fixed auto attack messing up cast anim

- fixed auto attack anim for mobs (<3 u ion)
- added hotbar timer updates (<3 u azia)
- fixed actor block bug
- cleaned up substate retardation
- fixed some targetfind issues
- added despawn state
- added messages for in progress commands
- added fields for aoe target, range, battleAnimation to server_battle_commands table
This commit is contained in:
Tahir Akhlaq
2017-08-31 05:56:43 +01:00
parent 4c7928da78
commit c5cc7c2f00
24 changed files with 550 additions and 330 deletions

View File

@@ -7,6 +7,7 @@ using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.actors.chara.ai;
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
using FFXIVClassic_Map_Server.actors.group;
using FFXIVClassic_Map_Server.packets.send.actor;
// port of dsp's ai code https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai/
@@ -48,9 +49,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
enum TargetFindAOEType : byte
{
None,
/// <summary> Really a cylinder, uses extents parameter in SetAOEType </summary>
/// <summary> Really a cylinder, uses maxDistance parameter in SetAOEType </summary>
Circle,
/// <summary> Create a cone with angle in radians </summary>
/// <summary> Create a cone with param in radians </summary>
Cone,
/// <summary> Box using self/target coords and </summary>
Box
@@ -69,14 +70,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
class TargetFind
{
private Character owner;
private Character target;
private Character masterTarget; // if target is a pet, this is the owner
private TargetFindCharacterType findType;
private ValidTarget validTarget;
private TargetFindAOETarget aoeTarget;
private TargetFindAOEType aoeType;
private Vector3 targetPosition;
private float extents;
private float angle;
private float maxDistance;
private float param;
private List<Character> targets;
public TargetFind(Character owner)
@@ -87,13 +88,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public void Reset()
{
this.target = null;
this.findType = TargetFindCharacterType.None;
this.validTarget = ValidTarget.Enemy;
this.aoeType = TargetFindAOEType.None;
this.aoeTarget = TargetFindAOETarget.Target;
this.targetPosition = null;
this.extents = 0.0f;
this.angle = 0.0f;
this.maxDistance = 0.0f;
this.param = 0.0f;
this.targets = new List<Character>();
}
@@ -110,28 +111,29 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
/// <summary>
/// Call this before <see cref="FindWithinArea"/> <para/>
/// </summary>
/// <param name="extents">
/// <param name="maxDistance">
/// <see cref="TargetFindAOEType.Circle"/> - radius of circle <para/>
/// <see cref="TargetFindAOEType.Cone"/> - height of cone <para/>
/// <see cref="TargetFindAOEType.Box"/> - width of box / 2 (todo: set box length not just between user and target)
/// </param>
/// <param name="angle"> Angle in radians of cone </param>
public void SetAOEType(ValidTarget validTarget, TargetFindAOEType aoeType, float extents = -1.0f, float angle = -1.0f)
/// <param name="param"> param in degrees of cone (todo: probably use radians and forget converting at runtime) </param>
public void SetAOEType(ValidTarget validTarget, TargetFindAOEType aoeType, TargetFindAOETarget aoeTarget, float maxDistance = -1.0f, float param = -1.0f)
{
this.validTarget = validTarget;
this.aoeType = aoeType;
this.extents = extents != -1.0f ? extents : 0.0f;
this.angle = angle != -1.0f ? angle : 0.0f;
this.maxDistance = maxDistance != -1.0f ? maxDistance : 0.0f;
this.param = param != -1.0f ? param : 0.0f;
}
public void SetAOEBox(ValidTarget validTarget, float length, float width)
public void SetAOEBox(ValidTarget validTarget, TargetFindAOETarget aoeTarget, float length, float width)
{
this.validTarget = validTarget;
this.aoeType = TargetFindAOEType.Box;
this.aoeTarget = aoeTarget;
float x = owner.positionX - (float)Math.Cos(owner.rotation + (float)(Math.PI / 2)) * (length);
float z = owner.positionZ + (float)Math.Sin(owner.rotation + (float)(Math.PI / 2)) * (length);
this.targetPosition = new Vector3(x, owner.positionY, z);
this.extents = width;
this.maxDistance = width;
}
/// <summary>
@@ -140,7 +142,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public void FindTarget(Character target, ValidTarget flags)
{
validTarget = flags;
this.target = null;
// todo: maybe this should only be set if successfully added?
