mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
cleaned up magicstate and weaponskillstate
- todo: fix IsFacing - added thunder spell (todo: figure out why battleactionx10 crashes client on sending shit)
This commit is contained in:
@@ -45,7 +45,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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}
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*/
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if (owner.target != target || owner.target?.actorId != owner.currentLockedTarget)
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owner.aiContainer.ChangeTarget(target = Server.GetWorldManager().GetActorInWorld(owner.currentLockedTarget) as Character);
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owner.aiContainer.ChangeTarget(target = Server.GetWorldManager().GetActorInWorld(owner.currentLockedTarget == 0xC0000000 ? owner.currentTarget : owner.currentLockedTarget) as Character);
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if (target == null || target.IsDead())
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{
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@@ -75,6 +75,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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// todo: handle interrupt/paralyze etc
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}
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attackTime = DateTime.Now.AddMilliseconds(owner.GetAttackDelayMs());
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}
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}
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return false;
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@@ -94,14 +95,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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lua.LuaEngine.CallLuaBattleAction(owner, "onAttack", false, owner, target, damage);
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{
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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var actors = owner.zone.GetActorsAroundActor<Player>(owner, 50);
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foreach (var player in actors)
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{
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var packet = BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, target.actorId, (uint)0x19001000, (uint)0x8000604, (ushort)0x765D, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, (byte)0x1);
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player.QueuePacket(packet);
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}
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}
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target.DelHP((short)damage);
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attackTime = attackTime.AddMilliseconds(owner.GetAttackDelayMs());
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owner.LookAt(target);
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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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@@ -7,6 +7,8 @@ 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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using FFXIVClassic_Map_Server.packets.send;
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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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@@ -24,39 +26,19 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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this.spell = Server.GetWorldManager().GetAbility(spellId);
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var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellPrepare", owner, target, spell);
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if (spell != null && returnCode == 0)
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// todo: check recast
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if (owner.CanCast(target, spell, ref errorPacket))
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{
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// todo: hp/mp shit should be taken care of in scripts, not here
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// todo: Azia can fix, check the recast time and send error
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if (!spell.IsValidTarget(owner, target))
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{
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// todo: error message
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interrupt = true;
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}
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else if ((spell.mpCost = (ushort)Math.Ceiling((8000 + (owner.charaWork.parameterSave.state_mainSkillLevel - 70) * 500) * (spell.mpCost * 0.001))) > owner.GetMP())
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{
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// todo: error message
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interrupt = true;
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}
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else if (spell.level > owner.charaWork.parameterSave.state_mainSkillLevel)
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{
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// todo: error message
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}
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else if (false /*spell.requirements & */)
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{
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// todo: error message
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}
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else
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{
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OnStart();
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}
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OnStart();
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}
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else
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if (interrupt || errorPacket != null)
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{
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// todo: fuckin retarded. enum log messages somewhere (prolly isnt even right param)
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if (owner is Player)
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), (ushort)(returnCode == -1 ? 32539 : returnCode), 0x20);
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if (owner is Player && errorPacket != null)
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((Player)owner).QueuePacket(errorPacket);
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errorPacket = null;
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interrupt = true;
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}
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}
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@@ -79,7 +61,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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{
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// todo: this is retarded, prolly doesnt do what i think its gonna do
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player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, target != null ? target.actorId : 0xC0000000, spell.battleAnimation, spell.effectAnimation, 0, spell.id, 0, (byte)spell.castTimeSeconds));
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//player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, target != null ? target.actorId : 0xC0000000, spell.battleAnimation, spell.effectAnimation, 0, spell.id, 0, (byte)spell.castTimeSeconds));
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}
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}
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}
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@@ -123,24 +105,25 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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spell.targetFind.FindWithinArea(target, spell.validTarget);
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isCompleted = true;
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var targets = spell.targetFind.GetTargets();
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BattleAction[] actions = new BattleAction[targets.Count];
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List<SubPacket> packets = new List<SubPacket>();
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foreach (var chara in spell.targetFind.GetTargets())
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var i = 0;
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foreach (var chara in targets)
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{
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// todo: calculate shit, do shit
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bool landed = true;
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var amount = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellFinish", owner, target, spell);
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var action = new BattleAction();
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action.effectId = spell.effectAnimation;
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action.param = 1;
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action.unknown = 1;
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action.targetId = chara.actorId;
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action.worldMasterTextId = spell.worldMasterTextId;
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action.amount = (ushort)lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellFinish", owner, chara, spell, action);
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actions[i++] = action;
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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{
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player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, chara.actorId, spell.battleAnimation, spell.effectAnimation, spell.worldMasterTextId, spell.id, (ushort)spell.param, 1));
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}
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if (chara is BattleNpc)
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{
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((BattleNpc)chara).hateContainer.UpdateHate(owner, amount);
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}
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packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, spell.battleAnimation, action.effectId, action.worldMasterTextId, spell.id, action.amount, action.param));
