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 BattleCommand skill; public WeaponSkillState(Character owner, Character target, ushort skillId) : base(owner, target) { this.startTime = DateTime.Now; this.skill = Server.GetWorldManager().GetBattleCommand(skillId); var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillPrepare", owner, target, skill); if (returnCode == 0 && owner.CanWeaponSkill(target, skill)) { OnStart(); } else { errorResult = null; interrupt = true; } } public override void OnStart() { var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillStart", owner, target, skill); if (returnCode != 0) { interrupt = true; errorResult = new BattleAction(owner.actorId, (ushort)(returnCode == -1 ? 32558 : returnCode), 0); } else { 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 (errorResult != null) { owner.DoBattleAction(skill.id, errorResult.animation, errorResult); errorResult = null; } } public override void OnComplete() { skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget); isCompleted = true; var targets = skill.targetFind.GetTargets(); BattleAction[] actions = new BattleAction[targets.Count]; var i = 0; foreach (var chara in targets) { var action = new BattleAction(chara.actorId, skill.worldMasterTextId, (uint)HitEffect.Hit, 0, 1, 1); // evasion, miss, dodge, etc to be handled in script, calling helpers from scripts/weaponskills.lua action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillFinish", owner, target, skill, action); actions[i++] = action; chara.Engage(chara.actorId, 1); } // todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action var errors = (BattleAction[])actions.Clone(); owner.OnWeaponSkill(this, actions, ref errors); owner.DoBattleAction(skill.id, skill.battleAnimation, actions); } 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(); } interrupt = true; return; } interrupt = !CanUse(); } private bool CanUse() { return owner.CanWeaponSkill(target, skill) && skill.IsValidTarget(owner, target); } public BattleCommand GetWeaponSkill() { return skill; } public override void Cleanup() { owner.aiContainer.UpdateLastActionTime(); } } }