mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
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
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@@ -23,6 +23,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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private bool firstSpell = true;
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private DateTime lastRoamUpdate;
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private DateTime battleStartTime;
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private new BattleNpc owner;
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public BattleNpcController(BattleNpc owner) :
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@@ -65,6 +66,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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var canEngage = this.owner.aiContainer.InternalEngage(target);
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if (canEngage)
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{
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//owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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// reset casting
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firstSpell = true;
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// todo: find a better place to put this?
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@@ -77,6 +80,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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// owner.ResetMoveSpeeds();
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owner.moveState = 2;
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lastActionTime = DateTime.Now;
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battleStartTime = lastActionTime;
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// todo: adjust cooldowns with modifiers
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}
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return canEngage;
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@@ -100,7 +104,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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neutralTime = lastActionTime;
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owner.hateContainer.ClearHate();
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owner.moveState = 1;
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lua.LuaEngine.CallLuaBattleAction(owner, "onDisengage", owner, target);
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lua.LuaEngine.CallLuaBattleAction(owner, "onDisengage", owner, target, Utils.UnixTimeStampUTC(battleStartTime));
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}
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public override void Cast(Character target, uint spellId)
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@@ -199,6 +203,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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}
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Move();
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lua.LuaEngine.CallLuaBattleAction(owner, "onCombatTick", owner, owner.target, Utils.UnixTimeStampUTC());
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}
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private void Move()
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@@ -230,7 +235,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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owner.aiContainer.pathFind.FollowPath();
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if (!owner.aiContainer.pathFind.IsFollowingPath())
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{
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if (owner.target.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
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if (owner.target is Player)
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{
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foreach (var chara in owner.zone.GetActorsAroundActor<Character>(owner, 1))
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{
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@@ -355,5 +360,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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{
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ChangeTarget(owner.hateContainer.GetMostHatedTarget());
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}
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public override void ChangeTarget(Character target)
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{
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owner.target = target;
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owner.currentLockedTarget = target != null ? target.actorId : 0xC0000000;
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owner.currentTarget = target != null ? target.actorId : 0xC0000000;
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base.ChangeTarget(target);
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}
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}
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}
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@@ -11,19 +11,35 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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{
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class PlayerController : Controller
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{
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public PlayerController(Character owner) :
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private new Player owner;
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public PlayerController(Player owner) :
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base(owner)
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{
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this.owner = owner;
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this.lastUpdate = DateTime.Now;
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}
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public override void Update(DateTime tick)
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{
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// todo: handle player stuff on tick
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if (owner.newMainState != owner.currentMainState)
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{
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//owner.updateFlags = ActorUpdateFlags.Combat;
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if (owner.newMainState == SetActorStatePacket.MAIN_STATE_ACTIVE)
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{
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owner.Engage();
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}
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else
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{
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owner.Disengage();
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}
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owner.currentMainState = (ushort)owner.newMainState;
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}
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}
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public override void ChangeTarget(Character target)
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{
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owner.target = target;
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base.ChangeTarget(target);
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}
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@@ -32,21 +48,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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var canEngage = this.owner.aiContainer.InternalEngage(target);
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if (canEngage)
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{
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// todo: find a better place to put this?
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if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE)
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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// todo: check speed/is able to move
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// todo: too far, path to player if mob, message if player
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// todo: actual stat based range
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if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > 10)
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if (owner.statusEffects.HasStatusEffect(StatusEffectId.Sleep))
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{
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{
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// todo: out of range error
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}
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ChangeTarget(target);
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// That command cannot be performed.
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owner.SendGameMessage(Server.GetWorldManager().GetActor(), 32553, 0x20);
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return false;
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}
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// todo: adjust cooldowns with modifiers
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