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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
effect timers now display (<3 ion)
- added source/target to effects - todo: send battle packet crap
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@ -912,7 +912,7 @@ namespace FFXIVClassic_Map_Server
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effect.SetExtra(extra);
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// dont wanna send ton of messages on login (i assume retail doesnt)
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player.statusEffects.AddStatusEffect(effect, true);
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player.statusEffects.AddStatusEffect(effect, null, true);
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}
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}
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}
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@ -128,6 +128,18 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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public List<SubPacket> GetActorStatusPackets()
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{
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var propPacketUtil = new ActorPropertyPacketUtil("charaWork/status", this);
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var i = 0;
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foreach (var effect in statusEffects.GetStatusEffects())
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{
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propPacketUtil.AddProperty($"charaWork.statusShownTime[{i}]");
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i++;
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}
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return propPacketUtil.Done();
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}
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public void PlayAnimation(uint animId, bool onlySelf = false)
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{
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if (onlySelf)
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@ -353,6 +353,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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// todo: probably use get;set;
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private Character owner;
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private Character source;
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private StatusEffectId id;
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private string name; // name of this effect
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private DateTime startTime; // when was this effect added
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@ -362,8 +363,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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private UInt64 magnitude; // a value specified by scripter which is guaranteed to be used by all effects
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private byte tier; // same effect with higher tier overwrites this
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private UInt64 extra; // optional value
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private StatusEffectFlags flags; // death/erase/dispel etc
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private StatusEffectOverwrite overwrite; // how to handle adding an effect with same id (see StatusEfectOverwrite)
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private StatusEffectFlags flags; // death/erase/dispel etc
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private StatusEffectOverwrite overwrite; // how to handle adding an effect with same id (see StatusEfectOverwrite)
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private bool silent = false; // do i send a message on losing effect
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public StatusEffect(Character owner, uint id, UInt64 magnitude, uint tickMs, uint durationMs, byte tier = 0)
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{
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@ -436,6 +438,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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return owner;
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}
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public Character GetSource()
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{
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return source;
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}
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public uint GetStatusEffectId()
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{
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return (uint)id;
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@ -491,6 +498,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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return (byte)overwrite;
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}
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public bool GetSilent()
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{
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return silent;
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}
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public void SetStartTime(DateTime time)
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{
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this.startTime = time;
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@ -502,6 +514,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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this.owner = owner;
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}
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public void SetSource(Character source)
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{
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this.source = source;
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}
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public void SetName(string name)
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{
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this.name = name;
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@ -541,5 +558,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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this.overwrite = (StatusEffectOverwrite)overwrite;
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}
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public void SetSilent(bool silent)
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{
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this.silent = silent;
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}
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}
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}
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.actors.area;
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@ -43,7 +44,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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if (sendUpdate)
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{
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owner.zone.BroadcastPacketsAroundActor(owner, owner.GetActorStatusPackets());
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}
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sendUpdate = false;
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@ -51,10 +52,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public bool AddStatusEffect(uint id, UInt64 magnitude, double tickMs, double durationMs, byte tier = 0)
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{
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return AddStatusEffect(new StatusEffect(this.owner, id, magnitude, (uint)(tickMs * 1000), (uint)(durationMs * 1000), tier));
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return AddStatusEffect(new StatusEffect(this.owner, id, magnitude, (uint)(tickMs * 1000), (uint)(durationMs * 1000), tier), owner);
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}
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public bool AddStatusEffect(StatusEffect newEffect, bool silent = false)
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public bool AddStatusEffect(StatusEffect newEffect, Character source, bool silent = false)
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{
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// todo: check flags/overwritable and add effect to list
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var effect = GetStatusEffectById(newEffect.GetStatusEffectId());
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@ -69,24 +70,31 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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if (canOverwrite || effect == null)
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{
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if (!silent || (effect?.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
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// send packet to client with effect added message
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if (!silent || !effect.GetSilent() || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
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{
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// todo: send packet to client with effect added message
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//foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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// player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, effect.GetSource().actorId, owner.actorId, 0, effect.GetStatusEffectId(), 0, effect.GetStatusId(), 0, 0));
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}
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// wont send a message about losing effect here
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if (canOverwrite)
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effects.Remove(newEffect.GetStatusEffectId());
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effects.Add(newEffect.GetStatusEffectId(), newEffect);
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// todo: this is retarded..
