mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
added pool/spawn/genus mod loading
- moved ai helper classes to own folder
This commit is contained in:
@@ -115,6 +115,7 @@ namespace FFXIVClassic_Map_Server.Actors
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// todo: base this on equip and shit
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SetMod((uint)Modifier.AttackRange, 3);
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SetMod((uint)Modifier.AttackDelay, (Program.Random.Next(30, 60) * 100));
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SetMod((uint)Modifier.Speed, (uint)moveSpeeds[2]);
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spawnX = positionX;
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spawnY = positionY;
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@@ -315,12 +316,10 @@ namespace FFXIVClassic_Map_Server.Actors
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packets.Add(BattleActionX00Packet.BuildPacket(actorId, 0x72000062, 0));
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packets.Add(BattleActionX01Packet.BuildPacket(actorId, 0x7C000062, 21001, new BattleAction(actorId, 0, 1)));
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// this is silly, but looks like state change goes full retard unless theyre sent in order
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updateFlags &= ~ActorUpdateFlags.State;
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//DoBattleAction(21001, 0x7C000062, new BattleAction(this.actorId, 0, 1, 0, 0, 1)); //Attack Mode
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}
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// todo: should probably add another flag for battleTemp since all this uses reflection
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if ((updateFlags & ActorUpdateFlags.HpTpMp) != 0)
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{
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var propPacketUtil = new ActorPropertyPacketUtil("charaWork.parameterSave", this);
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@@ -497,6 +496,21 @@ namespace FFXIVClassic_Map_Server.Actors
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return (byte)((charaWork.parameterSave.hp[0] / charaWork.parameterSave.hpMax[0]) * 100);
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}
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public void SetHP(uint hp)
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{
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charaWork.parameterSave.hp[0] = (short)hp;
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if (hp > charaWork.parameterSave.hpMax[0])
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SetMaxHP(hp);
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updateFlags |= ActorUpdateFlags.HpTpMp;
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}
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public void SetMaxHP(uint hp)
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{
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charaWork.parameterSave.hpMax[0] = (short)hp;
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updateFlags |= ActorUpdateFlags.HpTpMp;
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}
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// todo: the following functions are virtuals since we want to check hidden item bonuses etc on player for certain conditions
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public virtual void AddHP(int hp)
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{
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@@ -516,6 +530,16 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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}
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public short GetJob()
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{
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return charaWork.parameterSave.state_mainSkill[0];
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}
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public short GetLevel()
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{
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return charaWork.parameterSave.state_mainSkillLevel;
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}
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public void AddMP(int mp)
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{
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charaWork.parameterSave.mp = (short)(charaWork.parameterSave.mp + mp).Clamp(ushort.MinValue, charaWork.parameterSave.mpMax);
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@@ -527,8 +551,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void AddTP(int tp)
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{
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tpBase = (ushort)((tpBase + tp).Clamp(0, 3000));
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charaWork.parameterTemp.tp = (short)((charaWork.parameterTemp.tp + tp).Clamp(0, 3000));
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updateFlags |= ActorUpdateFlags.HpTpMp;
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}
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@@ -550,9 +573,9 @@ namespace FFXIVClassic_Map_Server.Actors
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public void CalculateBaseStats()
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{
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// todo: apply mods and shit here, get race/level/job and shit
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// baseStats.generalParameter[ASIDHOASID] =
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}
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// todo: should this include stats too?
