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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/WeaponSkillState.cs
									
									
									
									
									
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								Map Server/Actors/Chara/Ai/State/WeaponSkillState.cs
									
									
									
									
									
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							| @@ -0,0 +1,199 @@ | ||||
| /* | ||||
| =========================================================================== | ||||
| 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 Meteor.Common; | ||||
| using Meteor.Map.Actors; | ||||
| using Meteor.Map.packets.send.actor.battle; | ||||
|  | ||||
| namespace Meteor.Map.actors.chara.ai.state | ||||
| { | ||||
|     class WeaponSkillState : State | ||||
|     { | ||||
|  | ||||
|         private BattleCommand skill; | ||||
|         private HitDirection hitDirection; | ||||
|         public WeaponSkillState(Character owner, Character target, ushort skillId) : | ||||
|             base(owner, target) | ||||
|         { | ||||
|             this.startTime = DateTime.Now; | ||||
|             this.skill = Server.GetWorldManager().GetBattleCommand(skillId); | ||||
|  | ||||
|             var returnCode = skill.CallLuaFunction(owner, "onSkillPrepare", owner, target, skill); | ||||
|  | ||||
|             this.target = (skill.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target; | ||||
|  | ||||
|             errorResult = new CommandResult(owner.actorId, 32553, 0); | ||||
|             if (returnCode == 0 && owner.CanUse(this.target, skill, errorResult)) | ||||
|             { | ||||
|                 OnStart(); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 errorResult = null; | ||||
|                 interrupt = true; | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         public override void OnStart() | ||||
|         { | ||||
|             var returnCode = skill.CallLuaFunction(owner, "onSkillStart", owner, target, skill); | ||||
|  | ||||
|             if (returnCode != 0) | ||||
|             { | ||||
|                 interrupt = true; | ||||
|                 errorResult = new CommandResult(owner.actorId, (ushort)(returnCode == -1 ? 32558 : returnCode), 0); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 hitDirection = owner.GetHitDirection(target); | ||||
|  | ||||
|                 //Do positionals and combo effects first because these can influence accuracy and amount of targets/numhits, which influence the rest of the steps | ||||
|                 //If there is no positon required or if the position bonus should be activated | ||||
|                 if ((skill.positionBonus & utils.BattleUtils.ConvertHitDirToPosition(hitDirection)) == skill.positionBonus) | ||||
|                 { | ||||
|                     //If there is a position bonus | ||||
|                     if (skill.positionBonus != BattleCommandPositionBonus.None) | ||||
|                         skill.CallLuaFunction(owner, "weaponskill", "onPositional", owner, target, skill); | ||||
|  | ||||
|                     //Combo stuff | ||||
|                     if (owner is Player) | ||||
|                     { | ||||
|                         Player p = (Player)owner; | ||||
|                         //If skill is part of owner's class/job, it can be used in a combo | ||||
|                         if (skill.job == p.GetClass() || skill.job == p.GetCurrentClassOrJob()) | ||||
|                         { | ||||
|                             //If owner is a player and the skill being used is part of the current combo | ||||
|                             if (p.playerWork.comboNextCommandId[0] == skill.id || p.playerWork.comboNextCommandId[1] == skill.id) | ||||
|                             { | ||||
|                                 skill.CallLuaFunction(owner, "onCombo", owner, target, skill); | ||||
|                                 skill.isCombo = true; | ||||
|                             } | ||||
|                             //or if this just the start of a combo | ||||
|                             else if (skill.comboStep == 1) | ||||
|                                 skill.isCombo = true; | ||||
|                         } | ||||
|                     } | ||||
|  | ||||
|                     if (!skill.IsInstantCast()) | ||||
|                     { | ||||
|                         float castTime = skill.castTimeMs; | ||||
|  | ||||
|                         // command casting duration | ||||
|                         if (owner is Player) | ||||
|                         { | ||||
|                             // todo: modify spellSpeed based on modifiers and stuff | ||||
|                             ((Player)owner).SendStartCastbar(skill.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(castTime))); | ||||
|                         } | ||||
|                         owner.GetSubState().chantId = 0xf0; | ||||
|                         owner.SubstateModified(); | ||||
|                         //You ready [skill] (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD) | ||||
|                         owner.DoBattleAction(skill.id, (uint)0x6F000000 | skill.castType, new CommandResult(target.actorId, 30126, 1, 0, 1)); | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         public override bool Update(DateTime tick) | ||||
|         { | ||||
|             if (skill != null) | ||||
|             { | ||||
|                 TryInterrupt(); | ||||
|  | ||||
|                 if (interrupt) | ||||
|                 { | ||||
|                     OnInterrupt(); | ||||
|                     return true; | ||||
|                 } | ||||
|  | ||||
|                 // todo: check weapon delay/haste etc and use that | ||||
|                 var actualCastTime = skill.castTimeMs; | ||||
|  | ||||
|                 if ((tick - startTime).TotalMilliseconds >= skill.castTimeMs) | ||||
|                 { | ||||
|                     OnComplete(); | ||||
|                     return true; | ||||
|                 } | ||||
|                 return false; | ||||
|             } | ||||
|             return true; | ||||
|         } | ||||
|  | ||||
|         public override void OnInterrupt() | ||||
|         { | ||||
|             // todo: send paralyzed/sleep message etc. | ||||
|             if (errorResult != null) | ||||
|             { | ||||
|                 owner.DoBattleAction(skill.id, errorResult.animation, errorResult); | ||||
|                 errorResult = null; | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         public override void OnComplete() | ||||
|         { | ||||
|             owner.LookAt(target); | ||||
|             skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget); | ||||
|             isCompleted = true; | ||||
|  | ||||
|             owner.DoBattleCommand(skill, "weaponskill"); | ||||
|             owner.statusEffects.RemoveStatusEffectsByFlags((uint) StatusEffectFlags.LoseOnAttacking); | ||||
|  | ||||
|             lua.LuaEngine.GetInstance().OnSignal("weaponskillUsed"); | ||||
|         } | ||||
|  | ||||
|         public override void TryInterrupt() | ||||
|         { | ||||
|             if (interrupt) | ||||
|                 return; | ||||
|  | ||||
|             if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill)) | ||||
|             { | ||||
|                 // todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack | ||||
|                 var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill); | ||||
|                 uint effectId = 0; | ||||
|                 if (list.Count > 0) | ||||
|                 { | ||||
|                     // todo: actually check proc rate/random chance of whatever effect | ||||
|                     effectId = list[0].GetStatusEffectId(); | ||||
|                 } | ||||
|                 interrupt = true; | ||||
|                 return; | ||||
|             } | ||||
|  | ||||
|             interrupt = !CanUse(); | ||||
|         } | ||||
|  | ||||
|         private bool CanUse() | ||||
|         { | ||||
|             return owner.CanUse(target, skill); | ||||
|         } | ||||
|  | ||||
|         public BattleCommand GetWeaponSkill() | ||||
|         { | ||||
|             return skill; | ||||
|         } | ||||
|  | ||||
|         public override void Cleanup() | ||||
|         { | ||||
|             owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds); | ||||
|         } | ||||
|     } | ||||
| } | ||||
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