effect.GetDurationMs() <= newEffect.GetDurationMs() || effect.GetMagnitude() <= newEffect.GetMagnitude()));
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}
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if (canOverwrite || effect == null)
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@@ -63,17 +75,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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}
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if (canOverwrite)
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effects.Remove(effect.GetEffectId());
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effects.Remove(newEffect.GetStatusEffectId());
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effects.Add(newEffect.GetEffectId(), newEffect);
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effects.Add(newEffect.GetStatusEffectId(), newEffect);
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// todo: this is retarded..
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{
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var index = Array.IndexOf(effects.Values.ToArray(), newEffect);
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owner.charaWork.status[index] = effect.GetEffectIdForCharaWork();
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owner.charaWork.statusShownTime[index] = effect.GetDurationMs() / 1000;
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this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(this.owner.actorId, (ushort)index, (ushort)effect.GetEffectId()));
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owner.charaWork.status[index] = newEffect.GetStatusId();
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owner.charaWork.statusShownTime[index] = (uint)(DateTime.Now.AddMilliseconds(newEffect.GetDurationMs()) - new DateTime(1970, 1, 1, 0, 0, 0)).TotalSeconds;
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this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(this.owner.actorId, (ushort)index, (ushort)newEffect.GetStatusId()));
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}
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sendUpdate = true;
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return true;
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}
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return false;
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@@ -81,7 +94,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public void RemoveStatusEffect(StatusEffect effect, bool silent = false)
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{
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if (effects.ContainsKey(effect.GetEffectId()))
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if (effects.ContainsKey(effect.GetStatusEffectId()))
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{
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// send packet to client with effect remove message
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if (!silent || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
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@@ -92,12 +105,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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// todo: this is retarded..
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{
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var index = Array.IndexOf(effects.Values.ToArray(), effect);
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owner.charaWork.status[index] = effect.GetEffectIdForCharaWork();
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owner.charaWork.status[index] = 0;
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owner.charaWork.statusShownTime[index] = uint.MaxValue;
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this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(owner.actorId, (ushort)index, (ushort)0));
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}
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// function onLose(actor, effect
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LuaEngine.CallLuaStatusEffectFunction(this.owner, effect, "onLose", this.owner, effect);
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effects.Remove(effect.GetEffectId());
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effects.Remove(effect.GetStatusEffectId());
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sendUpdate = true;
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}
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}
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@@ -105,7 +120,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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foreach (var effect in effects.Values)
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{
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if (effect.GetEffectId() == effectId)
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if (effect.GetStatusEffectId() == effectId)
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{
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RemoveStatusEffect(effect, silent);
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break;
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@@ -141,7 +156,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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StatusEffect effect;
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if (effects.TryGetValue(id, out effect) && effect.GetEffectId() == id && (tier != 0xFF ? effect.GetTier() == tier : true))
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if (effects.TryGetValue(id, out effect) && effect.GetStatusEffectId() == id && (tier != 0xFF ? effect.GetTier() == tier : true))
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return effect;
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return null;
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@@ -152,7 +167,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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var list = new List<StatusEffect>();
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foreach (var effect in effects.Values)
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{
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if ((effect.GetFlags() & flag) > 0)
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if ((effect.GetFlags() & flag) != 0)
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{
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list.Add(effect);
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}
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@@ -164,7 +179,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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foreach (var effect in effects.Values)
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{
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if ((effect.GetFlags() & flag) > 0)
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if ((effect.GetFlags() & flag) != 0)
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return true;
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}
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return false;
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@@ -33,7 +33,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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}
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// todo: check weapon delay/haste etc and use that
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if ((tick - startTime).Milliseconds >= 0)
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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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@@ -72,7 +72,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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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].GetEffectId();
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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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@@ -1702,7 +1702,7 @@ namespace FFXIVClassic_Map_Server.Actors
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//Update select hotbar slots.
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public ActorPropertyPacketUtil GetUpdateHotbarPacket(uint playerActorId, List<ushort> slotsToUpdate)
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{
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charawork/command", this);
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/command", this);
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propPacketUtil.AddProperty("charaWork.commandBorder");
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@@ -1797,7 +1797,7 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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}
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//Unequip command
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else if (trueCommandId == 2700083200)
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else if (trueCommandId == 2700083200 && charaWork.command[trueHotbarSlot] != 0)
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{
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//Need to get the commandId this way because when unequipping an ability the commandId is 0.
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commandId = charaWork.command[trueHotbarSlot] ^ 2700083200;
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