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	Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
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								Map Server/Actors/Chara/Ai/State/MagicState.cs
									
									
									
									
									
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								Map Server/Actors/Chara/Ai/State/MagicState.cs
									
									
									
									
									
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							| @@ -0,0 +1,213 @@ | ||||
| /* | ||||
| =========================================================================== | ||||
| Copyright (C) 2015-2019 Project Meteor Dev Team | ||||
|  | ||||
| This file is part of Project Meteor Server. | ||||
|  | ||||
| Project Meteor Server is free software: you can redistribute it and/or modify | ||||
| it under the terms of the GNU Affero General Public License as published by | ||||
| the Free Software Foundation, either version 3 of the License, or | ||||
| (at your option) any later version. | ||||
|  | ||||
| Project Meteor Server is distributed in the hope that it will be useful, | ||||
| but WITHOUT ANY WARRANTY; without even the implied warranty of | ||||
| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||||
| GNU Affero General Public License for more details. | ||||
|  | ||||
| You should have received a copy of the GNU Affero General Public License | ||||
| along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>. | ||||
| =========================================================================== | ||||
| */ | ||||
|  | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using Meteor.Common; | ||||
| using Meteor.Map.Actors; | ||||
| using Meteor.Map.packets.send.actor.battle; | ||||
|  | ||||
| namespace Meteor.Map.actors.chara.ai.state | ||||
| { | ||||
|     class MagicState : State | ||||
|     { | ||||
|  | ||||
|         private BattleCommand spell; | ||||
|         private Vector3 startPos; | ||||
|  | ||||
|         public MagicState(Character owner, Character target, ushort spellId) : | ||||
|             base(owner, target) | ||||
|         { | ||||
|             this.startPos = owner.GetPosAsVector3(); | ||||
|             this.startTime = DateTime.Now; | ||||
|             this.spell = Server.GetWorldManager().GetBattleCommand(spellId); | ||||
|             var returnCode = spell.CallLuaFunction(owner, "onMagicPrepare", owner, target, spell); | ||||
|  | ||||
|             //modify skill based on status effects | ||||
|             //Do this here to allow buffs like Resonance to increase range before checking CanCast() | ||||
|             owner.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnCastStart, "onMagicCast", owner, spell); | ||||
|  | ||||
|             this.target = (spell.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target; | ||||
|  | ||||
|             errorResult = new CommandResult(owner.actorId, 32553, 0); | ||||
|             if (returnCode == 0 && owner.CanUse(this.target, spell, errorResult)) | ||||
|             { | ||||
|                 OnStart(); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 interrupt = true; | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         public override void OnStart() | ||||
|         { | ||||
|             var returnCode = spell.CallLuaFunction(owner, "onMagicStart", owner, target, spell); | ||||
|  | ||||
|             if (returnCode != 0) | ||||
|             { | ||||
|                 interrupt = true; | ||||
|                 errorResult = new CommandResult(target.actorId, (ushort)(returnCode == -1 ? 32553 : returnCode), 0, 0, 0, 1); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 // todo: check within attack range | ||||
|                 float[] baseCastDuration = { 1.0f, 0.25f }; | ||||
|  | ||||
|                 //There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy | ||||
|                 //If owner is a player and the spell being used is part of the current combo | ||||
|                 if (owner is Player && ((Player)owner).GetClass() == spell.job) | ||||
|                 { | ||||
|                     Player p = (Player)owner; | ||||
|                     if (spell.comboStep == 1 || ((p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id))) | ||||
|                     { | ||||
|                         spell.CallLuaFunction(owner, "onCombo", owner, target, spell); | ||||
|                         spell.isCombo = true; | ||||
|                     } | ||||
|                 } | ||||
|  | ||||
|                 //Check combo stuff here because combos can impact spell cast times | ||||
|  | ||||
|                 float spellSpeed = spell.castTimeMs; | ||||
|  | ||||
|                 if (!spell.IsInstantCast()) | ||||
|                 { | ||||
|                 // command casting duration | ||||
