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New targeting flags for BattleCommand and TargetFind. (This breaks combat until new BattleCommand data is in) Changed MP and TP to shorts in BattleCommand to handle cases where they might go negative. (might not be correct?)
391 lines
15 KiB
C#
391 lines
15 KiB
C#
using FFXIVClassic_Map_Server.Actors;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.actors.chara.player;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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using FFXIVClassic_Map_Server.actors.chara.ai.utils;
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using MoonSharp.Interpreter;
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namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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public enum BattleCommandRequirements : ushort
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{
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None,
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DiscipleOfWar = 0x01,
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DiscipeOfMagic = 0x02,
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HandToHand = 0x04,
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Sword = 0x08,
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Shield = 0x10,
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Axe = 0x20,
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Archery = 0x40,
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Polearm = 0x80,
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Thaumaturgy = 0x100,
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Conjury = 0x200
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}
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public enum BattleCommandPositionBonus : byte
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{
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None,
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Front = 0x01,
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Rear = 0x02,
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Flank = 0x04
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}
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public enum BattleCommandProcRequirement : byte
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{
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None,
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Miss,
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Evade,
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Parry,
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Block
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}
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public enum BattleCommandValidUser : byte
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{
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All,
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Player,
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Monster
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}
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public enum BattleCommandCastType : ushort
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{
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None,
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Weaponskill = 1,
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Weaponskill2 = 2,
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BlackMagic = 3,
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WhiteMagic = 4,
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SongMagic = 8
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}
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//What type of command it is
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[Flags]
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public enum CommandType : ushort
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{
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//Type of action
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None = 0,
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AutoAttack = 1,
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WeaponSkill = 2,
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Ability =3,
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Spell = 4
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}
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public enum KnockbackType : ushort
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{
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None = 0,
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Level1 = 1,
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Level2 = 2,
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Level3 = 3,
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Level4 = 4,
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Level5 = 5,
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Clockwise1 = 6,
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Clockwise2 = 7,
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CounterClockwise1 = 8,
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CounterClockwise2 = 9,
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DrawIn = 10
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}
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class BattleCommand
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{
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public ushort id;
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public string name;
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public byte job;
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public byte level;
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public BattleCommandRequirements requirements;
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public ValidTarget mainTarget; //what the skill has to be used on. ie self for flare, enemy for ring of talons even though both are self-centere aoe
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public ValidTarget validTarget; //what type of character the skill can hit
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public TargetFindAOEType aoeType; //shape of aoe
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public TargetFindAOETarget aoeTarget; //where the center of the aoe is (target/self)
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public byte numHits; //amount of hits in the skill
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public BattleCommandPositionBonus positionBonus; //bonus for front/flank/rear
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public BattleCommandProcRequirement procRequirement;//if the skill requires a block/parry/evade before using
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public float range; //maximum distance to target to be able to use this skill
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public float minRange; //Minimum distance to target to be able to use this skill
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public uint statusId; //id of statuseffect that the skill might inflict
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public uint statusDuration; //duration of statuseffect in milliseconds
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public float statusChance; //percent chance of status landing, 0-1.0. Usually 1.0 for buffs
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public byte castType; //casting animation, 2 for blm, 3 for whm, 8 for brd
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public uint castTimeMs; //cast time in milliseconds
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public uint recastTimeMs; //recast time in milliseconds
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public uint maxRecastTimeSeconds; //maximum recast time in seconds
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public short mpCost; //short in case these casts can have negative cost
