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.lua; using FFXIVClassic_Map_Server.actors.area; using FFXIVClassic_Map_Server.packets.send; using FFXIVClassic_Map_Server.packets.send.actor; using System.Collections.ObjectModel; using FFXIVClassic_Map_Server.utils; namespace FFXIVClassic_Map_Server.actors.chara.ai { class StatusEffectContainer { private Character owner; private readonly Dictionary effects; public static readonly int MAX_EFFECTS = 20; private bool sendUpdate = false; public StatusEffectContainer(Character owner) { this.owner = owner; this.effects = new Dictionary(); } public void Update(DateTime tick) { // list of effects to remove var removeEffects = new List(); foreach (var effect in effects.Values) { // effect's update function returns true if effect has completed if (effect.Update(tick)) removeEffects.Add(effect); } // remove effects from this list foreach (var effect in removeEffects) { RemoveStatusEffect(effect); } if (sendUpdate) { owner.zone.BroadcastPacketsAroundActor(owner, owner.GetActorStatusPackets()); sendUpdate = false; } } public bool HasStatusEffect(uint id) { return effects.ContainsKey(id); } public bool HasStatusEffect(StatusEffectId id) { return effects.ContainsKey((uint)id); } public bool AddStatusEffect(uint id, UInt64 magnitude, double tickMs, double durationMs, byte tier = 0) { return AddStatusEffect(new StatusEffect(this.owner, id, magnitude, (uint)(tickMs * 1000), (uint)(durationMs * 1000), tier), owner); } public bool AddStatusEffect(StatusEffect newEffect, Character source, bool silent = false) { /* worldMasterTextId 32001 [@2B([@IF($E4($EB(1),$EB(2)),you,[@IF($E9(7),[@SHEETEN(xtx/displayName,2,$E9(7),1,1)],$EB(2))])])] [@IF($E4($EB(1),$EB(2)),resist,resists)] the effect of [@SHEET(xtx/status,$E8(11),3)]. 32002 [@SHEET(xtx/status,$E8(11),3)] fails to take effect. */ var effect = GetStatusEffectById(newEffect.GetStatusEffectId()); bool canOverwrite = false; if (effect != null) { var overwritable = effect.GetOverwritable(); canOverwrite = (overwritable == (uint)StatusEffectOverwrite.Always) || (overwritable == (uint)StatusEffectOverwrite.GreaterOnly && (effect.GetDurationMs() < newEffect.GetDurationMs() || effect.GetMagnitude() < newEffect.GetMagnitude())) || (overwritable == (uint)StatusEffectOverwrite.GreaterOrEqualTo && (effect.GetDurationMs() <= newEffect.GetDurationMs() || effect.GetMagnitude() <= newEffect.GetMagnitude())); } if (canOverwrite || effect == null) { // send packet to client with effect added message if (!silent || !effect.GetSilent() || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0) { // todo: send packet to client with effect added message } // wont send a message about losing effect here if (canOverwrite) effects.Remove(newEffect.GetStatusEffectId()); if (effects.Count < MAX_EFFECTS) { effects.Add(newEffect.GetStatusEffectId(), newEffect); newEffect.SetSilent(silent); { var index = Array.IndexOf(effects.Values.ToArray(), newEffect); owner.charaWork.status[index] = newEffect.GetStatusId(); owner.charaWork.statusShownTime[index] = Utils.UnixTimeStampUTC() + (newEffect.GetDurationMs() / 1000); this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(this.owner.actorId, (ushort)index, (ushort)newEffect.GetStatusId())); } { owner.zone.BroadcastPacketsAroundActor(owner, owner.GetActorStatusPackets()); } owner.RecalculateStats(); } return true; } return false; } public void RemoveStatusEffect(StatusEffect effect, bool silent = false) { if (effects.ContainsKey(effect.GetStatusEffectId())) { // send packet to client with effect remove message if (!silent && !effect.GetSilent() || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0) { // todo: send packet to client with effect added message } { var index = Array.IndexOf(effects.Values.ToArray(), effect); owner.charaWork.status[index] = 0; owner.charaWork.statusShownTime[index] = uint.MaxValue; this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(owner.actorId, (ushort)index, (ushort)0)); } // function onLose(actor, effect) LuaEngine.CallLuaStatusEffectFunction(this.owner, effect, "onLose", this.owner, effect); effects.Remove(effect.GetStatusEffectId()); owner.RecalculateStats(); sendUpdate = true; } } public void RemoveStatusEffect(uint effectId, bool silent = false) { foreach (var effect in effects.Values) { if (effect.GetStatusEffectId() == effectId) { RemoveStatusEffect(effect, effect.GetSilent() || silent); break; } } } public StatusEffect CopyEffect(StatusEffect effect) { var newEffect = new StatusEffect(this.owner, effect); newEffect.SetOwner(this.owner); // todo: should source be copied too? return AddStatusEffect(newEffect, effect.GetSource()) ? newEffect : null; } public bool RemoveStatusEffectsByFlags(uint flags, bool silent = false) { // build list of effects to remove var removeEffects = new List(); foreach (var effect in effects.Values) if ((effect.GetFlags() & flags) != 0) removeEffects.Add(effect); // remove effects from main list foreach (var effect in removeEffects) RemoveStatusEffect(effect, silent); // removed an effect with one of these flags return removeEffects.Count > 0; } public StatusEffect GetStatusEffectById(uint id, byte tier = 0xFF) { StatusEffect effect; if (effects.TryGetValue(id, out effect) && effect.GetStatusEffectId() == id && (tier != 0xFF ? effect.GetTier() == tier : true)) return effect; return null; } public List GetStatusEffectsByFlag(uint flag) { var list = new List(); foreach (var effect in effects.Values) { if ((effect.GetFlags() & flag) != 0) { list.Add(effect); } } return list; } // todo: why the fuck cant c# convert enums/ public bool HasStatusEffectsByFlag(StatusEffectFlags flags) { return HasStatusEffectsByFlag((uint)flags); } public bool HasStatusEffectsByFlag(uint flag) { foreach (var effect in effects.Values) { if ((effect.GetFlags() & flag) != 0) return true; } return false; } public IEnumerable GetStatusEffects() { return effects.Values; } void SaveStatusEffectsToDatabase(StatusEffectFlags removeEffectFlags = StatusEffectFlags.None) { if (owner is Player) { Database.SavePlayerStatusEffects((Player)owner); } } } }