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Merged in takhlaq/ffxiv-classic-server (pull request #61)
Combat changes and fixes. Approved-by: Filip Maj <filipmaj@gmail.com>
This commit is contained in:
@@ -139,6 +139,8 @@ namespace FFXIVClassic_Map_Server.Actors
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private List<Director> ownedDirectors = new List<Director>();
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private Director loginInitDirector = null;
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List<ushort> hotbarSlotsToUpdate = new List<ushort>();
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public PlayerWork playerWork = new PlayerWork();
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public Session playerSession;
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@@ -759,10 +761,11 @@ namespace FFXIVClassic_Map_Server.Actors
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this.positionZ = destinationZ;
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this.rotation = destinationRot;
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this.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnZoning);
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//Save Player
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Database.SavePlayerPlayTime(this);
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Database.SavePlayerPosition(this);
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this.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnZoning, true);
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Database.SavePlayerStatusEffects(this);
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}
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@@ -1018,6 +1021,12 @@ namespace FFXIVClassic_Map_Server.Actors
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//Check if bonus point available... set
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//Remove buffs that fall off when changing class
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CommandResultContainer resultContainer = new CommandResultContainer();
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statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnClassChange, resultContainer);
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resultContainer.CombineLists();
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DoBattleAction(0, 0x7c000062, resultContainer.GetList());
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//Set rested EXP
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charaWork.parameterSave.state_mainSkill[0] = classId;
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charaWork.parameterSave.state_mainSkillLevel = charaWork.battleSave.skillLevel[classId-1];
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@@ -1956,7 +1965,14 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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QueuePackets(propPacketUtil.Done());
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}
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if ((updateFlags & ActorUpdateFlags.Hotbar) != 0)
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{
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UpdateHotbar(hotbarSlotsToUpdate);
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hotbarSlotsToUpdate.Clear();
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updateFlags ^= ActorUpdateFlags.Hotbar;
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}
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@@ -1972,12 +1988,11 @@ namespace FFXIVClassic_Map_Server.Actors
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//Update commands and recast timers for the entire hotbar
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public void UpdateHotbar()
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{
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List<ushort> slotsToUpdate = new List<ushort>();
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for (ushort i = charaWork.commandBorder; i < charaWork.commandBorder + 30; i++)
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{
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slotsToUpdate.Add(i);
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hotbarSlotsToUpdate.Add(i);
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}
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UpdateHotbar(slotsToUpdate);
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updateFlags |= ActorUpdateFlags.Hotbar;
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}
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//Updates the hotbar and recast timers for only certain hotbar slots
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@@ -2049,7 +2064,6 @@ namespace FFXIVClassic_Map_Server.Actors
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ushort lowHotbarSlot = (ushort)(hotbarSlot - charaWork.commandBorder);
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ushort maxRecastTime = (ushort)(ability != null ? ability.maxRecastTimeSeconds : 5);
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uint recastEnd = Utils.UnixTimeStampUTC() + maxRecastTime;
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List<ushort> slotsToUpdate = new List<ushort>();
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Database.EquipAbility(this, classId, (ushort) (hotbarSlot - charaWork.commandBorder), commandId, recastEnd);
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//If the class we're equipping for is the current class (need to find out if state_mainSkill is supposed to change when you're a job)
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@@ -2061,8 +2075,8 @@ namespace FFXIVClassic_Map_Server.Actors
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charaWork.parameterTemp.maxCommandRecastTime[lowHotbarSlot] = maxRecastTime;
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charaWork.parameterSave.commandSlot_recastTime[lowHotbarSlot] = recastEnd;
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slotsToUpdate.Add(hotbarSlot);
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UpdateHotbar(slotsToUpdate);
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hotbarSlotsToUpdate.Add(hotbarSlot);
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updateFlags |= ActorUpdateFlags.Hotbar;
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}
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@@ -2098,25 +2112,23 @@ namespace FFXIVClassic_Map_Server.Actors
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Database.EquipAbility(this, GetCurrentClassOrJob(), (ushort)(lowHotbarSlot2), 0xA0F00000 ^ charaWork.command[hotbarSlot2], charaWork.parameterSave.commandSlot_recastTime[lowHotbarSlot2]);
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//Update slots on client
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List<ushort> slotsToUpdate = new List<ushort>();
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slotsToUpdate.Add(hotbarSlot1);
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slotsToUpdate.Add(hotbarSlot2);
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UpdateHotbar(slotsToUpdate);
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hotbarSlotsToUpdate.Add(hotbarSlot1);
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hotbarSlotsToUpdate.Add(hotbarSlot2);
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updateFlags |= ActorUpdateFlags.Hotbar;
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}
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public void UnequipAbility(ushort hotbarSlot, bool printMessage = true)
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{
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List<ushort> slotsToUpdate = new List<ushort>();
