added status effect loading

- todo: populate table (and test this doesnt break everything ever), send charawork and message packets
This commit is contained in:
Tahir Akhlaq
2017-07-15 19:33:47 +01:00
parent 13af16ec0e
commit d9d185d7e6
12 changed files with 360 additions and 379 deletions

View File

@@ -7,6 +7,7 @@ using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.utils;
using FFXIVClassic_Map_Server.actors.chara.ai;
using System;
using System.Collections.Generic;
namespace FFXIVClassic_Map_Server.Actors
{
@@ -73,7 +74,7 @@ namespace FFXIVClassic_Map_Server.Actors
public DateTime lastAiUpdate;
public AIContainer aiContainer;
public StatusEffects statusEffects;
public StatusEffectContainer statusEffects;
public CharacterTargetingAllegiance allegiance;
@@ -83,7 +84,7 @@ namespace FFXIVClassic_Map_Server.Actors
for (int i = 0; i < charaWork.statusShownTime.Length; i++)
charaWork.statusShownTime[i] = 0xFFFFFFFF;
this.statusEffects = new StatusEffects(this);
this.statusEffects = new StatusEffectContainer(this);
}
public SubPacket CreateAppearancePacket()

View File

@@ -1,11 +1,10 @@
using System;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.lua;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.lua;
using FFXIVClassic_Map_Server.actors.area;
namespace FFXIVClassic_Map_Server.actors.chara.ai
{
@@ -359,13 +358,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
private DateTime lastTick; // when did this effect last tick
private uint durationMs; // how long should this effect last in ms
private uint tickMs; // how often should this effect proc
private int magnitude; // a value specified by scripter which is guaranteed to be used by all effects
private UInt64 magnitude; // a value specified by scripter which is guaranteed to be used by all effects
private byte tier; // same effect with higher tier overwrites this
private Dictionary<string, UInt64> variables; // list of variables which belong to this effect, to be set/retrieved with GetVariable(key), SetVariable(key, val)
private UInt64 extra; // optional value
private StatusEffectFlags flags; // death/erase/dispel etc
private StatusEffectOverwrite overwrite; // how to handle adding an effect with same id (see StatusEfectOverwrite)
public StatusEffect(Character owner, uint id, int magnitude, uint tickMs, uint durationMs, byte tier = 0)
public StatusEffect(Character owner, uint id, UInt64 magnitude, uint tickMs, uint durationMs, byte tier = 0)
{
this.owner = owner;
this.id = (StatusEffectId)id;
@@ -373,7 +372,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
this.tickMs = tickMs;
this.durationMs = durationMs;
this.tier = tier;
// todo: use tick instead of now?
this.startTime = DateTime.Now;
this.lastTick = startTime;
@@ -399,7 +398,15 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
this.name = effect.name;
this.flags = effect.flags;
this.overwrite = effect.overwrite;
this.variables = effect.variables;
this.extra = effect.extra;
}
public StatusEffect(uint id, string name, uint flags, uint overwrite)
{
this.id = (StatusEffectId)id;
this.name = name;
this.flags = (StatusEffectFlags)flags;
this.overwrite = (StatusEffectOverwrite)overwrite;
}
// return true when duration has elapsed
@@ -411,6 +418,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
// todo: call effect's onTick
// todo: maybe keep a global lua object instead of creating a new one each time we wanna call a script
lastTick = tick;
LuaEngine.CallLuaStatusEffectFunction(this.owner, this, "onTick", this.owner, this);
}
// todo: handle infinite duration effects?
if (durationMs != 0 && startTime.Millisecond + durationMs >= tick.Millisecond)
@@ -447,7 +455,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
return tickMs;
}
public int GetMagnitude()
public UInt64 GetMagnitude()
{
return magnitude;
}
@@ -457,9 +465,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
return tier;
}
public UInt64 GetVariable(string key)
public UInt64 GetExtra()
{
return variables?[key] ?? 0;
return extra;
}
public uint GetFlags()
@@ -482,6 +490,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
this.name = name;
}
public void SetMagnitude(UInt64 magnitude)
{
this.magnitude = magnitude;
}
public void SetDurationMs(uint durationMs)
{
this.durationMs = durationMs;
@@ -497,17 +510,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
this.tier = tier;
}
public void SetVariable(string key, UInt64 val)
public void SetExtra(UInt64 val)
{
if (variables != null)
{
variables[key] = val;
}
else
{
variables = new Dictionary<string, ulong>();
variables[key] = val;
}
this.extra = val;
}
public void SetFlags(uint flags)
@@ -520,96 +525,4 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
this.overwrite = (StatusEffectOverwrite)overwrite;
}
}
class StatusEffects
{
private Character owner;
private List<StatusEffect> effects;
public StatusEffects(Character owner)
{
this.owner = owner;
this.effects = new List<StatusEffect>();
}
public void Update(DateTime tick)
{
// list of effects to remove
var removeEffects = new List<StatusEffect>();
foreach (var effect in effects)
{
// effect's update function returns true if effect has completed
if (effect.Update(tick))
removeEffects.Add(effect);
}
// remove effects from this list
foreach (var effect in removeEffects)
effects.Remove(effect);
}
public bool AddStatusEffect(StatusEffect effect)
{
// todo: check flags/overwritable and add effect to list
effects.Add(effect);
return true;
}
public StatusEffect CopyEffect(StatusEffect effect)
{
var newEffect = new StatusEffect(this.owner, effect);
newEffect.SetOwner(this.owner);
return AddStatusEffect(newEffect) ? newEffect : null;
}
public bool RemoveStatusEffectsByFlags(uint flags)
{
// build list of effects to remove
var removeEffects = new List<StatusEffect>();
foreach (var effect in effects)
if ((effect.GetFlags() & flags) > 0)
removeEffects.Add(effect);
// remove effects from main list
foreach (var effect in removeEffects)
effects.Remove(effect);
// removed an effect with one of these flags
return removeEffects.Count > 0;
}
public StatusEffect GetStatusEffectById(uint id, uint tier = 0xFF)
{
foreach (var effect in effects)
{
if (effect.GetEffectId() == id && (tier != 0xFF ? effect.GetTier() == tier : true))
return effect;
}
return null;
}
public List<StatusEffect> GetStatusEffectsByFlag(uint flag)
{
var list = new List<StatusEffect>();
foreach (var effect in effects)
{
if ((effect.GetFlags() & flag) > 0)
{
list.Add(effect);
}
}
return list;
}
public bool HasStatusEffectsByFlag(uint flag)
{
foreach (var effect in effects)
{
if ((effect.GetFlags() & flag) > 0)
return true;
}
return false;
}
}
}

