Merged in skeletonhorn/ffxiv-classic-server (pull request #62)

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This commit is contained in:
yogurt 2019-06-09 05:19:35 +00:00 committed by Filip Maj
commit dbdff59e0f
3 changed files with 46 additions and 41 deletions

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@ -1247,7 +1247,7 @@ namespace FFXIVClassic_Map_Server
}
public static void EquipAbility(Player player, byte classId, ushort hotbarSlot, uint commandId, uint recastTime)
{
commandId ^= 0xA0F00000;
commandId &= 0xFFFF;
if (commandId > 0)
{
using (MySqlConnection conn = new MySqlConnection(
@ -2374,7 +2374,7 @@ namespace FFXIVClassic_Map_Server
}
}
public static void LoadGlobalBattleCommandList(Dictionary<ushort, BattleCommand> battleCommandDict, Dictionary<Tuple<byte, short>, List<uint>> battleCommandIdByLevel)
public static void LoadGlobalBattleCommandList(Dictionary<ushort, BattleCommand> battleCommandDict, Dictionary<Tuple<byte, short>, List<ushort>> battleCommandIdByLevel)
{
using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
{
@ -2469,7 +2469,7 @@ namespace FFXIVClassic_Map_Server
}
else
{
List<uint> list = new List<uint>() { id };
List<ushort> list = new List<ushort>() { id };
battleCommandIdByLevel.Add(tuple, list);
}
count++;

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@ -33,7 +33,7 @@ namespace FFXIVClassic_Map_Server
private Dictionary<ulong, Party> currentPlayerParties = new Dictionary<ulong, Party>(); //GroupId, Party object
private Dictionary<uint, StatusEffect> statusEffectList = new Dictionary<uint, StatusEffect>();
private Dictionary<ushort, BattleCommand> battleCommandList = new Dictionary<ushort, BattleCommand>();
private Dictionary<Tuple<byte, short>, List<uint>> battleCommandIdByLevel = new Dictionary<Tuple<byte, short>, List<uint>>();//Holds battle command ids keyed by class id and level (in that order)
private Dictionary<Tuple<byte, short>, List<ushort>> battleCommandIdByLevel = new Dictionary<Tuple<byte, short>, List<ushort>>();//Holds battle command ids keyed by class id and level (in that order)
private Dictionary<ushort, BattleTrait> battleTraitList = new Dictionary<ushort, BattleTrait>();
private Dictionary<byte, List<ushort>> battleTraitIdsForClass = new Dictionary<byte, List<ushort>>();
private Dictionary<uint, ModifierList> battleNpcGenusMods = new Dictionary<uint, ModifierList>();
@ -1967,10 +1967,10 @@ namespace FFXIVClassic_Map_Server
return battleCommandList.TryGetValue((ushort)id, out battleCommand) ? battleCommand.Clone() : null;
}
public List<uint> GetBattleCommandIdByLevel(byte classId, short level)
public List<ushort> GetBattleCommandIdByLevel(byte classId, short level)
{
List<uint> ids;
return battleCommandIdByLevel.TryGetValue(Tuple.Create(classId, level), out ids) ? ids : new List<uint>();
List<ushort> ids;
return battleCommandIdByLevel.TryGetValue(Tuple.Create(classId, level), out ids) ? ids : new List<ushort>();
}
public BattleTrait GetBattleTrait(ushort id)