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if (effects.Count < MAX_EFFECTS)
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{
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var index = Array.IndexOf(effects.Values.ToArray(), newEffect);
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owner.charaWork.status[index] = newEffect.GetStatusId();
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owner.charaWork.statusShownTime[index] = (uint)(DateTime.Now.AddMilliseconds(newEffect.GetDurationMs()) - new DateTime(1970, 1, 1, 0, 0, 0)).TotalSeconds;
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this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(this.owner.actorId, (ushort)index, (ushort)newEffect.GetStatusId()));
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effects.Add(newEffect.GetStatusEffectId(), newEffect);
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newEffect.SetSilent(silent);
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// todo: this is retarded..
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{
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var index = Array.IndexOf(effects.Values.ToArray(), newEffect);
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owner.charaWork.status[index] = newEffect.GetStatusId();
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owner.charaWork.statusShownTime[index] = Utils.UnixTimeStampUTC() + (newEffect.GetDurationMs() / 1000);
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this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(this.owner.actorId, (ushort)index, (ushort)newEffect.GetStatusId()));
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}
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sendUpdate = true;
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}
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sendUpdate = true;
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return true;
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}
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return false;
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@ -97,9 +105,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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if (effects.ContainsKey(effect.GetStatusEffectId()))
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{
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// send packet to client with effect remove message
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if (!silent || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
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if (!silent || !effect.GetSilent() || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
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{
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// todo: send packet to client with effect removed message
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//foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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// player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, effect.GetSource().actorId, owner.actorId, 0, effect.GetStatusEffectId(), 0, effect.GetStatusId(), 0, 0));
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}
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// todo: this is retarded..
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@ -109,7 +119,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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owner.charaWork.statusShownTime[index] = uint.MaxValue;
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this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(owner.actorId, (ushort)index, (ushort)0));
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}
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// function onLose(actor, effect
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// function onLose(actor, effect)
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LuaEngine.CallLuaStatusEffectFunction(this.owner, effect, "onLose", this.owner, effect);
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effects.Remove(effect.GetStatusEffectId());
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sendUpdate = true;
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@ -132,8 +142,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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var newEffect = new StatusEffect(this.owner, effect);
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newEffect.SetOwner(this.owner);
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return AddStatusEffect(newEffect) ? newEffect : null;
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// todo: should source be copied too?
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return AddStatusEffect(newEffect, effect.GetSource()) ? newEffect : null;
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}
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public bool RemoveStatusEffectsByFlags(uint flags, bool silent = false)
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@ -93,7 +93,20 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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private void DoRoamTick(DateTime tick)
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{
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var battleNpc = owner as BattleNpc;
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if (battleNpc != null)
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{
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if (battleNpc.hateContainer.GetHateList().Count > 0)
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{
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Engage(battleNpc.hateContainer.GetMostHatedTarget());
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return;
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}
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else if (battleNpc.currentLockedTarget != 0)
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{
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}
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}
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}
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private void DoCombatTick(DateTime tick)
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@ -17,11 +17,11 @@ namespace FFXIVClassic_Map_Server.Actors
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[Flags]
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enum AggroType
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{
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None,
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Sight,
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Scent,
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LowHp,
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IgnoreLevelDifference
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None = 0x00,
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Sight = 0x01,
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Scent = 0x02,
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LowHp = 0x04,
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IgnoreLevelDifference = 0x08
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}
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class BattleNpc : Npc
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