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ushort trueHotbarSlot = (ushort)(hotbarSlot + charaWork.commandBorder - 1);
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ushort trueHotbarSlot = (ushort)(hotbarSlot + charaWork.commandBorder);
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uint commandId = charaWork.command[trueHotbarSlot];
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Database.UnequipAbility(this, (ushort)(trueHotbarSlot - charaWork.commandBorder));
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Database.UnequipAbility(this, hotbarSlot);
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charaWork.command[trueHotbarSlot] = 0;
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slotsToUpdate.Add(trueHotbarSlot);
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hotbarSlotsToUpdate.Add(trueHotbarSlot);
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if(printMessage)
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if (printMessage && commandId != 0)
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SendGameMessage(Server.GetWorldManager().GetActor(), 30604, 0x20, 0, 0xA0F00000 ^ commandId);
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UpdateHotbar(slotsToUpdate);
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updateFlags |= ActorUpdateFlags.Hotbar;
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}
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//Finds the first hotbar slot with a given commandId.
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@@ -2290,110 +2302,75 @@ namespace FFXIVClassic_Map_Server.Actors
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return true;
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}
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public override bool CanCast(Character target, BattleCommand spell)
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//Do we need separate functions? they check the same things
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public override bool CanUse(Character target, BattleCommand skill, CommandResult error = null)
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{
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//Might want to do these with a CommandResult instead to be consistent with the rest of command stuff
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if (GetHotbarTimer(spell.id) > Utils.UnixTimeStampUTC())
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{
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// todo: this needs confirming
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// Please wait a moment and try again.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20, (uint)spell.id);
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return false;
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}
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if (target == null)
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{
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// Target does not exist.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32511, 0x20, (uint)spell.id);
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return false;
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}
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if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) > spell.range)
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{
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// The target is too far away.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20, (uint)spell.id);
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return false;
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}
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if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) < spell.minRange)
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{
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// The target is too close.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32538, 0x20, (uint)spell.id);
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return false;
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}
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if (target.positionY - positionY > (spell.rangeHeight / 2))
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{
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// The target is too far above you.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32540, 0x20, (uint)spell.id);
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return false;
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}
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if (positionY - target.positionY > (spell.rangeHeight / 2))
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{
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// The target is too far below you.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32541, 0x20, (uint)spell.id);
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return false;
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}
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if (!IsValidTarget(target, spell.mainTarget) || !spell.IsValidMainTarget(this, target))
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if (!skill.IsValidMainTarget(this, target, error) || !IsValidTarget(target, skill.mainTarget))
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{
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// error packet is set in IsValidTarget
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return false;
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}
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return true;
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}
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public override bool CanWeaponSkill(Character target, BattleCommand skill)
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{
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// todo: see worldmaster ids 32558~32557 for proper ko message and stuff
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//Might want to do these with a BattleAction instead to be consistent with the rest of command stuff
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if (GetHotbarTimer(skill.id) > Utils.UnixTimeStampUTC())
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{
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// todo: this needs confirming
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// Please wait a moment and try again.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20, (uint)skill.id);
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error?.SetTextId(32535);
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return false;
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}
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if (target == null)
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if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) > skill.range)
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{
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// Target does not exist.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32511, 0x20, (uint)skill.id);
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// The target is too far away.
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error?.SetTextId(32539);
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return false;
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}
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if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) < skill.minRange)
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{
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// The target is too close.
