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
This commit is contained in:
@@ -65,6 +65,16 @@ namespace FFXIVClassic_Map_Server.Actors
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CalculateBaseStats();
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}
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public uint GetAggroType()
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{
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return (uint)aggroType;
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}
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public void SetAggroType(uint aggroType)
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{
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this.aggroType = (AggroType)aggroType;
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}
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public override void Update(DateTime tick)
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{
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this.aiContainer.Update(tick);
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@@ -137,6 +147,7 @@ namespace FFXIVClassic_Map_Server.Actors
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this.isMovingToSpawn = false;
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this.ResetMoveSpeeds();
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this.hateContainer.ClearHate();
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this.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
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}
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@@ -145,11 +156,14 @@ namespace FFXIVClassic_Map_Server.Actors
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if (IsAlive())
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{
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aiContainer.InternalDie(tick, despawnTime);
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aiContainer.pathFind.Clear();
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this.ResetMoveSpeeds();
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this.positionX = oldPositionX;
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this.positionY = oldPositionY;
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this.positionZ = oldPositionZ;
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this.isAtSpawn = true;
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}
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else
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@@ -176,25 +190,13 @@ namespace FFXIVClassic_Map_Server.Actors
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else
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{
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if (target == null && !aiContainer.pathFind.IsFollowingPath())
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aiContainer.pathFind.PathInRange(spawnX, spawnY, spawnZ, 1.0f, 15.0f);
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aiContainer.pathFind.PathInRange(spawnX, spawnY, spawnZ, 1.5f, 15.0f);
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}
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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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// dont bother checking for any in-range players if going back to spawn
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if (!this.isMovingToSpawn && this.aiContainer.pathFind.AtPoint() && this.aggroType != AggroType.None)
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{
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foreach (var player in zone.GetActorsAroundActor<Player>(this, 50))
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{
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uint levelDifference = (uint)Math.Abs(this.charaWork.parameterSave.state_mainSkillLevel - player.charaWork.parameterSave.state_mainSkillLevel);
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if (levelDifference < 10 && ((BattleNpcController)aiContainer.GetController()).CanAggroTarget(player))
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hateContainer.AddBaseHate(player);
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}
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}
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}
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public bool IsCloseToSpawn()
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@@ -202,17 +204,9 @@ namespace FFXIVClassic_Map_Server.Actors
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return this.isAtSpawn = Utils.DistanceSquared(positionX, positionY, positionZ, spawnX, spawnY, spawnZ) <= 2500.0f;
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}
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public override void OnAttack(State state, BattleAction action)
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public override void OnAttack(State state, BattleAction action, ref SubPacket errorPacket)
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{
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// player melee animation
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uint battleAnimation = 0x19001000;
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// todo: get hitrate and shit, handle protect effect and whatever
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BattleUtils.TryAttack(this, state.GetTarget(), action);
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zone.BroadcastPacketAroundActor(this,
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BattleActionX01Packet.BuildPacket(actorId, actorId, target.actorId, (uint)battleAnimation,
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(uint)action.effectId, (ushort)action.worldMasterTextId, (ushort)BattleActionX01PacketCommand.Attack, (ushort)action.amount, (byte)action.param)
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);
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base.OnAttack(state, action, ref errorPacket);
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}
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}
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}
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