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@ -991,11 +991,7 @@ namespace FFXIVClassic_Map_Server.Actors
}
public void PrepareClassChange(byte classId)
{
//If new class, init abilties and level
if (charaWork.battleSave.skillLevel[classId - 1] <= 0)
UpdateClassLevel(classId, 1);
{
SendCharaExpInfo();
}
@ -1037,6 +1033,13 @@ namespace FFXIVClassic_Map_Server.Actors
charaWork.commandCategory[i] = 0;
}
//If new class, init abilties and level
if (charaWork.battleSave.skillLevel[classId - 1] <= 0)
{
UpdateClassLevel(classId, 1);
EquipAbilitiesAtLevel(classId, 1);
}
ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("charaWork/stateForAll", this);
propertyBuilder.AddProperty("charaWork.parameterSave.state_mainSkill[0]");
@ -1071,7 +1074,7 @@ namespace FFXIVClassic_Map_Server.Actors
{
Database.PlayerCharacterUpdateClassLevel(this, classId, level);
charaWork.battleSave.skillLevel[classId - 1] = level;
ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("charaWork/exp", this);
ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("charaWork/stateForAll", this);
propertyBuilder.AddProperty(String.Format("charaWork.battleSave.skillLevel[{0}]", classId-1));
List<SubPacket> packets = propertyBuilder.Done();
QueuePackets(packets);
@ -2060,7 +2063,7 @@ namespace FFXIVClassic_Map_Server.Actors
public void EquipAbility(byte classId, uint commandId, ushort hotbarSlot, bool printMessage = true)
{
var ability = Server.GetWorldManager().GetBattleCommand(commandId);
uint trueCommandId = 0xA0F00000 + commandId;
uint trueCommandId = 0xA0F00000 | commandId;
ushort lowHotbarSlot = (ushort)(hotbarSlot - charaWork.commandBorder);
ushort maxRecastTime = (ushort)(ability != null ? ability.maxRecastTimeSeconds : 5);
uint recastEnd = Utils.UnixTimeStampUTC() + maxRecastTime;
@ -2441,7 +2444,7 @@ namespace FFXIVClassic_Map_Server.Actors
while (exp >= diff && GetLevel() < charaWork.battleSave.skillLevelCap[classId])
{
//Level up
LevelUp(classId);
LevelUp(classId, actionList);
leveled = true;
//Reduce exp based on how much exp is needed to level
exp -= diff;
@ -2453,14 +2456,10 @@ namespace FFXIVClassic_Map_Server.Actors
//Set exp to current class to 0 so that exp is added correctly
charaWork.battleSave.skillPoint[classId - 1] = 0;
//send new level
ActorPropertyPacketUtil expPropertyPacket2 = new ActorPropertyPacketUtil("charaWork/exp", this);
ActorPropertyPacketUtil expPropertyPacket3 = new ActorPropertyPacketUtil("charaWork/stateForAll", this);
expPropertyPacket2.AddProperty(String.Format("charaWork.battleSave.skillLevel[{0}]", classId - 1));
expPropertyPacket2.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
QueuePackets(expPropertyPacket2.Done());
QueuePackets(expPropertyPacket3.Done());
//play levelup animation (do this outside LevelUp so that it only plays once if multiple levels are earned
//also i dunno how to do this
ActorPropertyPacketUtil levelPropertyPacket = new ActorPropertyPacketUtil("charaWork/stateForAll", this);
levelPropertyPacket.AddProperty(String.Format("charaWork.battleSave.skillLevel[{0}]", classId - 1));
levelPropertyPacket.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
QueuePackets(levelPropertyPacket.Done());
Database.SetLevel(this, classId, GetLevel());
Database.SavePlayerCurrentClass(this);
@ -2477,6 +2476,27 @@ namespace FFXIVClassic_Map_Server.Actors
return actionList;
}
//Equips any abilities for the given classId at the given level. If actionList is not null, adds a "You learn Command" message
private void EquipAbilitiesAtLevel(byte classId, short level, List<CommandResult> actionList = null)
{
//If there's any abilites that unlocks at this level, equip them.
List<ushort> commandIds = Server.GetWorldManager().GetBattleCommandIdByLevel(classId, GetLevel());
foreach (ushort commandId in commandIds)
{
EquipAbilityInFirstOpenSlot(classId, commandId, false);
byte jobId = ConvertClassIdToJobId(classId);
if (jobId != classId)
EquipAbilityInFirstOpenSlot(jobId, commandId, false);
//33926: You learn [command].
if (actionList != null)
{
if (classId == GetCurrentClassOrJob() || jobId == GetCurrentClassOrJob())
actionList.Add(new CommandResult(actorId, 33926, 0, commandId));
}
}
}
//Increaess level of current class and equips new abilities earned at that level
public void LevelUp(byte classId, List<CommandResult> actionList = null)
{
@ -2486,26 +2506,11 @@ namespace FFXIVClassic_Map_Server.Actors
charaWork.battleSave.skillLevel[classId - 1]++;
charaWork.parameterSave.state_mainSkillLevel++;
//33909: You gain level [level]
//33909: You attain level [level].
if (actionList != null)
actionList.Add(new CommandResult(actorId, 33909, 0, (ushort) charaWork.battleSave.skillLevel[classId - 1]));
actionList.Add(new CommandResult(actorId, 33909, 0, (ushort)charaWork.battleSave.skillLevel[classId - 1]));
//If there's any abilites that unlocks at this level, equip them.
List<uint> commandIds = Server.GetWorldManager().GetBattleCommandIdByLevel(classId, GetLevel());
foreach(uint commandId in commandIds)
{
EquipAbilityInFirstOpenSlot(classId, commandId, false);
byte jobId = ConvertClassIdToJobId(classId);
if (jobId != classId)
EquipAbilityInFirstOpenSlot(jobId, commandId, false);
//33926: You learn [command].
if (actionList != null)
{
if(classId == GetCurrentClassOrJob() || jobId == GetCurrentClassOrJob())
actionList.Add(new CommandResult(actorId, 33926, commandId));
}
}
EquipAbilitiesAtLevel(classId, GetLevel(), actionList);
}
}