|                     if (owner is Player) | ||||
|                     { | ||||
|                         // todo: modify spellSpeed based on modifiers and stuff | ||||
|                         ((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(spellSpeed))); | ||||
|                     } | ||||
|                     owner.GetSubState().chantId = 0xf0; | ||||
|                     owner.SubstateModified(); | ||||
|                     owner.DoBattleAction(spell.id, (uint) 0x6F000000 | spell.castType, new CommandResult(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD) | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         public override bool Update(DateTime tick) | ||||
|         { | ||||
|             if (spell != null) | ||||
|             { | ||||
|                 TryInterrupt(); | ||||
|  | ||||
|                 if (interrupt) | ||||
|                 { | ||||
|                     OnInterrupt(); | ||||
|                     return true; | ||||
|                 } | ||||
|  | ||||
|                 // todo: check weapon delay/haste etc and use that | ||||
|                 var actualCastTime = spell.castTimeMs; | ||||
|  | ||||
|                 if ((tick - startTime).TotalMilliseconds >= spell.castTimeMs) | ||||
|                 { | ||||
|                     OnComplete(); | ||||
|                     return true; | ||||
|                 } | ||||
|                 return false; | ||||
|             } | ||||
|             return true; | ||||
|         } | ||||
|  | ||||
|         public override void OnInterrupt() | ||||
|         { | ||||
|             // todo: send paralyzed/sleep message etc. | ||||
|             if (errorResult != null) | ||||
|             { | ||||
|                 owner.GetSubState().chantId = 0x0; | ||||
|                 owner.SubstateModified(); | ||||
|                 owner.DoBattleAction(spell.id, errorResult.animation, errorResult); | ||||
|                 errorResult = null; | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         public override void OnComplete() | ||||
|         { | ||||
|             //How do combos/hitdirs work for aoe abilities or does that not matter for aoe? | ||||
|             HitDirection hitDir = owner.GetHitDirection(target); | ||||
|             bool hitTarget = false; | ||||
|  | ||||
|             spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget); | ||||
|             isCompleted = true; | ||||
|             var targets = spell.targetFind.GetTargets(); | ||||
|  | ||||
|             owner.DoBattleCommand(spell, "magic"); | ||||
|         } | ||||
|  | ||||
|         public override void TryInterrupt() | ||||
|         { | ||||
|             if (interrupt) | ||||
|                 return; | ||||
|  | ||||
|             if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell)) | ||||
|             { | ||||
|                 // todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack | ||||
|                 var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell); | ||||
|                 uint effectId = 0; | ||||
|                 if (list.Count > 0) | ||||
|                 { | ||||
|                     // todo: actually check proc rate/random chance of whatever effect | ||||
|                     effectId = list[0].GetStatusEffectId(); | ||||
|                 } | ||||
|                 interrupt = true; | ||||
|                 return; | ||||
|             } | ||||
|  | ||||
|             if (HasMoved()) | ||||
|             { | ||||
|                 errorResult = new CommandResult(owner.actorId, 30211, 0); | ||||
|                 errorResult.animation = 0x7F000002; | ||||
|                 interrupt = true; | ||||
|                 return; | ||||
|             } | ||||
|  | ||||
|             interrupt = !CanCast(); | ||||
|         } | ||||
|  | ||||
|         private bool CanCast() | ||||
|         { | ||||
|             return owner.CanUse(target, spell); | ||||
|         } | ||||
|  | ||||
|         private bool HasMoved() | ||||
|         { | ||||
|             return (owner.GetPosAsVector3() != startPos); | ||||
|         } | ||||
|  | ||||
|         public override void Cleanup() | ||||
|         { | ||||
|             owner.GetSubState().chantId = 0x0; | ||||
|             owner.SubstateModified(); | ||||
|  | ||||
|             if (owner is Player) | ||||
|             { | ||||
|                 ((Player)owner).SendEndCastbar(); | ||||
|             } | ||||
|             owner.aiContainer.UpdateLastActionTime(spell.animationDurationSeconds); | ||||
|         } | ||||
|  | ||||
|         public BattleCommand GetSpell() | ||||
|         { | ||||
|             return spell; | ||||
|         } | ||||
|     } | ||||
| } | ||||
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