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public void RecalculateStats()
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{
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if (GetMod((uint)Modifier.Hp) != 0)
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@@ -576,7 +599,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public virtual float GetSpeed()
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{
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// todo: for battlenpc/player calculate speed
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return moveSpeeds[2] + GetMod((uint)Modifier.Speed);
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return GetMod((uint)Modifier.Speed);
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}
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public virtual void OnAttack(State state, BattleAction action, ref BattleAction error)
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58
FFXIVClassic Map Server/actors/chara/ModifierList.cs
Normal file
58
FFXIVClassic Map Server/actors/chara/ModifierList.cs
Normal file
@@ -0,0 +1,58 @@
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using System;
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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_Map_Server.actors.chara.npc;
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namespace FFXIVClassic_Map_Server.actors.chara
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{
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class ModifierListEntry
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{
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public uint id;
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public Int64 value;
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public ModifierListEntry(uint id, Int64 value)
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{
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this.id = id;
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this.value = value;
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}
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}
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class ModifierList
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{
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public Dictionary<uint, ModifierListEntry> modList;
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public Dictionary<uint, ModifierListEntry> mobModList;
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public ModifierList(uint id)
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{
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modList = new Dictionary<uint, ModifierListEntry>();
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mobModList = new Dictionary<uint, ModifierListEntry>();
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}
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public void AddModifier(uint id, Int64 val, bool isMobMod)
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{
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var list = isMobMod ? mobModList : modList;
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list.Add(id, new ModifierListEntry(id, val));
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}
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public void SetModifier(uint id, Int64 val, bool isMobMod)
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{
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var list = isMobMod ? mobModList : modList;
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if (list.ContainsKey(id))
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list[id].value = val;
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else
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list.Add(id, new ModifierListEntry(id, val));
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}
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public Int64 GetModifier(uint id, bool isMobMod)
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{
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ModifierListEntry retVal;
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var list = isMobMod ? mobModList : modList;
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if (!list.TryGetValue(id, out retVal))
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return 0;
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return retVal.value;
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}
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}
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}
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@@ -134,7 +134,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public bool CanFollowPath()
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{
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return pathFind != null && (GetCurrentState() != null || GetCurrentState().CanChangeState());
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return pathFind != null && (GetCurrentState() == null || GetCurrentState().CanChangeState());
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}
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public bool CanChangeState()
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@@ -278,6 +278,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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if (controller != null)
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controller.UseItem(target, slot, itemId);
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}
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public void InternalChangeTarget(Character target)
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{
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// targets are changed in the controller
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@@ -8,6 +8,8 @@ using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.actors.area;
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using FFXIVClassic_Map_Server.utils;
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using FFXIVClassic_Map_Server.actors.chara.ai.state;
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using FFXIVClassic_Map_Server.actors.chara.npc;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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{
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@@ -132,10 +134,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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Engage(owner.hateContainer.GetMostHatedTarget());
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return;
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}
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//else if (owner.currentLockedTarget != 0)
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//{
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// ChangeTarget(Server.GetWorldManager().GetActorInWorld(owner.currentLockedTarget).GetAsCharacter());
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//}
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if (tick >= waitTime)
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{
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@@ -155,7 +153,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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waitTime = tick.AddSeconds(10);
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owner.OnRoam(tick);
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if (!owner.aiContainer.pathFind.IsFollowingPath())
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if (!owner.aiContainer.pathFind.IsFollowingPath() && CanMoveForward(0.0f))
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{
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// will move on next tick
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owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None);
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@@ -166,22 +164,25 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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if (tick >= neutralTime)
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{
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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if (!owner.neutral && owner.IsAlive())
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{
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if (!owner.isMovingToSpawn && owner.aiContainer.pathFind.AtPoint() && owner.detectionType != DetectionType.None)
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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{
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uint levelDifference = (uint)Math.Abs(owner.charaWork.parameterSave.state_mainSkillLevel - player.charaWork.parameterSave.state_mainSkillLevel);
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if (levelDifference <= 10 || (owner.detectionType & DetectionType.IgnoreLevelDifference) != 0 && CanAggroTarget(player))
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if (!owner.isMovingToSpawn && owner.aiContainer.pathFind.AtPoint() && owner.detectionType != DetectionType.None)
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{
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owner.hateContainer.AddBaseHate(player);
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break;
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uint levelDifference = (uint)Math.Abs(owner.charaWork.parameterSave.state_mainSkillLevel - player.charaWork.parameterSave.state_mainSkillLevel);
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if (levelDifference <= 10 || (owner.detectionType & DetectionType.IgnoreLevelDifference) != 0 && CanAggroTarget(player))
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{
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owner.hateContainer.AddBaseHate(player);
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break;
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}
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}
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}
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}
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}
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if (owner.aiContainer.pathFind.IsFollowingPath())
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if (owner.aiContainer.pathFind.IsFollowingPath() && owner.aiContainer.CanFollowPath())
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{
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owner.aiContainer.pathFind.FollowPath();
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}
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@@ -328,6 +329,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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bool hasInvisible = false;
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bool isFacing = owner.IsFacing(target);
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// use the mobmod sight range before defaulting to 20 yalms
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if (detectSight && !hasInvisible && isFacing && distance < owner.GetMobMod((uint)MobModifier.SightRange))
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return CanSeePoint(target.positionX, target.positionY, target.positionZ);
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// todo: check line of sight and aggroTypes
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if (distance > 20)
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{
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@@ -341,10 +346,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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}
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if ((owner.detectionType & DetectionType.LowHp) != 0 && target.GetHPP() < 75)
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if ((owner.detectionType & DetectionType.Sound) != 0 && !hasSneak && distance < owner.GetMobMod((uint)MobModifier.SoundRange))
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return CanSeePoint(target.positionX, target.positionY, target.positionZ);
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if (detectSight && !hasInvisible && isFacing)
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if ((owner.detectionType & DetectionType.Magic) != 0 && target.aiContainer.IsCurrentState<MagicState>())
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return CanSeePoint(target.positionX, target.positionY, target.positionZ);
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if ((owner.detectionType & DetectionType.LowHp) != 0 && target.GetHPP() < 75)
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return CanSeePoint(target.positionX, target.positionY, target.positionZ);
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return false;
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@@ -73,18 +73,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public override void OnInterrupt()
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{
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// todo: send paralyzed/sleep message etc.
