using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using FFXIVClassic.Common; using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.packets.send.actor; using FFXIVClassic_Map_Server.packets.send.actor.battle; using FFXIVClassic_Map_Server.packets.send; namespace FFXIVClassic_Map_Server.actors.chara.ai.state { class WeaponSkillState : State { private Ability skill; public WeaponSkillState(Character owner, Character target, ushort skillId) : base(owner, target) { this.startTime = DateTime.Now; // todo: lookup skill from global table this.skill = Server.GetWorldManager().GetAbility(skillId); var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillPrepare", owner, target, skill); // todo: check recast if (owner.CanWeaponSkill(target, skill, ref errorPacket)) { // todo: Azia can fix, check the recast time and send error OnStart(); } else if (interrupt || errorPacket != null) { if (owner is Player && errorPacket != null) ((Player)owner).QueuePacket(errorPacket); errorPacket = null; interrupt = true; } } public override void OnStart() { var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillStart", owner, target, skill); if (returnCode != 0) { interrupt = true; errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)(returnCode == -1 ? 32558 : returnCode), skill.id, 0, 1); } else { // todo: check within attack range owner.LookAt(target); } } public override bool Update(DateTime tick) { if (skill != null) { TryInterrupt(); if (interrupt) { OnInterrupt(); return true; } // todo: check weapon delay/haste etc and use that var actualCastTime = skill.castTimeSeconds; if ((tick - startTime).TotalSeconds >= skill.castTimeSeconds) { OnComplete(); return true; } return false; } return true; } public override void OnInterrupt() { // todo: send paralyzed/sleep message etc. if (errorPacket != null) { owner.zone.BroadcastPacketAroundActor(owner, errorPacket); } } public override void OnComplete() { skill.targetFind.FindWithinArea(target, skill.validTarget); isCompleted = true; var targets = skill.targetFind.GetTargets(); BattleAction[] actions = new BattleAction[targets.Count]; List packets = new List(); var i = 0; foreach (var chara in targets) { var action = new BattleAction(); action.effectId = 0; action.param = 1; action.unknown = 1; action.targetId = chara.actorId; action.worldMasterTextId = skill.worldMasterTextId; action.amount = (ushort)lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "skills", "onSkillFinish", owner, target, skill, action); actions[i++] = action; //packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, skill.battleAnimation, action.effectId, action.worldMasterTextId, skill.id, action.amount, action.param)); } packets.Add(BattleActionX10Packet.BuildPacket(owner.target.actorId, owner.actorId, skill.battleAnimation, skill.id, actions)); owner.zone.BroadcastPacketsAroundActor(owner, packets); } public override void TryInterrupt() { if (interrupt) return; if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction)) { // todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction); uint effectId = 0; if (list.Count > 0) { // todo: actually check proc rate/random chance of whatever effect effectId = list[0].GetStatusEffectId(); } // todo: which is actually the swing packet //this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0); //owner.zone.BroadcastPacketAroundActor(owner, errorPacket); //errorPacket = null; interrupt = true; return; } interrupt = !CanUse(); } private bool CanUse() { return owner.CanWeaponSkill(target, skill, ref errorPacket); } } }