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@@ -0,0 +1,162 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.lua;
using FFXIVClassic_Map_Server.actors.area;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.packets.send.actor;
using System.Collections.ObjectModel;
namespace FFXIVClassic_Map_Server.actors.chara.ai
{
class StatusEffectContainer
{
private Character owner;
private readonly Dictionary<uint, StatusEffect> effects;
public StatusEffectContainer(Character owner)
{
this.owner = owner;
this.effects = new Dictionary<uint, StatusEffect>(20);
}
public void Update(DateTime tick)
{
// list of effects to remove
var removeEffects = new List<StatusEffect>();
foreach (var effect in effects.Values)
{
// effect's update function returns true if effect has completed
if (effect.Update(tick))
removeEffects.Add(effect);
}
// remove effects from this list
foreach (var effect in removeEffects)
{
RemoveStatusEffect(effect);
}
}
public bool AddStatusEffect(StatusEffect newEffect, bool silent = false)
{
// todo: check flags/overwritable and add effect to list
var effect = GetStatusEffectById(newEffect.GetEffectId());
bool canOverwrite = false;
if (effect != null)
{
var overwritable = effect.GetOverwritable();
canOverwrite = (overwritable == (uint)StatusEffectOverwrite.Always) ||
(overwritable == (uint)StatusEffectOverwrite.GreaterOnly && (effect.GetDurationMs() < newEffect.GetDurationMs() || effect.GetMagnitude() < newEffect.GetMagnitude())) ||
(overwritable == (uint)StatusEffectOverwrite.GreaterOrEqualTo && (effect.GetDurationMs() == newEffect.GetDurationMs() || effect.GetMagnitude() == newEffect.GetMagnitude()));
}
if (canOverwrite || effects.ContainsKey(effect.GetEffectId()))
{
if (!silent || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
{
// todo: send packet to client with effect added message
}
if (canOverwrite)
effects.Remove(effect.GetEffectId());
effects.Add(newEffect.GetEffectId(), newEffect);
}
return true;
}
public void RemoveStatusEffect(StatusEffect effect, bool silent = false)
{
if (effects.ContainsKey(effect.GetEffectId()))
{
// send packet to client with effect remove message
if (!silent || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
{
// todo: send packet to client with effect added message
}
// function onLose(actor, effec)
LuaEngine.CallLuaStatusEffectFunction(this.owner, effect, "onLose", this.owner, effect);
effects.Remove(effect.GetEffectId());
}
}
public void RemoveStatusEffect(uint effectId, bool silent = false)
{
foreach (var effect in effects.Values)
{
if (effect.GetEffectId() == effectId)
{
RemoveStatusEffect(effect, silent);
break;
}
}
}
public StatusEffect CopyEffect(StatusEffect effect)
{
var newEffect = new StatusEffect(this.owner, effect);
newEffect.SetOwner(this.owner);
return AddStatusEffect(newEffect) ? newEffect : null;
}
public bool RemoveStatusEffectsByFlags(uint flags, bool silent = false)
{
// build list of effects to remove
var removeEffects = new List<StatusEffect>();
foreach (var effect in effects.Values)
if ((effect.GetFlags() & flags) != 0)
removeEffects.Add(effect);
// remove effects from main list
foreach (var effect in removeEffects)
RemoveStatusEffect(effect, silent);
// removed an effect with one of these flags
return removeEffects.Count > 0;
}
public StatusEffect GetStatusEffectById(uint id, byte tier = 0xFF)
{
StatusEffect effect;
if (effects.TryGetValue(id, out effect) && effect.GetEffectId() == id && (tier != 0xFF ? effect.GetTier() == tier : true))
return effect;
return null;
}
public List<StatusEffect> GetStatusEffectsByFlag(uint flag)
{
var list = new List<StatusEffect>();
foreach (var effect in effects.Values)
{
if ((effect.GetFlags() & flag) > 0)
{
list.Add(effect);
}
}
return list;
}
public bool HasStatusEffectsByFlag(uint flag)
{
foreach (var effect in effects.Values)
{
if ((effect.GetFlags() & flag) > 0)
return true;
}
return false;
}
public IEnumerable<StatusEffect> GetStatusEffects()
{
return effects.Values;
}
}
}