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}
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//packets.Add(BattleActionX10Packet.BuildPacket(player.actorId, owner.actorId, spell.battleAnimation, spell.id, actions));
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owner.zone.BroadcastPacketsAroundActor(owner, packets);
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}
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public override void TryInterrupt()
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@@ -165,41 +148,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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interrupt = true;
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return;
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}
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if (Utils.DistanceSquared(owner.GetPosAsVector3(), startPos) > 4.0f)
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{
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// todo: send interrupt packet
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interrupt = true;
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return;
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}
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interrupt = !CanCast();
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}
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private bool CanCast()
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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) > spell.range)
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{
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
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{
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
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}
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return false;
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}
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return true;
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return owner.CanCast(target, spell, ref errorPacket) && !HasMoved();
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}
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private bool HasMoved()
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{
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return (Utils.DistanceSquared(owner.GetPosAsVector3(), startPos) > 4.0f);
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}
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}
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}
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@@ -7,6 +7,8 @@ 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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using FFXIVClassic_Map_Server.packets.send;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class WeaponSkillState : State
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@@ -22,37 +24,19 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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this.skill = Server.GetWorldManager().GetAbility(skillId);
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var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillPrepare", owner, target, skill);
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if (skill != null && returnCode == 0)
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// todo: check recast
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if (owner.CanWeaponSkill(target, skill, ref errorPacket))
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{
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// todo: Azia can fix, check the recast time and send error
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if (!skill.IsValidTarget(owner, target))
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{
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// todo: error message
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interrupt = true;
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}
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else if ((skill.tpCost = (ushort)Math.Ceiling((8000 + (owner.charaWork.parameterSave.state_mainSkillLevel - 70) * 500) * (skill.tpCost * 0.001))) > owner.GetTP())
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{
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// todo: error message
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interrupt = true;
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}
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else if (skill.level > owner.charaWork.parameterSave.state_mainSkillLevel)
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{
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// todo: error message
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}
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else if (false /*skill.requirements & */)
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{
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// todo: error message
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}
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else
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{
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OnStart();
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}
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OnStart();
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}
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else
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if (interrupt || errorPacket != null)
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{
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if (owner is Player)
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), (ushort)(returnCode == -1 ? 32539 : returnCode), 0x20);
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if (owner is Player && errorPacket != null)
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((Player)owner).QueuePacket(errorPacket);
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errorPacket = null;
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interrupt = true;
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}
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}
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@@ -112,24 +96,26 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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skill.targetFind.FindWithinArea(target, skill.validTarget);
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isCompleted = true;
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var targets = skill.targetFind.GetTargets();
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BattleAction[] actions = new BattleAction[targets.Count];
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List<SubPacket> packets = new List<SubPacket>();
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foreach (var chara in skill.targetFind.GetTargets())
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var i = 0;
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foreach (var chara in targets)
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{
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// todo: calculate shit, do shit
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bool landed = true;
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var amount = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillFinish", owner, target, skill);
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var action = new BattleAction();
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action.effectId = 0;
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action.param = 1;
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action.unknown = 1;
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action.targetId = chara.actorId;
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action.worldMasterTextId = skill.worldMasterTextId;
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action.amount = (ushort)lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "skills", "onSkillFinish", owner, target, skill, action);
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actions[i++] = action;
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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{
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player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, chara.actorId, skill.battleAnimation, skill.effectAnimation, skill.worldMasterTextId, skill.id, (ushort)skill.param, 1));
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}
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if (chara is BattleNpc)
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{
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((BattleNpc)chara).hateContainer.UpdateHate(owner, amount);
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}
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packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, skill.battleAnimation, action.effectId, action.worldMasterTextId, skill.id, action.amount, action.param));
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}
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//packets.Add(BattleActionX10Packet.BuildPacket(player.actorId, owner.actorId, spell.battleAnimation, spell.id, actions));
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owner.zone.BroadcastPacketsAroundActor(owner, packets);
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}
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public override void TryInterrupt()
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@@ -160,28 +146,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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private bool CanUse()
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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) > skill.range)
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{
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
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{
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
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}
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return false;
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}
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return true;
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return owner.CanWeaponSkill(target, skill, ref errorPacket);
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}
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}
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}
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