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public short tpCost; //short because there are certain cases where we want weaponskills to have negative costs (such as Feint)
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public byte animationType;
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public ushort effectAnimation;
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public ushort modelAnimation;
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public ushort animationDurationSeconds;
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public uint battleAnimation;
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public ushort worldMasterTextId;
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public float aoeRange; //Radius for circle and cone aoes, length for box aoes
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public float aoeMinRange; //Minimum range of aoe effect for things like Lunar Dynamo or Arrow Helix
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public float aoeConeAngle; //Angle of aoe cones
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public float aoeRotateAngle; //Amount aoes are rotated about the target position (usually the user's position)
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public float rangeHeight; //Total height a skill can be used against target above or below user
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public float rangeWidth; //Width of box aoes
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public int[] comboNextCommandId = new int[2]; //next two skills in a combo
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public short comboStep; //Where in a combo string this skill is
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public CommandType commandType;
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public ActionProperty actionProperty;
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public ActionType actionType;
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public byte statusTier; //tier of status to put on target
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public double statusMagnitude = 0; //magnitude of status to put on target
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public ushort basePotency; //damage variable
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public float enmityModifier; //multiples by damage done to get final enmity
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public float accuracyModifier; //modifies accuracy
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public float bonusCritRate; //extra crit rate
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public bool isCombo;
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public bool comboEffectAdded = false; //If the combo effect is added to multiple hiteffects it plays multiple times, so this keeps track of that
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public bool isRanged = false;
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public bool actionCrit; //Whether any actions were critical hits, used for Excruciate
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public lua.LuaScript script; //cached script
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public TargetFind targetFind;
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public BattleCommandValidUser validUser;
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public BattleCommand(ushort id, string name)
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{
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this.id = id;
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this.name = name;
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this.range = 0;
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this.enmityModifier = 1;
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this.accuracyModifier = 0;
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this.statusTier = 1;
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this.statusChance = 50;
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this.recastTimeMs = (uint) maxRecastTimeSeconds * 1000;
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this.isCombo = false;
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}
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public BattleCommand Clone()
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{
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return (BattleCommand)MemberwiseClone();
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}
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public int CallLuaFunction(Character chara, string functionName, params object[] args)
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{
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if (script != null && !script.Globals.Get(functionName).IsNil())
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{
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DynValue res = new DynValue();
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res = script.Call(script.Globals.Get(functionName), args);
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if (res != null)
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return (int)res.Number;
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}
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return -1;
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}
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public bool IsSpell()
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{
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return mpCost != 0 || castTimeMs != 0;
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}
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public bool IsInstantCast()
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{
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return castTimeMs == 0;
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}
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//Checks whether the skill can be used on the given targets, uses error to return specific text ids for errors
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public bool IsValidMainTarget(Character user, Character target, CommandResult error = null)
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{
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targetFind = new TargetFind(user, target);
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if (aoeType == TargetFindAOEType.Box)
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{
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targetFind.SetAOEBox(validTarget, aoeTarget, aoeRange, rangeWidth, aoeRotateAngle);
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}
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else
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{
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targetFind.SetAOEType(validTarget, aoeType, aoeTarget, aoeRange, aoeMinRange, rangeHeight, aoeRotateAngle, aoeConeAngle);
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}
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/*
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worldMasterTextId
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32511 Target does not exist
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32512 cannot be performed on a KO'd target.
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32513 can only be performed on a KO'd target.
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32514 cannot be performed on yourself.
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32515 can only be performed on yourself.
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32516 cannot be performed on a friendly target.
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32517 can only be performed on a friendly target.
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32518 cannot be performed on an enemy.
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32519 can only be performed on an enemy.
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32547 That command cannot be performed on the current target.