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error?.SetTextId(32538);
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return false;
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}
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//Original game checked height difference before horizontal distance
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if (target.positionY - positionY > (skill.rangeHeight / 2))
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{
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// The target is too far above you.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32540, 0x20, (uint)skill.id);
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error?.SetTextId(32540);
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return false;
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}
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if (positionY - target.positionY > (skill.rangeHeight / 2))
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{
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// The target is too far below you.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32541, 0x20, (uint)skill.id);
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error?.SetTextId(32541);
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return false;
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}
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var targetDist = Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ);
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if (targetDist > skill.range)
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if (skill.CalculateMpCost(this) > GetMP())
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{
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// The target is out of range.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32537, 0x20, (uint)skill.id);
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// You do not have enough MP.
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error?.SetTextId(32545);
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return false;
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}
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if (targetDist < skill.minRange)
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if (skill.CalculateTpCost(this) > GetTP())
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{
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// The target is too close.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32538, 0x20, (uint)skill.id);
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// You do not have enough TP.
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error?.SetTextId(32546);
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return false;
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}
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if (!IsValidTarget(target, skill.validTarget) || !skill.IsValidMainTarget(this, target))
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//Proc requirement
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if (skill.procRequirement != BattleCommandProcRequirement.None && !charaWork.battleTemp.timingCommandFlag[(int)skill.procRequirement - 1])
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{
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// error packet is set in IsValidTarget
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//Conditions for use are not met
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error?.SetTextId(32556);
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return false;
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}
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return true;
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}
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@@ -2598,7 +2575,7 @@ namespace FFXIVClassic_Map_Server.Actors
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StatusEffect comboEffect = new StatusEffect(this, Server.GetWorldManager().GetStatusEffect((uint) StatusEffectId.Combo));
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comboEffect.SetDuration(13);
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comboEffect.SetOverwritable(1);
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statusEffects.AddStatusEffect(comboEffect, this, true);
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statusEffects.AddStatusEffect(comboEffect, this);
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playerWork.comboCostBonusRate = 1;
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}
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//Otherwise we're ending a combo, remove the status
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@@ -2634,10 +2611,10 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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var hasShield = equip.GetItemAtSlot(SLOT_OFFHAND) != null ? 1 : 0;
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SetMod((uint)Modifier.HasShield, hasShield);
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SetMod((uint)Modifier.CanBlock, hasShield);
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SetMod((uint)Modifier.AttackType, damageAttribute);
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SetMod((uint)Modifier.AttackDelay, attackDelay);
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SetMod((uint)Modifier.Delay, attackDelay);
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SetMod((uint)Modifier.HitCount, hitCount);
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//These stats all correlate in a 3:2 fashion
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@@ -2647,13 +2624,13 @@ namespace FFXIVClassic_Map_Server.Actors
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AddMod((uint)Modifier.Defense, (long)(GetMod(Modifier.Vitality) * 0.667));
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//These stats correlate in a 4:1 fashion. (Unsure if MND is accurate but it would make sense for it to be)
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AddMod((uint)Modifier.MagicAttack, (long)((float)GetMod(Modifier.Intelligence) * 0.25));
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AddMod((uint)Modifier.AttackMagicPotency, (long)((float)GetMod(Modifier.Intelligence) * 0.25));
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AddMod((uint)Modifier.MagicAccuracy, (long)((float)GetMod(Modifier.Mind) * 0.25));
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AddMod((uint)Modifier.MagicHeal, (long)((float)GetMod(Modifier.Mind) * 0.25));
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AddMod((uint)Modifier.HealingMagicPotency, (long)((float)GetMod(Modifier.Mind) * 0.25));
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AddMod((uint)Modifier.MagicEvasion, (long)((float)GetMod(Modifier.Piety) * 0.25));
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AddMod((uint)Modifier.MagicEnfeeblingPotency, (long)((float)GetMod(Modifier.Piety) * 0.25));
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AddMod((uint)Modifier.EnfeeblingMagicPotency, (long)((float)GetMod(Modifier.Piety) * 0.25));
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//VIT correlates to HP in a 1:1 fashion
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AddMod((uint)Modifier.Hp, (long)((float)Modifier.Vitality));
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