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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
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
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@@ -26,7 +26,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicPrepare", owner, target, spell);
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if (returnCode == 0 && owner.CanCast(target, spell))
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this.target = spell.GetMainTarget(owner, target);
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if (returnCode == 0 && owner.CanCast(this.target, spell))
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{
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OnStart();
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}
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@@ -51,16 +53,28 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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// todo: check within attack range
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float[] baseCastDuration = { 1.0f, 0.25f };
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float spellSpeed = spell.castTimeSeconds;
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//Check combo stuff here because combos can impact spell cast times
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// command casting duration
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if (owner is Player)
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float spellSpeed = spell.castTimeMs;
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//There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy
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//If owner is a player and the spell being used is part of the current combo
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if (spell.comboStep == 1 || ((owner is Player p) && (p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
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{
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// todo: modify spellSpeed based on modifiers and stuff
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((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddSeconds(spellSpeed)));
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
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spell.isCombo = true;
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}
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if (!spell.IsInstantCast())
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{
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// command casting duration
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if (owner is Player)
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{
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// todo: modify spellSpeed based on modifiers and stuff
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((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(spellSpeed)));
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}
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owner.SendChant(0xf, 0x0);
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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)
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}
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owner.SendChant(0xF, 0x0);
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owner.DoBattleAction(spell.id, 0x6F000002, new BattleAction(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM)
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}
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}
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@@ -77,9 +91,9 @@ 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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var actualCastTime = spell.castTimeSeconds;
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var actualCastTime = spell.castTimeMs;
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if ((tick - startTime).TotalSeconds >= spell.castTimeSeconds)
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if ((tick - startTime).TotalMilliseconds >= spell.castTimeMs)
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{
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OnComplete();
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return true;
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@@ -102,24 +116,58 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public override void OnComplete()
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{
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//How do combos/hitdirs work for aoe abilities or does that not matter for aoe?
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HitDirection hitDir = owner.GetHitDirection(target);
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bool hitTarget = false;
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spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget);
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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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var i = 0;
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foreach (var chara in targets)
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List<BattleAction> actions = new List<BattleAction>();
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if (targets.Count > 0)
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{
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var action = new BattleAction(chara.actorId, spell.worldMasterTextId, spell.battleAnimation, 0, (byte)HitDirection.None, 1);
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action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
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actions[i++] = action;
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List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnSpell);
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//modify skill based on status effects
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foreach (var effect in effects)
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lua.LuaEngine.CallLuaStatusEffectFunction(owner, effect, "onWeaponSkill", owner, effect, spell);
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//Now that combos and positionals bonuses are done, we can calculate hits/crits/etc and damage
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foreach (var chara in targets)
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{
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for (int hitNum = 0; hitNum < spell.numHits; hitNum++)
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{
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var action = new BattleAction(chara.actorId, spell.worldMasterTextId, 0, 0, (byte) hitDir, (byte) hitNum);
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
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//if hit type isn't evade or miss
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if (action.hitType > HitType.Evade)
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hitTarget = true;
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actions.AddRange(action.GetAllActions());
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}
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}
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}
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else
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{
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//No targets hit, cast failed
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actions.Add(new BattleAction(target.actorId, 30202, (uint) (0)));
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}
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// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
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var errors = (BattleAction[])actions.Clone();
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owner.OnCast(this, actions, ref errors);
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owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
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// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
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BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
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owner.OnCast(this, actions.ToArray(), spell, ref errors);
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owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
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owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnCasting);
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//Now that we know if we hit the target we can check if the combo continues
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if (owner is Player player)
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if (spell.isCombo && hitTarget)
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player.SetCombos(spell.comboNextCommandId);
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else
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player.SetCombos();
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}
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public override void TryInterrupt()
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@@ -127,10 +175,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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if (interrupt)
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return;
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell))
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{
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// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell);
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uint effectId = 0;
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if (list.Count > 0)
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{
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@@ -154,7 +202,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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private bool CanCast()
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{
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return owner.CanCast(target, spell) && spell.IsValidTarget(owner, target) && !HasMoved();
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return owner.CanCast(target, spell) && spell.IsValidMainTarget(owner, target) && !HasMoved();
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}
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private bool HasMoved()
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@@ -170,7 +218,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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((Player)owner).SendEndCastbar();
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}
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owner.aiContainer.UpdateLastActionTime();
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owner.aiContainer.UpdateLastActionTime(spell.animationDurationSeconds);
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}
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public BattleCommand GetSpell()
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