mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
AoE rewrite and bug fixes
Rewrote aoe checks for cone and line aoes and added minimum distance values Added height checks for commands Fixed combo effects repeating for every target hit by AoE attacks Fixed teleport sometimes not raising (I think) Fixed gear checks in some command scripts
This commit is contained in:
@@ -47,7 +47,20 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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}
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else
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{
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//owner.LookAt(target);
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if (!skill.IsInstantCast())
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{
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float castTime = skill.castTimeMs;
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// command casting duration
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if (owner is Player)
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{
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// todo: modify spellSpeed based on modifiers and stuff
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((Player)owner).SendStartCastbar(skill.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(castTime)));
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}
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owner.SendChant(0xf, 0x0);
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//You ready [skill] (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
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owner.DoBattleAction(skill.id, (uint)0x6F000000 | skill.castType, new BattleAction(target.actorId, 30126, 1, 0, 1));
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}
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}
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}
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@@ -66,7 +79,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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// todo: check weapon delay/haste etc and use that
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var actualCastTime = skill.castTimeMs;
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if ((tick - startTime).Milliseconds >= skill.castTimeMs)
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if ((tick - startTime).TotalMilliseconds >= skill.castTimeMs)
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{
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OnComplete();
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return true;
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@@ -88,6 +101,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public override void OnComplete()
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{
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owner.LookAt(target);
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bool hitTarget = false;
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skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
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@@ -130,6 +144,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public override void Cleanup()
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{
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owner.SendChant(0, 0);
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owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds);
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}
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}
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@@ -104,7 +104,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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//List<BattleAction> actions = new List<BattleAction>();
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BattleActionContainer actions = new BattleActionContainer();
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target.SetMod((uint) Modifier.MinimumHpLock, 0);
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var i = 0;
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for (int hitNum = 0; hitNum < 1 /* owner.GetMod((uint) Modifier.HitCount)*/; hitNum++)
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@@ -123,7 +122,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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BattleAction error = null;// new BattleAction(0, null, 0, 0);
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//owner.DoActions(null, actions.GetList(), ref error);
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//owner.OnAttack(this, actions[0], ref errorResult);
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owner.DoBattleAction(22104, 0x19001000, actions.GetList());
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var anim = (uint)(17 << 24 | 1 << 12);
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owner.DoBattleAction(22104, anim, actions.GetList());
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}
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public override void TryInterrupt()
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@@ -161,6 +161,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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return false;
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}
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if (!owner.IsFacing(target))
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{
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return false;
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}
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// todo: shouldnt need to check if owner is dead since all states would be cleared
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if (owner.IsDead() || target.IsDead())
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{
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@@ -179,7 +184,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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if (owner is Player)
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{
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
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//The target is too far away
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32537, 0x20);
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}
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return false;
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}
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@@ -61,18 +61,21 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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// todo: check within attack range
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float[] baseCastDuration = { 1.0f, 0.25f };
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//There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy
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//If owner is a player and the spell being used is part of the current combo
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if (owner is Player p && p.GetClass() == spell.job)
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{
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if (spell.comboStep == 1 || ((p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
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{
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
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spell.isCombo = true;
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}
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}
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//Check combo stuff here because combos can impact spell cast times
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float spellSpeed = spell.castTimeMs;
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//There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy
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//If owner is a player and the spell being used is part of the current combo
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if (spell.comboStep == 1 || ((owner is Player p) && (p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
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{
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
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spell.isCombo = true;
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}
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if (!spell.IsInstantCast())
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{
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// command casting duration
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@@ -46,7 +46,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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}
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else
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{
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owner.LookAt(target);
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hitDirection = owner.GetHitDirection(target);
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//Do positionals and combo effects first because these can influence accuracy and amount of targets/numhits, which influence the rest of the steps
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@@ -76,6 +75,21 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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skill.isCombo = true;
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}
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}
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if (!skill.IsInstantCast())
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{
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float castTime = skill.castTimeMs;
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// command casting duration
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if (owner is Player)
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{
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// todo: modify spellSpeed based on modifiers and stuff
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((Player)owner).SendStartCastbar(skill.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(castTime)));
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}
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owner.SendChant(0xf, 0x0);
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//You ready [skill] (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
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owner.DoBattleAction(skill.id, (uint)0x6F000000 | skill.castType, new BattleAction(target.actorId, 30126, 1, 0, 1));
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}
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}
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}
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}
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@@ -95,7 +109,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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// todo: check weapon delay/haste etc and use that
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var actualCastTime = skill.castTimeMs;
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if ((tick - startTime).Milliseconds >= skill.castTimeMs)
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if ((tick - startTime).TotalMilliseconds >= skill.castTimeMs)
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{
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OnComplete();
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return true;
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@@ -117,6 +131,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public override void OnComplete()
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{
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owner.LookAt(target);
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skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
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isCompleted = true;
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