this.targetPosition = target.GetPosAsVector3();
AddTarget(target, false);
@@ -150,21 +151,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
/// <para> Call SetAOEType before calling this </para>
/// Find targets within area set by <see cref="SetAOEType"/>
/// </summary>
public void FindWithinArea(Character target, ValidTarget flags)
public void FindWithinArea(Character target, ValidTarget flags, TargetFindAOETarget aoeTarget)
{
validTarget = flags;
// todo: maybe we should keep a snapshot which is only updated on each tick for consistency
// are we creating aoe circles around target or self
if ((aoeType & TargetFindAOEType.Circle) != 0 && validTarget != ValidTarget.Self)
if (aoeTarget == TargetFindAOETarget.Self)
this.targetPosition = owner.GetPosAsVector3();
else
this.targetPosition = target.GetPosAsVector3();
masterTarget = TryGetMasterTarget(target) ?? target;
// todo: should i set this yet or wait til checked if valid target
this.target = target;
// todo: this is stupid
bool withPet = (flags & ValidTarget.Ally) != 0 || masterTarget.allegiance != owner.allegiance;
@@ -180,7 +178,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
// todo: handle player parties
if (masterTarget.currentParty != null)
{
if ((validTarget & ValidTarget.Ally) != 0)
if ((validTarget & (ValidTarget.Ally | ValidTarget.PartyMember)) != 0)
AddAllInAlliance(masterTarget, withPet);
else
AddAllInParty(masterTarget, withPet);
@@ -229,19 +227,24 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
/// <summary>
/// Find targets within a box using owner's coordinates and target's coordinates as length
/// with corners being `extents` yalms to either side of self and target
/// with corners being `maxDistance` yalms to either side of self and target
/// </summary>
private bool IsWithinBox(Character target, bool withPet)
{
if (aoeTarget == TargetFindAOETarget.Self)
targetPosition = owner.GetPosAsVector3();
else
targetPosition = target.GetPosAsVector3();
var myPos = owner.GetPosAsVector3();
var angle = Vector3.GetAngle(myPos, targetPosition);
// todo: actually check this works..
var myCorner = myPos.NewHorizontalVector(angle, extents);
var myCorner2 = myPos.NewHorizontalVector(angle, -extents);
var myCorner = myPos.NewHorizontalVector(angle, maxDistance);
var myCorner2 = myPos.NewHorizontalVector(angle, -maxDistance);
var targetCorner = targetPosition.NewHorizontalVector(angle, extents);
var targetCorner2 = targetPosition.NewHorizontalVector(angle, -extents);
var targetCorner = targetPosition.NewHorizontalVector(angle, maxDistance);
var targetCorner2 = targetPosition.NewHorizontalVector(angle, -maxDistance);
return target.GetPosAsVector3().IsWithinBox(targetCorner2, myCorner);
}
@@ -249,7 +252,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
private bool IsWithinCone(Character target, bool withPet)
{
// todo: make this actual cone
return owner.IsFacing(target, angle) && Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) < extents;
return owner.IsFacing(target, param) && Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) < maxDistance;
}
private void AddTarget(Character target, bool withPet)
@@ -264,25 +267,20 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
private void AddAllInParty(Character target, bool withPet)
{
// todo:
/*
* foreach (var actor in target.currentParty.GetMembers())
* {
* AddTarget(actor, withPet);
* }
*/
AddTarget(target, withPet);
var party = target.currentParty as Party;
if (party != null)
{
foreach (var actorId in party.members)
{
AddTarget(owner.zone.FindActorInArea(actorId) as Character, withPet);
}
}
}
private void AddAllInAlliance(Character target, bool withPet)
{
// todo:
/*
* foreach (var actor in target.currentParty.GetAllianceMembers())
* {
* AddTarget(actor, withPet);
* }
*/
AddTarget(target, withPet);
AddAllInParty(target, withPet);
}
private void AddAllBattleNpcs(Character target, bool withPet)
@@ -321,7 +319,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
}
}
public bool CanTarget(Character target, bool withPet = false, bool retarget = false)
public bool CanTarget(Character target, bool withPet = false, bool retarget = false, bool ignoreAOE = false)
{
// already targeted, dont target again
if (target == null || !retarget && targets.Contains(target))
@@ -331,21 +329,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
if ((validTarget & ValidTarget.Corpse) == 0 && target.IsDead())
return false;
bool targetingPlayer = target.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER;
if ((validTarget & ValidTarget.Ally) != 0 && target.currentSubState != owner.currentSubState)
if ((validTarget & ValidTarget.Ally) != 0 && target.allegiance != owner.allegiance)
return false;
if ((validTarget & ValidTarget.Enemy) != 0 && target.currentSubState != (owner.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER ?