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if (errorResult != null)
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{
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owner.zone.BroadcastPacketAroundActor(owner, BattleActionX01Packet.BuildPacket(errorResult.targetId, errorResult.animation, 0x765D, errorResult));
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errorResult = null;
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}
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}
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public override void OnComplete()
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{
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// todo: possible underflow
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BattleAction action = new BattleAction(target.actorId, 0x765D, (uint) HitEffect.Hit, 0, (byte) HitDirection.None);
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errorResult = null;
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//var packet = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, (uint)0x19001000, (uint)0x8000604, (ushort)0x765D, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, (byte)0x1);
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// HitDirection (auto attack shouldnt need this afaik)
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// todo: implement auto attack damage bonus in Character.OnAttack
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/*
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≪Auto-attack Damage Bonus≫
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@@ -98,30 +98,22 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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Thaumaturge Mind Piety
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* The above damage bonus also applies to “Shot” attacks by archers.
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*/
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// handle paralyze/intimidate/sleep/whatever in Character.OnAttack
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owner.OnAttack(this, action, ref errorResult);
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// handle paralyze/intimidate/sleep/whatever in character thing
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owner.DoBattleAction((ushort)BattleActionX01PacketCommand.Attack, action.animation, errorResult == null ? action : errorResult);
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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}
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public override void TryInterrupt()
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{
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
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{
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// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
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// todo: sometimes paralyze can let you attack, calculate proc rate
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
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uint statusId = 0;
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if (list.Count > 0)
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{
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// todo: actually check proc rate/random chance of whatever effect
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statusId = list[0].GetStatusId();
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}
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// todo: which is actually the swing packet
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, statusId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
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//errorPacket = null;
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interrupt = true;
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return;
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}
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@@ -147,7 +139,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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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.aiContainer.IsDead() || target.aiContainer.IsDead())
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if (owner.IsDead() || target.IsDead())
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{
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if (owner is BattleNpc)
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((BattleNpc)owner).hateContainer.ClearHate(target);
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@@ -0,0 +1,42 @@
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using System;
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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_Map_Server.Actors;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class InactiveState : State
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{
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private DateTime endTime;
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private uint durationMs;
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public InactiveState(Character owner, uint durationMs, bool canChangeState) :
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base(owner, null)
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{
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if (!canChangeState)
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owner.aiContainer.InterruptStates();
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this.durationMs = durationMs;
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endTime = DateTime.Now.AddMilliseconds(durationMs);
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}
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public override bool Update(DateTime tick)
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{
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if (durationMs == 0)
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{
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if (owner.IsDead())
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return true;
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if (!owner.statusEffects.HasStatusEffectsByFlag(StatusEffectFlags.PreventAction))
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return true;
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}
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if (durationMs != 0 && tick > endTime)
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{
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return true;
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}
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return false;
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}
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}
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}
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@@ -63,6 +63,12 @@ namespace FFXIVClassic_Map_Server.Actors
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public uint spellListId, skillListId, dropListId;
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public Dictionary<uint, BattleCommand> skillList = new Dictionary<uint, BattleCommand>();
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public Dictionary<uint, BattleCommand> spellList = new Dictionary<uint, BattleCommand>();
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public uint poolId, genusId;
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public ModifierList poolMods;
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public ModifierList genusMods;
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public ModifierList spawnMods;
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private Dictionary<MobModifier, Int64> mobModifiers = new Dictionary<MobModifier, Int64>();
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public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
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@@ -326,9 +332,6 @@ namespace FFXIVClassic_Map_Server.Actors
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public void OnRoam(DateTime tick)
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{
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// todo: move this to battlenpccontroller..
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bool foundActor = false;
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// leash back to spawn
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if (!IsCloseToSpawn())
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{
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@@ -345,7 +348,15 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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else
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{
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this.isMovingToSpawn = false;
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// recover hp
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if (GetHPP() < 100)
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{
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AddHP(GetMaxHP() / 10);
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}
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else
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{
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this.isMovingToSpawn = false;
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}
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lua.LuaEngine.CallLuaBattleFunction(this, "onRoam", this);
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}
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}
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@@ -368,7 +379,6 @@ namespace FFXIVClassic_Map_Server.Actors
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public override void OnCast(State state, BattleAction[] actions, ref BattleAction[] errors)
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{
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base.OnCast(state, actions, ref errors);
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}
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public override void OnAbility(State state, BattleAction[] actions, ref BattleAction[] errors)
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