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32548 That command cannot be performed on a party member
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*/
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if (target == null)
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{
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error?.SetTextId(32511);
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return false;
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}
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//This skill can't be used on a corpse and target is dead
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if ((mainTarget & ValidTarget.Corpse) == 0 && target.IsDead())
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{
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error?.SetTextId(32512);
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return false;
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}
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//This skill must be used on a corpse and target is alive
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if ((mainTarget & ValidTarget.CorpseOnly) != 0 && target.IsAlive())
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{
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error?.SetTextId(32513);
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return false;
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}
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//This skill can't be used on self and target is self
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if ((mainTarget & ValidTarget.Self) == 0 && target == user)
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{
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error?.SetTextId(32514);
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return false;
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}
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//This skill must be used on self and target isn't self
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if ((mainTarget & ValidTarget.SelfOnly) != 0 && target != user)
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{
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error?.SetTextId(32515);
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return false;
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}
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//This skill can't be used on an ally and target is an ally
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if ((mainTarget & ValidTarget.Ally) == 0 && target.allegiance == user.allegiance)
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{
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error?.SetTextId(32516);
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return false;
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}
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//This skill must be used on an ally and target is not an ally
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if ((mainTarget & ValidTarget.AllyOnly) != 0 && target.allegiance != user.allegiance)
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{
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error?.SetTextId(32517);
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return false;
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}
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//This skill can't be used on an enemu and target is an enemy
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if ((mainTarget & ValidTarget.Enemy) == 0 && target.allegiance != user.allegiance)
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{
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error?.SetTextId(32518);
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return false;
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}
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//This skill must be used on an enemy and target is an ally
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if ((mainTarget & ValidTarget.EnemyOnly) != 0 && target.allegiance == user.allegiance)
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{
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error?.SetTextId(32519);
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return false;
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}
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//This skill can't be used on party members and target is a party member
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if ((mainTarget & ValidTarget.Party) == 0 && target.currentParty == user.currentParty)
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{
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error?.SetTextId(32548);
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return false;
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}
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//This skill must be used on party members and target is not a party member
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if ((mainTarget & ValidTarget.PartyOnly) != 0 && target.currentParty != user.currentParty)
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{
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error?.SetTextId(32547);
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return false;
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}
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//This skill can't be used on NPCs and target is an npc
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if ((mainTarget & ValidTarget.NPC) == 0 && target.isStatic)
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{
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error?.SetTextId(32547);
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return false;
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}
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//This skill must be used on NPCs and target is not an npc
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if ((mainTarget & ValidTarget.NPCOnly) != 0 && !target.isStatic)
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{
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error?.SetTextId(32547);
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return false;
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}
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// todo: why is player always zoning?
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// cant target if zoning
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if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
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{
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user.aiContainer.ChangeTarget(null);
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return false;
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}
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if (target.zone != user.zone)
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return false;
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return true;
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}
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public ushort CalculateMpCost(Character user)
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{
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// todo: use precalculated costs instead
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var level = user.GetLevel();
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ushort cost = 0;
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if (level <= 10)
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cost = (ushort)(100 + level * 10);
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else if (level <= 20)
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cost = (ushort)(200 + (level - 10) * 20);
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else if (level <= 30)
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cost = (ushort)(400 + (level - 20) * 40);
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else if (level <= 40)
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cost = (ushort)(800 + (level - 30) * 70);
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else if (level <= 50)
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cost = (ushort)(1500 + (level - 40) * 130);
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else if (level <= 60)
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cost = (ushort)(2800 + (level - 50) * 200);
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else if (level <= 70)
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cost = (ushort)(4800 + (level - 60) * 320);
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else
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cost = (ushort)(8000 + (level - 70) * 500);
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//scale the mpcost by level
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cost = (ushort)Math.Ceiling((cost * mpCost * 0.001));
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//if user is player, check if spell is a part of combo
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if (user is Player)
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{
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var player = user as Player;
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if (player.playerWork.comboNextCommandId[0] == id || player.playerWork.comboNextCommandId[1] == id)
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cost = (ushort)Math.Ceiling(cost * (1 - player.playerWork.comboCostBonusRate));
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}
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return mpCost != 0 ? cost : (ushort)0;
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}
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//Calculate TP cost taking into considerating the combo bonus rate for players
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//Should this set tpCost or should it be called like CalculateMp where it gets calculated each time?
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//Might cause issues with the delay between starting and finishing a WS
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public short CalculateTpCost(Character user)
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{
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short tp = tpCost;
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//Calculate tp cost
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if (user is Player)
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{
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var player = user as Player;
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if (player.playerWork.comboNextCommandId[0] == id || player.playerWork.comboNextCommandId[1] == id)
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tp = (short)Math.Ceiling((float)tpCost * (1 - player.playerWork.comboCostBonusRate));
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}
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return tp;
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}
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public List<Character> GetTargets()
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{
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return targetFind?.GetTargets<Character>();
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}
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public ushort GetCommandType()
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{
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return (ushort) commandType;
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}
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}
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} |