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 MagicState : State { private Ability spell; public MagicState(Character owner, Character target, ushort spellId) : base(owner, target) { this.startTime = DateTime.Now; // todo: lookup spell from global table this.spell = Server.GetWorldManager().GetAbility(spellId); if (spell != null) { if (spell.CanPlayerUse(owner, target)) OnStart(); } } public override void OnStart() { // todo: check within attack range owner.LookAt(target); } public override bool Update(DateTime tick) { TryInterrupt(); if (interrupt) { OnInterrupt(); return true; } // todo: check weapon delay/haste etc and use that if ((tick - startTime).TotalMilliseconds >= 0) { OnComplete(); return true; } return false; } public override void OnInterrupt() { // todo: send paralyzed/sleep message etc. } public override void OnComplete() { //this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0); isCompleted = true; } public override void TryInterrupt() { 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 = !CanAttack(); } private bool CanAttack() { 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) >= 7.5f) { owner.aiContainer.pathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4); return false; } return true; } } }