SetActorStatePacket.SUB_STATE_PLAYER : SetActorStatePacket.SUB_STATE_MONSTER))
if ((validTarget & ValidTarget.Enemy) != 0 && target.allegiance == owner.allegiance)
return false;
if ((validTarget & ValidTarget.NPC) != 0 && target.currentSubState != SetActorStatePacket.SUB_STATE_NONE)
if ((validTarget & ValidTarget.NPC) != 0 && target.isStatic)
return false;
// todo: why is player always zoning?
// cant target if zoning
if (targetingPlayer && ((Player)target).playerSession.isUpdatesLocked)
if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
{
owner.aiContainer.ChangeTarget(null);
return false;
@@ -354,25 +349,36 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
if (/*target.isZoning || owner.isZoning || */target.zone != owner.zone)
return false;
if (validTarget == ValidTarget.Self && aoeType != TargetFindAOEType.None && owner != target)
if (validTarget == ValidTarget.Self && aoeType == TargetFindAOEType.None && owner != target)
return false;
// hit everything within zone or within aoe region
if (extents == 255.0f || aoeType == TargetFindAOEType.Circle && target.GetPosAsVector3().IsWithinCircle(targetPosition ?? target.GetPosAsVector3(), extents))
return true;
// this is fuckin retarded, think of a better way l8r
if (!ignoreAOE)
{
// hit everything within zone or within aoe region
if (maxDistance == -1.0f || aoeType == TargetFindAOEType.Circle && !IsWithinCircle(target, maxDistance))
return false;
if (aoeType == TargetFindAOEType.Cone && IsWithinCone(target, withPet))
return true;
if (aoeType == TargetFindAOEType.Cone && !IsWithinCone(target, withPet))
return false;
if (aoeType == TargetFindAOEType.Box && IsWithinBox(target, withPet))
return true;
if (aoeType == TargetFindAOEType.None && targets.Count != 0)
return false;
if (aoeType == TargetFindAOEType.Box && !IsWithinBox(target, withPet))
return false;
if (aoeType == TargetFindAOEType.None && targets.Count != 0)
return false;
}
return true;
}
private bool IsWithinCircle(Character target, float maxDistance)
{
if (this.targetPosition == null)
this.targetPosition = aoeTarget == TargetFindAOETarget.Self ? owner.GetPosAsVector3() : masterTarget.GetPosAsVector3();
return target.GetPosAsVector3().IsWithinCircle(targetPosition, param);
}
private bool IsPlayer(Character target)
{
if (target is Player)
@@ -397,11 +403,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
private bool IsBattleNpcOwner(Character target)
{
// i know i copied this from dsp but what even
if (owner.currentSubState != SetActorStatePacket.SUB_STATE_PLAYER || target.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
if (!(owner is Player) || target is Player)
return true;
// todo: check hate list
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER && ((BattleNpc)owner).hateContainer.GetMostHatedTarget() != target)
if (owner is BattleNpc && ((BattleNpc)owner).hateContainer.GetMostHatedTarget() != target)
{
return false;
}
@@ -410,7 +416,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public Character GetValidTarget(Character target, ValidTarget findFlags)
{
if (target == null || target.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER && ((Player)target).playerSession.isUpdatesLocked)
if (target == null || target is Player && ((Player)target).playerSession.isUpdatesLocked)
return null;
if ((findFlags & ValidTarget.Ally) != 0)