moved getpath crap to pathfinding (or should i keep it in actor?)

- stubbed some more crap
This commit is contained in:
Tahir Akhlaq
2017-07-02 20:01:24 +01:00
parent 100f3ae156
commit cc1929a9fb
9 changed files with 149 additions and 25 deletions

View File

@@ -4,7 +4,8 @@ using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class AttackState : State
@@ -21,24 +22,84 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
}
public override void Update(DateTime time)
public override bool Update(DateTime tick)
{
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
if ((tick - startTime).Milliseconds >= 0)
{
OnComplete();
return true;
}
return false;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
}
public override void OnComplete()
{
var damage = FFXIVClassic_Map_Server.actors.chara.ai.utils.AttackUtils.CalculateDamage(owner, target);
lua.LuaEngine.GetInstance().CallLuaFunction(owner, target, "onAttack", false, damage);
//var packet = BattleAction1Packet.BuildPacket(owner.actorId, target.actorId);
// todo: find a better place to put this?
if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE)
owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
isCompleted = true;
}
public override void TryInterrupt()
{
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
{
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
uint effectId = 0;
if (list.Count > 0)
{
// todo: actually check proc rate/random chance of whatever effect
effectId = list[0].GetEffectId();
}
this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, 0, 0, 0);
owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
errorPacket = null;
interrupt = true;
return;
}
else if (target.zone != owner.zone)
{
interrupt = true;
return;
}
else if (owner.aiContainer.IsDead())
{
// todo: this really shouldnt ever hit since we'd be clearing states on death
interrupt = true;
return;
}
interrupt = CanAttack();
}
private bool CanAttack()
{
if (target.aiContainer.IsDead())
{
return false;
}
return true;
}
}
}

View File

@@ -30,7 +30,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
this.interrupt = false;
}
public virtual void Update(DateTime tick) { }
public virtual bool Update(DateTime tick) { return true; }
public virtual void OnStart() { }
public virtual void OnInterrupt() { }
public virtual void OnComplete() { isCompleted = true; }
@@ -54,5 +54,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
return isCompleted;
}
public void ChangeTarget(Character target)
{
this.target = target;
}
}
}