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; 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); if (skill != null && returnCode == 0) { // todo: Azia can fix, check the recast time and send error if (!skill.IsValidTarget(owner, target)) { // todo: error message interrupt = true; } else if ((skill.tpCost = (ushort)Math.Ceiling((8000 + (owner.charaWork.parameterSave.state_mainSkillLevel - 70) * 500) * (skill.tpCost * 0.001))) > owner.GetTP()) { // todo: error message interrupt = true; } else if (skill.level > owner.charaWork.parameterSave.state_mainSkillLevel) { // todo: error message } else if (false /*skill.requirements & */) { // todo: error message } else { OnStart(); } } else { if (owner is Player) ((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), (ushort)(returnCode == -1 ? 32539 : returnCode), 0x20); 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, 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; List packets = new List(); foreach (var chara in skill.targetFind.GetTargets()) { // todo: calculate shit, do shit bool landed = true; var amount = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillFinish", owner, target, skill); foreach (var player in owner.zone.GetActorsAroundActor(owner, 50)) { player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, chara.actorId, skill.battleAnimation, skill.effectAnimation, skill.worldMasterTextId, skill.id, (ushort)skill.param, 1)); } if (chara is BattleNpc) { ((BattleNpc)chara).hateContainer.UpdateHate(owner, amount); } } } 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() { if (target == null) { return false; } // todo: shouldnt need to check if owner is dead since all states would be cleared if (owner.aiContainer.IsDead() || target.aiContainer.IsDead()) { return false; } else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true)) { return false; } else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > skill.range) { if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER) { ((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20); } return false; } return true; } } }