Combat changes and bug fixes

Added the combo and proc systems
Added scripts for most weaponskill and spells as well as some abilities and status effects
Added support for multihit attacks
Added AbilityState for abilities
Added hiteffects that change based on an attack's parameters
Added positionals

Changed how targeting works for battlecommands

Fixed bug that occurred when moving or swapping hotbar commands
Fixed bug that occurred when losing status effects
This commit is contained in:
yogurt
2018-02-15 13:20:46 -06:00
parent 837c7a9223
commit b8d6a943aa
175 changed files with 4361 additions and 1213 deletions

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@@ -0,0 +1,172 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
using FFXIVClassic_Map_Server.packets.send;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class AbilityState : State
{
private BattleCommand skill;
public AbilityState(Character owner, Character target, ushort skillId) :
base(owner, target)
{
this.startTime = DateTime.Now;
this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "ability", "onAbilityPrepare", owner, target, skill);
this.target = skill.GetMainTarget(owner, target);
if (returnCode == 0)
{
OnStart();
}
else
{
errorResult = null;
interrupt = true;
}
}
public override void OnStart()
{
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "ability", "onAbilityStart", owner, target, skill);
if (returnCode != 0)
{
interrupt = true;
errorResult = new BattleAction(owner.actorId, (ushort)(returnCode == -1 ? 32558 : returnCode), 0);
}
else
{
//owner.LookAt(target);
//If owner already has this status effect and it's a stance that gets removed on reuse, remove it and don't continue
var effect = owner.statusEffects.GetStatusEffectById(skill.statusId);
if (effect!= null && (effect.GetFlags() & (uint) StatusEffectFlags.Stance) != 0)
{
owner.statusEffects.RemoveStatusEffect(effect);
interrupt = true;
}
}
}
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).Milliseconds >= 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()
{
bool hitTarget = false;
skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
isCompleted = true;
var targets = skill.targetFind.GetTargets();
List<BattleAction> actions = new List<BattleAction>();
List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnAttack);
foreach (var chara in targets)
{
for (int hitNum = 0; hitNum < skill.numHits; hitNum++)
{
//30328 - Your [ability] grants you the effect of [status]
//30320 - You use [ability]. You recover x HP.
var action = new BattleAction(chara.actorId, skill.worldMasterTextId, 0, 0, 1, 1);
//uncached
lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "ability", "onAbilityFinish", owner, target, skill, action);
//cached
//skill.CallLuaFunction(owner, "onAbilityFinish", owner, target, skill, action);
//if hit type isn't evade or miss
if (((action.hitType & HitType.Evade) | (action.hitType & HitType.Miss)) == 0)
hitTarget = true;
actions.AddRange(action.GetAllActions());
}
}
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
owner.OnAbility(this, actions.ToArray(), skill, ref errors);
owner.DoBattleAction(skill.id, skill.battleAnimation, actions);
}
public override void TryInterrupt()
{
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAbility))
{
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAbility);
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 skill.IsValidMainTarget(owner, target);
}
public BattleCommand GetWeaponSkill()
{
return skill;
}
public override void Cleanup()
{
owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds);
}
}
}

View File

@@ -82,7 +82,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override void OnComplete()
{
BattleAction action = new BattleAction(target.actorId, 0x765D, (uint) HitEffect.Hit, 0, (byte) HitDirection.None);
//BattleAction action = new BattleAction(target.actorId, 0x765D, (uint) HitEffect.Hit, 0, (byte) HitDirection.None);
errorResult = null;
// todo: implement auto attack damage bonus in Character.OnAttack
@@ -99,16 +99,35 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
* The above damage bonus also applies to “Shot” attacks by archers.
*/
// handle paralyze/intimidate/sleep/whatever in Character.OnAttack
owner.OnAttack(this, action, ref errorResult);
owner.DoBattleAction((ushort)BattleActionX01PacketCommand.Attack, action.animation, errorResult == null ? action : errorResult);
List<BattleAction> actions = new List<BattleAction>();
var i = 0;
for (int hitNum = 0; hitNum < owner.GetMod((uint) Modifier.HitCount); hitNum++)
{
BattleAction action = new BattleAction(target.actorId, 0x765D, (uint)HitEffect.Hit, 100, (byte)HitDirection.None, (byte) hitNum);
action.battleActionType = BattleActionType.AttackPhysical;
// evasion, miss, dodge, etc to be handled in script, calling helpers from scripts/weaponskills.lua
// temporary evade/miss/etc function to test hit effects
utils.BattleUtils.CalcHitType(owner, target, null, action);
actions.AddRange(action.GetAllActions());
}
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
owner.OnAttack(this, actions[0], ref errorResult);
owner.DoBattleAction(22104, 0x19001000, actions);
target.SetMod((uint) Modifier.MinimumHpLock, 0);
}
public override void TryInterrupt()
{
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack))
{
// todo: sometimes paralyze can let you attack, calculate proc rate
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack);
uint statusId = 0;
if (list.Count > 0)
{
@@ -124,7 +143,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
private bool IsAttackReady()
{
// todo: this enforced delay should really be changed if it's not retail..
return Program.Tick >= attackTime && Program.Tick >= owner.aiContainer.GetLastActionTime().AddSeconds(1);
return Program.Tick >= attackTime && Program.Tick >= owner.aiContainer.GetLastActionTime();
}
private bool CanAttack()

