mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
renamed tables for consistency
- added magic.lua (todo: enumerate modifiers and stuff) - moved aggro handling to session position update - some cleanup
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@@ -88,14 +88,38 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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// todo: possible underflow
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BattleAction action = new BattleAction();
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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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errorPacket = 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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action.animation = 0x19001000;
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action.targetId = target.actorId;
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action.effectId = (uint)HitEffect.Hit;
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action.worldMasterTextId = 0x765D;
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action.param = 1; // todo: hit effect doesnt display without this?
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owner.OnAttack(this, action);
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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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action.param = (byte)HitDirection.None; // 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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Class Bonus 1 Bonus 2
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Pugilist Intelligence Strength
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Gladiator Mind Strength
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Marauder Vitality Strength
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Archer Dexterity Piety
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Lancer Piety Strength
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Conjurer Mind Piety
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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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owner.OnAttack(this, action, ref errorPacket);
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// handle paralyze/intimidate/sleep/whatever in character thing
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if (errorPacket == null)
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owner.zone.BroadcastPacketAroundActor(owner, BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, action.targetId, action.animation,
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0x8000000 | action.effectId, action.worldMasterTextId, (ushort)BattleActionX01PacketCommand.Attack, action.amount, action.param)
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);
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else
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owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
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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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@@ -104,14 +128,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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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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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
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uint effectId = 0;
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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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effectId = list[0].GetStatusEffectId();
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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, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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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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@@ -135,6 +159,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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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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{
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target = null;
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return false;
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}
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else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
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@@ -24,7 +24,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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this.startPos = owner.GetPosAsVector3();
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this.startTime = DateTime.Now;
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// todo: lookup spell from global table
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this.spell = Server.GetWorldManager().GetAbility(spellId);
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this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicPrepare", owner, target, spell);
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// todo: check recast
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@@ -125,20 +125,21 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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var action = new BattleAction();
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action.effectId = spell.effectAnimation;
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action.param = 1;
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action.param = (byte)HitDirection.None; // HitDirection (magic shouldnt need this afaik)
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action.unknown = 1;
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action.targetId = chara.actorId;
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action.worldMasterTextId = spell.worldMasterTextId;
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action.animation = spell.battleAnimation;
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action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
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actions[i++] = action;
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//packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, spell.battleAnimation, action.effectId, action.worldMasterTextId, spell.id, action.amount, action.param));
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}
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owner.zone.BroadcastPacketAroundActor(owner,
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spell.aoeType != TargetFindAOEType.None ? (BattleActionX10Packet.BuildPacket(owner.target.actorId, owner.actorId, spell.battleAnimation, spell.id, actions)) :
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spell.aoeType != TargetFindAOEType.None ? (BattleActionX10Packet.BuildPacket(owner.actorId, owner.actorId, actions[0].animation, spell.id, actions)) :
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BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, spell.battleAnimation, actions[0].effectId, actions[0].worldMasterTextId, spell.id, actions[0].amount, actions[0].param)
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);
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owner.zone.BroadcastPacketsAroundActor(owner, packets);
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//owner.zone.BroadcastPacketsAroundActor(owner, packets);
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}
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public override void TryInterrupt()
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@@ -21,7 +21,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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this.startTime = DateTime.Now;
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// todo: lookup skill from global table
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this.skill = Server.GetWorldManager().GetAbility(skillId);
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this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillPrepare", owner, target, skill);
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// todo: check recast
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@@ -109,10 +109,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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var action = new BattleAction();
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action.effectId = (uint)HitEffect.Hit;
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action.param = 1;
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action.param = 1; // HitDirection
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action.unknown = 1;
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action.targetId = chara.actorId;
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action.worldMasterTextId = skill.worldMasterTextId;
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action.animation = skill.battleAnimation;
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// evasion, miss, dodge, etc to be handled in script, calling helpers from scripts/weaponskills.lua
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action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillFinish", owner, target, skill, action);
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actions[i++] = action;
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@@ -121,7 +122,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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}
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owner.zone.BroadcastPacketAroundActor(owner,
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skill.aoeType != TargetFindAOEType.None ? (BattleActionX10Packet.BuildPacket(owner.target.actorId, owner.actorId, skill.battleAnimation, skill.id, actions)) :
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skill.aoeType != TargetFindAOEType.None ? (BattleActionX10Packet.BuildPacket(owner.target.actorId, owner.actorId, actions[0].animation, skill.id, actions)) :
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BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, skill.battleAnimation, actions[0].effectId, actions[0].worldMasterTextId, skill.id, actions[0].amount, actions[0].param)
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);
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}
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