Combat additions

Added formulas for base EXP gain and chain experience
Added basic scripts for most player abilities and effects
Added stat gains for some abilities
Changed status flags
Fixed bug with player death
Fixed bug where auto attacks didnt work when not locked on
Added traits
This commit is contained in:
yogurt
2018-04-18 16:06:41 -05:00
parent b8d6a943aa
commit c5ce2ec771
239 changed files with 5125 additions and 1237 deletions

View File

@@ -48,15 +48,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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;
}
}
}
@@ -101,35 +92,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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);
owner.DoBattleCommand(skill, "ability");
}
public override void TryInterrupt()

View File

@@ -32,9 +32,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override bool Update(DateTime tick)
{
if ((target == null || owner.target != target || owner.target?.actorId != owner.currentLockedTarget) && owner.isAutoAttackEnabled)
owner.aiContainer.ChangeTarget(target = owner.zone.FindActorInArea<Character>(owner.currentLockedTarget));
owner.aiContainer.ChangeTarget(target = owner.zone.FindActorInArea<Character>(owner.currentTarget));
if (target == null || target.IsDead())
{
@@ -101,25 +100,30 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
// handle paralyze/intimidate/sleep/whatever in Character.OnAttack
List<BattleAction> actions = new List<BattleAction>();
// todo: Change this to use a BattleCommand like the other states
//List<BattleAction> actions = new List<BattleAction>();
BattleActionContainer actions = new BattleActionContainer();
target.SetMod((uint) Modifier.MinimumHpLock, 0);
var i = 0;
for (int hitNum = 0; hitNum < owner.GetMod((uint) Modifier.HitCount); hitNum++)
for (int hitNum = 0; hitNum < 1 /* 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;
action.commandType = CommandType.AutoAttack;
action.actionType = ActionType.Physical;
action.actionProperty = (ActionProperty) owner.GetMod(Modifier.AttackType);
// 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());
action.DoAction(owner, target, null, 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.OnAttack(this, actions[0], ref errorResult);
owner.DoBattleAction(22104, 0x19001000, actions);
target.SetMod((uint) Modifier.MinimumHpLock, 0);
BattleAction[] errors = (BattleAction[])actions.GetList().ToArray().Clone();
BattleAction error = null;// new BattleAction(0, null, 0, 0);
//owner.DoActions(null, actions.GetList(), ref error);
//owner.OnAttack(this, actions[0], ref errorResult);
owner.DoBattleAction(22104, 0x19001000, actions.GetList());
}
public override void TryInterrupt()
@@ -148,7 +152,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
private bool CanAttack()
{
if (!owner.isAutoAttackEnabled)
if (!owner.isAutoAttackEnabled || target.allegiance == owner.allegiance)
{
return false;
}

View File

@@ -64,6 +64,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
spell.isCombo = true;
}
//Modify spell based on status effects. Need to do it here because they can modify cast times
List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint) (StatusEffectFlags.ActivateOnCastStart));
//modify skill based on status effects
foreach (var effect in effects)
lua.LuaEngine.CallLuaStatusEffectFunction(owner, effect, "onMagicCast", owner, effect, spell);
if (!spell.IsInstantCast())
{
// command casting duration
@@ -124,50 +132,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
isCompleted = true;
var targets = spell.targetFind.GetTargets();
List<BattleAction> actions = new List<BattleAction>();
if (targets.Count > 0)
{
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
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();
owner.DoBattleCommand(spell, "magic");
}
public override void TryInterrupt()

View File

@@ -77,7 +77,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
}
}
}
}
}
@@ -118,55 +117,13 @@ 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();
//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);
//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)
{
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
BattleAction[] errors = (BattleAction[]) actions.ToArray().Clone();
owner.OnWeaponSkill(this, actions.ToArray(), skill, ref errors);
owner.DoBattleAction(skill.id, skill.battleAnimation, actions);
owner.DoBattleCommand(skill, "weaponskill");
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();
lua.LuaEngine.GetInstance().OnSignal("weaponskillUsed");
}
public override void TryInterrupt()