View File

@@ -15,9 +15,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
: base(owner, null)
{
owner.Disengage();
//owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
var deathStatePacket = SetActorStatePacket.BuildPacket(owner.actorId, SetActorStatePacket.MAIN_STATE_DEAD, owner.currentSubState);
owner.zone.BroadcastPacketAroundActor(owner, deathStatePacket);
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnDeath, true);
//var deathStatePacket = SetActorStatePacket.BuildPacket(owner.actorId, SetActorStatePacket.MAIN_STATE_DEAD2, owner.currentSubState);
//owner.zone.BroadcastPacketAroundActor(owner, deathStatePacket);
canInterrupt = false;
startTime = tick;
despawnTime = startTime.AddSeconds(timeToFadeOut);

View File

@@ -27,7 +27,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
if (owner.IsDead())
return true;
if (!owner.statusEffects.HasStatusEffectsByFlag(StatusEffectFlags.PreventAction))
if (!owner.statusEffects.HasStatusEffectsByFlag(StatusEffectFlags.PreventMovement))
return true;
}

View File

@@ -26,7 +26,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicPrepare", owner, target, spell);
if (returnCode == 0 && owner.CanCast(target, spell))
this.target = spell.GetMainTarget(owner, target);
if (returnCode == 0 && owner.CanCast(this.target, spell))
{
OnStart();
}
@@ -51,16 +53,28 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
// todo: check within attack range
float[] baseCastDuration = { 1.0f, 0.25f };
float spellSpeed = spell.castTimeSeconds;
//Check combo stuff here because combos can impact spell cast times
// command casting duration
if (owner is Player)
float spellSpeed = spell.castTimeMs;
//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 (spell.comboStep == 1 || ((owner is Player p) && (p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
{
// todo: modify spellSpeed based on modifiers and stuff
((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddSeconds(spellSpeed)));
lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
spell.isCombo = true;
}
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.SendChant(0xf, 0x0);
owner.DoBattleAction(spell.id, (uint) 0x6F000000 | spell.castType, new BattleAction(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
}
owner.SendChant(0xF, 0x0);
owner.DoBattleAction(spell.id, 0x6F000002, new BattleAction(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM)
}
}
@@ -77,9 +91,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = spell.castTimeSeconds;
var actualCastTime = spell.castTimeMs;
if ((tick - startTime).TotalSeconds >= spell.castTimeSeconds)
if ((tick - startTime).TotalMilliseconds >= spell.castTimeMs)
{
OnComplete();
return true;
@@ -102,24 +116,58 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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();
BattleAction[] actions = new BattleAction[targets.Count];
var i = 0;
foreach (var chara in targets)
List<BattleAction> actions = new List<BattleAction>();
if (targets.Count > 0)
{
var action = new BattleAction(chara.actorId, spell.worldMasterTextId, spell.battleAnimation, 0, (byte)HitDirection.None, 1);
action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
actions[i++] = action;
List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnSpell);
//modify skill based on status effects
foreach (var effect in effects)
lua.LuaEngine.CallLuaStatusEffectFunction(owner, effect, "onWeaponSkill", owner, effect, spell);
//Now that combos and positionals bonuses are done, we can calculate hits/crits/etc and damage
foreach (var chara in targets)
{
for (int hitNum = 0; hitNum < spell.numHits; hitNum++)
{
var action = new BattleAction(chara.actorId, spell.worldMasterTextId, 0, 0, (byte) hitDir, (byte) hitNum);
lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
//if hit type isn't evade or miss
if (action.hitType > HitType.Evade)
hitTarget = true;
actions.AddRange(action.GetAllActions());
}
}
}
else
{
//No targets hit, cast failed
actions.Add(new BattleAction(target.actorId, 30202, (uint) (0)));
}
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
var errors = (BattleAction[])actions.Clone();
owner.OnCast(this, actions, ref errors);
owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
owner.OnCast(this, actions.ToArray(), spell, ref errors);
owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnCasting);
//Now that we know if we hit the target we can check if the combo continues
if (owner is Player player)
if (spell.isCombo && hitTarget)
player.SetCombos(spell.comboNextCommandId);
else
player.SetCombos();
}
public override void TryInterrupt()
@@ -127,10 +175,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
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.PreventAction);
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell);
uint effectId = 0;
if (list.Count > 0)
{
@@ -154,7 +202,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
private bool CanCast()
{
return owner.CanCast(target, spell) && spell.IsValidTarget(owner, target) && !HasMoved();
return owner.CanCast(target, spell) && spell.IsValidMainTarget(owner, target) && !HasMoved();
}
private bool HasMoved()
@@ -170,7 +218,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
((Player)owner).SendEndCastbar();
}
owner.aiContainer.UpdateLastActionTime();
owner.aiContainer.UpdateLastActionTime(spell.animationDurationSeconds);
}
public BattleCommand GetSpell()

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@@ -15,11 +15,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
private BattleCommand skill;
private HitDirection hitDirection;
public WeaponSkillState(Character owner, Character target, ushort skillId) :
base(owner, target)
{
this.startTime = DateTime.Now;
//this.target = skill.targetFind.
this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillPrepare", owner, target, skill);
@@ -46,6 +47,37 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
else
{
owner.LookAt(target);
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)
//lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onPositional", owner, target, skill);
skill.CallLuaFunction(owner, "onPositional", owner, target, skill);
//Combo stuff
if (owner is Player p)
{
//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)
{
lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onCombo", owner, target, skill);
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;
}
}
}
}
}
@@ -62,9 +94,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = skill.castTimeSeconds;
var actualCastTime = skill.castTimeMs;
if ((tick - startTime).TotalSeconds >= skill.castTimeSeconds)
if ((tick - startTime).Milliseconds >= skill.castTimeMs)
{
OnComplete();
return true;
@@ -86,28 +118,55 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override void OnComplete()
{
bool hitTarget = false;
skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
isCompleted = true;
var targets = skill.targetFind.GetTargets();
BattleAction[] actions = new BattleAction[targets.Count];
//Need a variable size list of actions because status effects may add extra actions
//BattleAction[] actions = new BattleAction[targets.Count * skill.numHits];
List<BattleAction> actions = new List<BattleAction>();
List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnAttack);
var i = 0;
//modify skill based on status effects
foreach (var effect in effects)
effect.CallLuaFunction(owner, "onWeaponSkill", skill);
//Now that combos and positionals bonuses are done, we can calculate hits/crits/etc and damage for each action
foreach (var chara in targets)
{
var action = new BattleAction(chara.actorId, skill.worldMasterTextId, (uint)HitEffect.Hit, 0, 1, 1);
// evasion, miss, dodge, etc to be handled in script, calling helpers from scripts/weaponskills.lua
action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillFinish", owner, target, skill, action);
actions[i++] = action;
chara.Engage(chara.actorId, 1);
for (int hitNum = 0; hitNum < skill.numHits; hitNum++)
{
var action = new BattleAction(chara.actorId, skill.worldMasterTextId, 0, 0, (byte) hitDirection, 1);
//For older versions this will need to be in the database for magic weaponskills
action.battleActionType = BattleActionType.AttackPhysical;
//uncached script
lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillFinish", owner, target, skill, action);
//cached script
//skill.CallLuaFunction(owner, "onSkillFinish", owner, target, skill, action);
action.hitNum = (byte)hitNum;
if (action.hitType > HitType.Evade)
hitTarget = true;
actions.AddRange(action.GetAllActions());
}
}
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
var errors = (BattleAction[])actions.Clone();
owner.OnWeaponSkill(this, actions, ref errors);
BattleAction[] errors = (BattleAction[]) actions.ToArray().Clone();
owner.OnWeaponSkill(this, actions.ToArray(), skill, ref errors);
owner.DoBattleAction(skill.id, skill.battleAnimation, actions);
owner.statusEffects.RemoveStatusEffectsByFlags((uint) StatusEffectFlags.LoseOnAttacking);
//Now that we know if we hit the target we can check if the combo continues
if (owner is Player player)
if (skill.isCombo && hitTarget)
player.SetCombos(skill.comboNextCommandId);
else
player.SetCombos();
}
public override void TryInterrupt()
@@ -115,10 +174,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
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.PreventAction);
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill);
uint effectId = 0;
if (list.Count > 0)
{
@@ -134,7 +193,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
private bool CanUse()
{
return owner.CanWeaponSkill(target, skill) && skill.IsValidTarget(owner, target);
return owner.CanWeaponSkill(target, skill) && skill.IsValidMainTarget(owner, target);
}
public BattleCommand GetWeaponSkill()
@@ -144,7 +203,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override void Cleanup()
{
owner.aiContainer.UpdateLastActionTime();
owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds);
}
}
}